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fxds

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  1. That probably explains part of it. I do recall the detailed info saying it was mag .67 and I was doing a quick street sweeping mission to hit Crey in Brickstown where the Crey I was finding were mostly blue and green to me. I believe the next mission in the story arc I'm running is a proper door mission, so hopefully I'll get a chance to check there later tonight. The question I still have then is whether the in-game description of Dragon's Tail always said "knockback" (versus the wiki using "knockdown") or whether that still indicates a change of some sort happened somehow, even if it's not related to the Overwhelming Force IO.
  2. I respeced my mid-level SR/MA Tanker a few days ago, after not player her for about five years, following a build I found here on the forums. Everything was going great until just now when suddenly Dragon's Tail is doing knockback instead of knockdown. Even the in-game power description has changed to say "Foe Knockback" instead of "Foe Knockdown," which made me question my memory/sanity until I looked on the wiki and confirmed that the description there says "Knockdown." The only thing that changed between my last play session (where DT was doing KB) and now is that I added a couple of IOs to a completely different power (Thunder Kick, if it matters), and I'm pretty sure the Pounding Slugfest Dam/End didn't change anything. But the other one I added was Overwhelming Force Dam/Chance for KD/KB to KD. It clearly affects KD, but it says it does KB to KD, not the other way around, and in any event says it "converts any Knockback this power deals into Knockdown" (emphasis added). Thunder Kick doesn't do any knockback, and its only knockdown is from the proc on that IO, so I wasn't expecting any effect at all. I certainly don't see any logical reason why this would have the opposite effect, and on a completely separate power. Has anyone else seen this? I did a search here on the forums but couldn't find anything. Maybe I'm just finally losing my sanity?
  3. Ug. My apologies. I was on my way out the door to a family thing for the holiday and didn't take the time to search before posting. I should know better. Thank you for the reply and for kindly pointing out my error. I will now go submit myself to Doc Buzzsaw for punishment.
  4. I just encountered a problem with the in-game map for the Founder's Falls Safeguard mission. I'm guessing it's an old version? The locations for both the exploration badge and the key for the Prevent Arms Deal side mission are incorrect. The version of the map on the Homecoming Wiki is correct, however. Edit: If it matters, I updated VidiotMaps on my system just yesterday, using the manual installation instructions in the first post in this topic. I used the manual installation because I'm playing on Linux and didn't feel like jumping through whatever hoops might be needed to get City Mod Installer running. Also, I've run all of the other Safeguard missions today except Peregrine Island, and all of those in-game maps were correct as far as I could tell. If I get the chance to run Peregrine later, I'll update this post.
  5. I'm in the final mission, Part Five: Induced Vomiting. I'm attempting to lead Bile to the exit. We're most of the way through the yard. But we ran into two immortal enemies: a Freak Tank whose name I'm forgetting and has now disappeared, and a Freak with a Porter backpack named IDX Blinker. They're both Lieutenant class and when both Bile and I attack them damage numbers float up over their heads but their health bars never go down. And Bile won't disengage. When I try to lead him away he just stays and eventually gives his 'player has gotten too far away' dialogue. I've been in and out of the mission. Those NPCs at one point moved enough for Bile to have disengaged, but then when I got close to him he took off running back toward the sewer entrance to the prison rather than toward the exit, then again chastised me when I didn't follow. So I followed, he made a big loop around the yard, and then re-engaged IDX Blinker. I've passed my frustration limit, left the mission, and called Doc Buzzsaw (the mission contact) to auto-complete it. But no, there is no autocomplete option. Not that I can't use it because I've used it too recently. The option just doesn't exist. At this point, as far as I can determine, I'm stuck with a completely broken mission. I can try logging out and coming back later to start over, but this was a rather long and complicated mission that was interesting the first time around but does not sound fun to have to immediately redo. Arg.
  6. Are the borders really so odd that the area immediately around the neighborhood marker isn't all inside the neighborhood? Judging by the map all of the defeats were well within, but I suppose if the neighborhood in the code is really that wonky...
  7. Just to finish out the count for the mission after my initial post: Next group of two, one lt and one minion, neither counted. Next group, again one lt and one minion, both counted. Next group of three, all minions, all blue con for a change, none counted. Final group of three, two counted, mission finally done. So final tally, twenty four defeats for ten defeat credits to complete the mission.
  8. I'm working on the mission "Defeat Tuatha in Misty Wood" from Kelly Nemmers, the goal of which is to defeat ten Tuatha de Dannon in the Misty Wood neighborhood of Croatoa. I'm definitely defeating Tuatha, and I'm definitely in Misty Wood (just north of the neighborhood marker on the map), but many of them aren't counting toward the mission goal. Of the first group of three I defeated, only one counted. The second group of three, none counted. The third group, this time of four, three counted. The next group of four, two counted. So as I'm typing this, I'd defeated fourteen but only gotten credit for six toward the mission goal. The Tuatha I've defeated have all been minion class, and have been a mixture of green and grey cons, but the each group was all the same con, so the con has not correlated in any way to which ones have counted toward the mission goal.
