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Everything posted by ZemX
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Hey... occurred to me when I joined 'Boss's team doing Crimson's arc that it could be cool to get multiple teams doing that on a future TT. If we all kept in sync on the missions via TankHQ, we could cause several Kronos Titan ambushes to spawn at once, couldn't we? We'd at least have to coordinate leaving this mission at the same time: https://homecoming.wiki/wiki/Crimson#Check_out_Project:_Wildflower_and_look_for_Dr._Hedia_Lamarr Doable? I am not sure how long this whole arc takes though. Might have to check it out as it's been a long time since I've done the whole thing. And we probably want to save it for the next Excel TT since the number of teams we get = the number of Titans we get. Or... we could try teams of six Tankers each. Or both! 😈
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I think I took this one a little early. Not everyone gathered yet: You get a car in the face... and you get a car in the face... and you... Red, White, and Blue... (and some green) Nice place. Peaceful.
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Except Babbage just spawns once. The weird thing here is the two or three Titans. I just assumed that was GMs having a bit of fun whenever it happens.
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City of Data is also a good place to look: https://cod.uberguy.net/ Very detailed info parsed from the game data files and updated regularly when patches land. If you are trying to Google information on this game, you will very often be directed to old Wikis like Paragon Wiki that are describing the state of the game back when it was Live.
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We usually run a few teams depending on turnout. One or two Task Force / Trial teams for whatever the weekly strike target is and at least one mission team to level the lower-level Tankers who show up. You can suggest this story arc for the mission team if you want, but most people often just want to run level 50 radios or something like that. I agree it has a funny ending, but it's probably better solo than on a team of Tankers.
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Even in the twisted original dev vision of Stalkers being single-target assassins.... MA was weird. Even when Assassin Strike couldn't be used as a rotational attack, you still had SIX other single-target attacks. Now that AS can be used in combat, it's seven. It is long overdue to have one, if not two of the non-AS attacks swapped for a cone and a PBAoE, respectively. Oh, and there's no reason Storm Kick shouldn't have the +def from the Brute/Tank version when other Stalker primaries get similar +def moves. With Incarnates and Hard Modes pushing up the soft-cap, it would even be useful for that.
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Are we likely to see taunt get fixed in the near future?
ZemX replied to Meknomancer's topic in General Discussion
Moving around the room isn't the problem I was describing. It's how inefficient it is to fight enemies that are that widely spread out and reluctant to gather up. Really the only fast way to handle it is Fold Space, but I can never justify spending three slots in Teleport pool to have it available early enough in my build. -
Are we likely to see taunt get fixed in the near future?
ZemX replied to Meknomancer's topic in General Discussion
Oh definitely, I try to corral a few to a pillar or corner or whatever, but more than half the time this gets interrupted by the PuG I'm on. Usually by some controller using their one favorite power. -
Are we likely to see taunt get fixed in the near future?
ZemX replied to Meknomancer's topic in General Discussion
Which describes most of the Praetorian experience, as I recall. Giant rooms full of enemies all spaced out evenly and having only (or just preferring greatly) ranged attacks with enough range to largely ignore the range debuff in Taunt. [Cries in Tanker] -
I also took some photos! Got lucky with this first one. Not too many obscuring effects. Caught a saw blade spinning overhead., Tankers lined up vs. Freaks! FIGHT! More freaks! I look out in the distance and see.... a stage all lit up! "GUYS! We gotta take a group photo over there when the mish is over! WHO'S WITH ME!?" *MISSION COMPLETE* [Sound of doors slamming] Uh... guys? I'm tellin' you. It would have made the front page! Hey, You listening, man? Back to the action! Wentworths.. yay! Skyraiders and Freaks? Boooo! There are Tanks in this picture. Honest! Everyone in this next one is in a cool action pose. Me... It looks like I am really mad at the floor but I think it's cause somebody just knocked the AV on his ass. He's down there somewhere. Just take my word for it. Ah, the great outdoors! Wide open spaces. Trees. Okay, lotsa Skyraiders.... ...and a GIANT FREAKIN ROBOT!! I know it doesn't look like it... but we're winning! And then we asked some BP to throw us an after-party. And yes, we cleaned the bowl in the center of this map. We were raised right! Fun night, Tanks!
