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srmalloy last won the day on September 29
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3671 ExcellentAbout srmalloy
- Birthday 01/01/1004
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Synapse could be done using the Psychic Clockwork from Tina McIntyre's first mission which could be seriously annoying for builds short on psi def/res.
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Monument 2 for the Researcher history badge (the plaque is on the E side of the central building cluster on Talos Island describes Spanky Rabinowitz' birth: "Mayor 'Spanky' Rabinowitz was born on this very street, in 1878 to Aaron and Maria Rabinowitz." The Homecoming wiki page for Talos, describes his activities: "Throughout the 50's and 60's, he steadfastly rose to the challenge of combating giant monstrosities. He became the city's newest marvel and champion." It goes on to describe his last battle: "In the last climactic battle against his arch foe, the Chimera, Talos and the serpentine beast clashed beneath the waters of the bay. A mighty battle ensued, shaking Paragon City to its foundations, tearing a giant rift in the ocean floor from which earth and lava rose to form an island. Known today as Talos Island,..." We know from the Paragon City history page that heroes started appearing in the 1920s and 1930s, so Talos must have been doing his fighting in the 1950s and 1960s, with his final battle occurring no earlier than the 1960s, meaning that Monument 2 for the Researcher badge describes Spanky Rabinowitz as being born in 1878 on a street that wouldn't exist for another 60+ years, being bay/ocean floor prior to Talos' final fight with the Chimera. But the plaque has been around too long, and moving it to somewhere that actually did exist in 1878 would screw up maps, people's acquisition of history badges, and keep us from laughing at what is clearly a poorly-researched retcon, perhaps even Spanky Rabinowitz himself trying to set up his public image... and failing to do the research for where he arranged to have the plaques celebrating his life placed. A sort of cut-rate Emil Christie, as it were.
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"Early-modern" being the 1600s? Although if you go back to their original employment as mounted infantry, the concept goes back to very early in the history of organized warfare. However, being disparagingly compared against true cavalry, dragoon units sought to increase their skills and status, and wound up in the space between heavy cavalry and light cavalry, in the role of reconnaissance, picket duty, and skirmishing. Gustav II Adolf equipped his dragoons with a sword, an axe, and a matchlock musket, and the armament of sword, musket (later carbine) and pistol(s) eventually became the 'standard' armement of dragoon units; some would add a lance for mounted work, but this would generally be discarded or left in camp when dismounted. By the First World War, the dragoons had largely become indistinguishable in role from other cavalry units, although the unit designations remained for reasons of tradition. If keeping the 'traditional' weapon mix, you'd have a sword like the pallasch, smaller and lighter than a broadsword, one or more pistols (likely just one for game purposes), and a carbine or light rifle.
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It doesn't affect the way the powerset plays, but the power information is disjoint between Irradiate and Atomic Blast in the Radiation Blast powerset. Right-click the Atomic Blast icon, and it will identify itself as a PBAoE power; opening its Info window, the detailed information shows its target type as 'self', with an AoE of 20' radius. Right-clicking on the Irradiate icon identifies it as a "Close (AoE)" power; its detailed information shows its target type as 'self', with an AoE of 20' radius -- a PBAoE attack in everything but the name -- and both require Melee AoE damage sets as their 'categorized damage'. Why is one listed as "Close (AoE)" and the other as "PBAoE", when they're both PBAoE attacks? Was Irradiate originally a short-ranged AoE that was later converted to a PBAoE, but never had the brief description updated?
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From my experience, it's not a random mission; it's always the first mission in your mission list window.
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I've had occasions where my character only shows as having enhancement tray 1, but either zoning or logging out then back in restores the other six.
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I have gone through all of the base codes listed in the Excelsior Base Tour hub and added them to my popmenu if they weren't already there. The seasonal bases -- three Halloween and one Winter -- are listed at the bottom under 'Seasonal Bases'. I have also added a separate entry for the Base Tour Hub base at the top of the popmenu to make it easier for people to find it (it's still down with the rest of the 'B's, just has a copy where it's easier to find). The file should be placed in the "menus" folder of your game folder; from the "homecoming" folder, it's /data/texts/[language]/menus Replace "[language]" with the installed language for your client -- for most of us it will be 'English', so the path would be: /data/texts/English/menus A suggested macro for the popmenu is: /macro_image "Apparitions_Dissipate" "Bases" "popmenu ExcelBaseCodes" When I was going through the base codes from the tour base, I had two failures. The 'CODEWORD-24503' passcode identified as being invalid for the 'Agents of HERO' supergroup, and the 'CRIMSONRED-35184' passcode returned an error that implies something more serious: Unable to load the supergroup container 35184 I hope that this does not indicate that the database entry -- and all of the base itself -- is garbaged on the database server; from my admittedly brief look at the bases as I zoomed through getting the SG names, they all represent an impressive amount of work, and losing even one would be a shame. Excel Base Popmenu.mnu
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Don't forget that you have to micromanage your pets -- which is annoying enough when you can order your pets away, but infuriating when you don't have any control over them -- to keep them from running into the chambers with the lab equipment, pounding it until it explodes, then getting half (or more) killed by the explosion on top of the random buff/debuff the explosion inflicts.
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And the Arachnos bases are just as bad, with rooms that have high walkways with no railings -- OSHA violations all the way. Of course, they get a pass, since the Rogue Isles are an independent polity and not subject to OSHA regulations.
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I'm not suggesting a general removal, only for the Advanced Mode content which currently has the Mag 10 confuse resistance neutering the power. I would have to go through the code to determine whether the 'enemies will not notice' effect is something that could be easily disabled only for that content, or whether it would take something like having Advanced Mode cause the powers to drop a pseudopet at the target that aggros mobs around it. But the current arrangement, no matter how much it impedes characters built around Confuse powers, is at least functioning as coded, which has to be considered before looking at changes; is it worth the effort to address the issue for a small number of powersets?
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I think removing the 'enemies will not notice' flag would be simpler to code than adding an entirely new combat logic coding specifically for confused mobs and only in Advanced mode. Remember that confusion works both ways, so they'd have to change the target designation for confused players — randomly changing who gets blue and orange target markers instead of just flipping colors or randomly applying damage to nearby targets. Much simpler to just remove the flag.
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Just defining Advanced mode as removing the "enemies will not notice this attack" aspect of the Confuse powers leaves them as a tool to use against opponents while preventing the 'set up with impunity' aspect that is being addressed by making them useless. And this could be propagated to regular factions as an additional degree of difficulty for high-rank mobs — so an AV might notice that one or more of their guards has been Confused and aggros on the attacker, while the rest of the spawn remains clueless until they start attacking the AV.
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The Nemesis GM is triggered by the performance of the characters fighting the invasion forces; if there are only a few people fighting, they won't be causing enough mayhem to spawn the GM. So presumably if you're putting out enough damage to spawn the GM, you've got enough damage to drop it.
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Keep innocuous mission text until mission entry
srmalloy replied to srmalloy's topic in Suggestions & Feedback
There aren't many like this, but I concede that going through the mission briefings to identify the ones that are like "Run over to [destination] and pick up [McGuffin] from [holder]" may be an extended process. Although, while doing that, they could also fix Anton Sampson's stock "check out Nemesis base" missions to add "and defeat all soldiers inside".