  9. Does anyone happen to know whether the Vanguard w/ Jetpack (under Back Detail > Back Packs) animates when using Hover, Fly, etc.? I'm working on a costume for a Natural character and would like to provide some visual indication of equipment that would explain his flight.
  10. While I was trying to figure it out before posting, I ran across a small section in the Issue 27 Page 5 release notes titled "Stealth Toggle Exclusivity Removal." It notes that multiple stealth toggles can now be run together, but the stealth effects don't stack. The game just uses the best one of the effects instead. And now as I'm typing that, I'm thinking I might have missed something. Even though the stealth doesn't stack, maybe the Def does? In that case there might be an advantage to running both toggles while trying to stealth through a mission to the objective, though I imagine you'd want to turn Infiltration off for combat rather than pay its End cost for nothing more than a movement boost. Or maybe people really like big movement boosts in combat? Personally I find they make me move so fast I overshoot, so they're actively detrimental to positioning myself the way I want. But that may just be a personal skill issue with my age-reduced reaction time.
  11. Aye, there's the rub. Several weeks ago I downloaded over twenty builds for various ATs and power sets that interested me, figuring I would look them all over to learn some (hopefully) relevant things. Unfortunately at this point I don't remember where all I found them, let alone the specifics of where I got each one. I should have made notes of that info. I know better. Sadly that doesn't stop silly ADD brain from being silly. Or just downright foolish, as was the case here.
  12. By coincidence, I finally found the motivation to get Homecoming installed and running on my Steam Deck a couple of weeks before the event, and after over five years away it took me those couple of weeks to start feeling like I actually remembered how to play the game. MS came along at just the right time to be my first non-solo activity, and brought up a lot of good memories of the Second Rikti Invasion back in Issue 10, albeit on a smaller scale.
  13. I'm looking through some builds I found, trying to learn from them toward making my own builds. I found something I don't understand, so I'm hoping someone can clue me in. I'm looking at a Scrapper build that includes both Energy Cloak from the Energy Aura secondary and Infiltration from the Concealment pool. Both are slotted with LotG Def, Def/End, and Def/+Global Recharge, and Infiltration is additionally slotted with Kismet +Acc, GotA Def/Run Speed, and the Thrust Running Speed/Run Speed unique (which I'd never seen before). Not having ever used either of those powers I checked them on the wiki and immediately noted they both say they cannot be used with other concealment powers (little "c", not just the Concealment pool). I assume this means they cannot be used together. So why would a build include both? The only explanation I can think of is based on two things. First, Energy Cloak retains at least some of it's Def bonus in combat, and second, I found a reference that says Infiltration is considered a travel power. And indeed the build does not include any other travel power (though that alone doesn't surprise me because a fair number of other builds I've looked at also omit travel powers, apparently just relying on Sprint + Athletic/Beast/Ninja Run). So perhaps Infiltration is meant to be used for travel around the city (and possibly while stealthing missions?) and Energy Cloak is intended for use in missions and combat. Does that make sense? Is Infiltration actually a decent travel power? But if it's being used for travel, why slot it for Def (specifically the LotG Def and Def/End enhancements)? I don't recall ever seeing travel powers slotted that way, but perhaps that's just because traditional travel powers can't slot Defense sets? Or perhaps it's to help with stealthing missions, because Infiltration doesn't lose its Def bonus when you're discovered, only when you attack? I should note the build takes Misdirection at level 47, so Infiltration (along with Grant Invisibility) also serves as a prerequisite. But I don't think it's just there as a prereq and mule for those various uniques, because then those two non-unique LotG enhancements wouldn't make any sense.
  14. Recently back after about five years away, and still learning and trying to wrap my head around the various changes in that time. So what do folks consider the most fun (as opposed to "best") AT for Dual Blades these days? I generally don't power level, so I'm hoping for a fun time through the levels rather than just at end game. I tend to run solo most of the time and I'm often a slower, more methodical player (though I'll freely admit that scrapperlock is indeed a real thing). Oh, and while this is not a build request, I should mention that expensive builds don't intimidate me, so if an expensive build is a big factor in making DB fun on a particular AT, that's fine. Now that the basic question's out of the way, here's a bit more info about where my head is at, in case it's useful in making a suggestion. One of my favorite characters on Live was a DB/WP scrapper. I really enjoyed the DB combo system at the time, but that was largely because of then-recent experience in another game rather than any virtues of the actual combo system here. In other words, I know now that DB works better if you mostly ignore the combo system, and I'm fine with that. My original conception of the character would have fit best with a stalker, but I wanted the character blue side and that was long before such voodoo was possible, thus the scrapper. Freed of that restriction now I think stalker might be fun, but I'm already leveling another stalker right now, so I'm also thinking another AT might be more fun just for variety's sake. In other words, I'm waffling and confusing myself by overthinking, which is part of the reason I'm posting this...
  15. Thanks for the input. I think I've decided on Energy Aura at this point. Silly question though: what is SL in your comment? Only thing I can think of is smashing/lethal but I'm not sure why EnA or Inv would care about the primary dishing out some smashing damage, as the first few DM attacks do...
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