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Are we likely to see taunt get fixed in the near future?
ZemX replied to Meknomancer's topic in General Discussion
Was it a sniper? Those dudes never follow as far as I've seen. -
Are we likely to see taunt get fixed in the near future?
ZemX replied to Meknomancer's topic in General Discussion
Then they are missing the point of it. It's not primarily for holding aggro in melee. That's what punch-voke and taunt auras are for. Taunt (the power) is for grabbing aggro from range. That's the whole reason it has a built-in -range debuff. You are holding down ten enemies in a group and see a couple on the outskirts of the battle making a beeline for the Blaster? Taunt. Auto-hit. 70ft range. 22.5ft radius sphere. 5 targets. Extremely effective even with no additional slotting. It's not that you can't tank without it. It's just easier with it. -
Are we likely to see taunt get fixed in the near future?
ZemX replied to Meknomancer's topic in General Discussion
Threat. Taunt is just another way to build Threat. Being at the top of a given NPC's threat list is what keeps them on a Tanker (or anybody). You accumulate threat by "doing stuff" to an enemy. Even without doing any damage, Taunt by itself generates some threat. Likely very little given Recluse's resistance to it, but probably not actually zero. It nobody else is doing anything to gain threat with him, it could be enough. -
You're seeing that in the screenshots folder of Homecoming game client or is this being captured to the clipboard? If you are running in windowed mode it might be Windows that is capturing the window instead of the game client. I normally run in full screen mode, which works for screenshots most of the time but not for things like the character screen. For those I have to switch to windowed mode and use the clipboard, I think. Haven't done it in awhile.
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Are we likely to see taunt get fixed in the near future?
ZemX replied to Meknomancer's topic in General Discussion
If you had only mentioned recharge, I wouldn't have replied. You also said ACC, so it's important you and others realize that does nothing in PvE and that slot could be spent elsewhere. That's all. -
Are we likely to see taunt get fixed in the near future?
ZemX replied to Meknomancer's topic in General Discussion
Unnecessary. Tanker and Brute Taunts are auto-hit. Taunt enhancement increases duration, which in turn increases the multiplication factor for threat. That's nice, but the default duration is plenty long enough here. Only thing I slot in Taunt on my Tankers is a recharge IO. I'm not saying it isn't possible for a Scrapper to peel aggro from me on a single target like an AV. I've just never personally seen it, which makes it too rare an occurrence to be worth more slots in Taunt, unless the set bonuses happen to be worth it to you. -
Are we likely to see taunt get fixed in the near future?
ZemX replied to Meknomancer's topic in General Discussion
This. It's not a taunt bug. Taunt is not some master override of AI behavior. We know several things that cause mobs to run regardless of Taunt/Threat/Aggro. Avoid effects in powers cause them to run out of certain damaging effects. "Positioning" is a power some mobs like Longbow Eagles and Cabal Witches have. It makes them max. Afraid for a few seconds, which has the intended effect of causing them to run away, then turn around, and continue attacking at range. It's a hack way to make a "prefers range" AI behavior where none existed in the game engine explicitly. Some of what's being described here could still be AI behavior bugs, pathing problems, or yes, even odd corner cases where Taunt is indeed bugged. But it's simply not common, and that means it's going to be far, far down anybody's list to even investigate, let alone fix. Bigger fish. Etc. -
Are we likely to see taunt get fixed in the near future?
ZemX replied to Meknomancer's topic in General Discussion
Thanks for the link! It's good to know this and it means one should not turn off PvP data in CoD. I figured Gauntlet was working because it sure seems to in game. It can sometimes be hard to tell in melee if one is also running a taunt aura whether you have aggro because of that or because of punch-voke or... both. More obvious if you have a ranged attack. Heck, I've even peeled aggro off people with Nem Staff. -
Are we likely to see taunt get fixed in the near future?
ZemX replied to Meknomancer's topic in General Discussion
So... Gauntlet does look pretty weird in City of Data: Top level, this looks okay: Grants the gauntlet proc power, adds the AoE radius, arc buffs, and then revokes the gauntlet proc (presumably after it's executed once? But drilling into Inherents.Gauntlet_Proc, you see this: CoD interprets the entire inherent taunt effects as "PVP Only" here. (The black and white icon looking like a person). Looking at the raw data though reveals the parent effect here is indeed tagged PVP_ONLY but the child is tagged "EITHER". Does the game still execute the child effect? The programmer in me says it shouldn't, but who knows how the game client works? Anyway, the main effect here is a single taunt of the main target and the child effect taunts up to five more targets in a 10ft radius. But if the main target is only taunted in PvP... then there's no punch-voke on the main target in PvE. Would have to test this against someone doing more damage. One attack each from say a Tanker and a Scrapper on a single target. Does the scrapper end up with aggro? Both would have to turn off any taunt and/or damage auras and the scrapper should use a heavier attack to overcome the Tanker's higher base threat level. I have to say, the one place I've ever noticed punch-voke not seeming to work is during a DFB at low level. But that could be because the gauntlet taunt duration is like 2 seconds at that level. It's almost not there. I could swear I was still seeing the AoE taunt visual effect go off (little white sparkle on the head of each affected enemy) when I punched something. So it sure seems like it is working. -
I found it so against a single target... and not so much vs. a crowd. When I am tanking, I do a lot of target switching and I like to pick whichever attack looks best based on enemy positions. Having to worry whether it was time to hit CB first instead of the cone attack the situation called for in that instant was a downer. It was one more distraction I didn't need. Someone who handles multitasking better than I do might have a better experience.
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I don't recall that specific mission but there are a few zones where some mission doors are hidden below ground level. I think there's a collection of shanties below street level somewhere in St. Martial. You might have to move away from the waypoint some distance to find a way down. Another thing I've seen in St. Martial specifically is sometimes the door is actually in an interior space and you have to find the door that gets you there. A few building lobbies are like this. The lobby isn't instanced but it's located below the world map somewhere. But this doesn't sound like your case. 124ft is not that far below the map. If you've a spare million inf, buy the mission transporter for tricky cases like this. It's easier to find your way out than in to some of these hidden mission doors.
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Safer IN a car, really. Ever see a car-jacking in Paragon City? I haven't. They should build bank vault doors... out of cars.
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The world had become a candy-colored caricature of itself. Sure, we told ourselves we were fighting crime. It looked like anything but. I knocked back another one and took a long drag on my last cigarette, trying to forget. That's when it happened. I knew she was trouble the moment I saw her. Through the smoke of a hundred burning dumpsters. I saw her. Walking through this charred wasteland, past the piles of rubble, looking around like she was browsing the latest fashions at Icon... and not liking them one bit. She walked right up to me. Asked for a light. Said her name was "Edie" and that she was gonna fix all this. Suddenly I felt weak. I needed another drink.
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I'm gonna say this is more likely. Ice Armor has a minor lethal DoT in Icicles and... that's it for offense. Everything else about the set is purely defensive. Not knocking it. Could argue that's what a armor set is for, obviously. But Rad Armor is definitely doing more than helps your offense. Or it potentially can. I run it with Rad Therapy and Ground Zero fairly well procced out for damage. Not entirely, but mostly. And I drop Achilles Heel in the default slot of Beta Decay, for whatever that's worth. In the powers themselves, Beta Decay is boosting your recharge when you're in the scrum. Outside of the procs, the damage done by Rad Therapy and Ground Zero is toxic and energy, respectively. Likely less resisted by most foes (with some notable exceptions for tox) than is lethal. The other thing you might do is compare the builds between your Ice/Rad and Rad/Rad in Mid's and see if you've just got more offense in the sets and such (i.e. better +dmg, +recharge, that kind of thing).. Yes, Irradiated Ground took a hit recently if you have it heavily procced. The proc damage portion will be half what it was. But half the proc damage in one AoE, I wouldn't think would be that noticeable. That one attack isn't all your damage to begin with. So you lost half of some fraction. Maybe noticeable. Could tool your Rad/Rad around a bit as see if it also feels noticeably off. I've been spending too much time on my Rad/Ice lately to judge.
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All of them have the same battle cry: "What could possibly go wrong?" It also serves as my less serious "Ready!" response whenever the lead asks if we're good to go into some death trap or other.