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srmalloy

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Everything posted by srmalloy

  1. Look at the way AoE effects are rendered when used by flying characters, so you can see the full limit of the effect. Some of them are spheres, and some are oblate sphereoids that look to be half as tall top-to-bottom as they are edge-to-edge horizontally. Barrier, for example, is a sphere, but Dispersion Bubble from the Force Field powerset is oblate. One of the perennial annoyances I encounter is in the runup to spanking Adamastor, where I'll often see someone with a flying character fire off their Destiny power, and you can see that it never reaches the ground, so it doesn't benefit anyone there but themselves.
  2. You're thinking of the room at the end of the Moonfire TF, which was rethemed by stripping out the mech and gantry to use for the Trapdoor mission in Mender Ramiel's arc. The Arachnos reactor room is an enormous hollow space where you enter about halfway up one wall on a walkway along the wall; it has some (railing-free, so falling risk) ramps going to higher levels, and (IIRC) elevator shafts that take you do the bottom, where there are a number of reactor pods in a pool of some disgusting liquid, and it's big enough to hit the render distance limit from top to bottom, and exceeds the limit of range-boosted attacks from one side to the other. It's huge, mostly empty, and if you're unlucky enough to get it in a 'defeat all' map, you'll spend more time running around trying to find everything there than you would in the Arachnos training facility room cluster.
  3. I had a similar conversation with Positron at one of the Meet'n'Greets at the San Diego Comic-Con, where I mentioned Re-Volt, a 3rd-person RC toy car racing game that had a 'user track generation' mode where you could place predefined track blocks to create a race track, and wondered if it would be possible to do the same sort of thing with the map blocks in CoH for designing custom maps for AE. He said that the map creation interface wasn't robust enough for that, and that it would take a really large amount of work to make an editor bulletproof enough to give to the users for making maps. Aligning adjacent blocks was a big issue -- on the yellow office maps released with CoV, you would (and, rarely, still do) run into cases where a corridor ends in a black wall, which you can pass through and find yourself in the continuation of the corridor, and turn around to look back and see the corridor you came from; this is caused by a tiny misalignment of the map blocks causing the rendering engine to not see the blocks as joined, so it draws a black wall instead of rendering the next block. However, doing a uniform scaling (and translation) of the pieces making up the existing tunnel maps should keep the relative positions of all the joints the same, so it shouldn't break something. It would still be a significant amount of work, but less than throwing them out and reconstructing everything.
  4. Even something as simple as going back and upscaling all of the tunnel geometry by 25% in each dimension would make a significant improvement in the navigability of the caves. The concern I have is how it would spill over elsewhere, since the Council/5th Column base maps use the same geometry dressed differently -- I don't know if they actually use the same internal tileset with different colors and greeblies, or have their own tileset; if they use the same tileset, it would break all the Council/5th maps or generate scaling issues with the greeblies.
  5. I always craft a Grant Invisibility buff at an empowerment station before running that, and I don't seem to have a problem with drawing unwanted aggro. Are you remembering to turn off any aggro auras before you make the run? I made that mistake once. Well, twice...
  6. Particularly since, while the signature weapon of the musketeers was the musket, its long reload time (and the easy interruptibility of the reloading process, an aspect not noted anywhere in the original suggestion) and increasing inaccuracy as range increased made its use impractical for more than setpiece battles, with their primary weapon being the rapier or epee. As such, the addition of another mixed ranged/melee MM set that requires a completely new set of animations that occurs, unlike other powers, during the power recharge time, doesn't seem to me to add much to the diversity of MM primaries.
  7. In the tailor window, selecting Pool/Epic and the Sorcery pool, then selecting Mystic Flight, shows your character in the 'idle standing' animation, not the 'stationary in flight' animation that it used to display. The visual effects still animate around the character; only the character pose is affected.
  8. There's another 'too obscure for the devs to take notice of' geometry bug that goes back to Live. This one is in the last room of the mission to defeat Frostfire. If you go into the room to your right, if you move around carefully, you can see phantom building structure -- a beam and pillar, both of which are insubstantial and fade out before reaching the wall/floor. Since it doesn't affect game play at all, and is invisible unless you're at the right angle in the room, they probably decided it wasn't worth the time to fix.
  9. This has existed since back on Live; apparently, it was too low a priority for the Paragon Studios staff to address. Although the screenshots I used to have of it were taken from the west of the anomaly, while flying over the empty lot there.
  10. Something I noticed with a new character in Outbreak is that the prestige attack Blackwand appears to have a 'dead time' at the end of the visible animation. What is happening is that your character seems to freeze before the next power triggers. If I activate Apprentice Charm, and hit the key for Blackwand while Apprentice Charm is animating (queueing up the power), as soon as Apprentice Charm goes off, my character pulls out the Blackwand and starts its animation. If I reverse the order, queueing up Apprentice Charm while Blackwand is animating, the animation completes, Blackwand fires, and then my character just stands there holding the Blackwand until they realize that they have an attack queued and start the animation for it. I get the same thing when following Blackwand with other powers; there is a 'dead spot' when the animation finishes before the next power can activate. This could be fixed by either changing the animation speed so it matches the root time, or adjusting the root time to match the animation speed
  11. Well, at least cows can't fl... Oh, wait. Never mind. (ducks under an awning)
  12. Just slot all the Pyrotechnics powers only for their secondary effects, with no damage sets at all. Problem solved.
  13. The point is that pointing to numbers alone is the bandwagon appeal. @baster responded better by citing areas where they believe WoW works well, those features drawing people in. Of course, we can also point out that WoW and its various imitations contributed to the 'AE baby' syndrome on Live, where people coming to CoH from WoW and WoW-imitating MMOs would seek out the most effective way to rush to level cap, because WoW taught them that the leveling was just makework until you got to level cap and the end game, and then complained that CoH had no content, without understanding that in CoH the leveling that they had just skipped past was the 'end game'.
  14. Ahh. The "jump on the bandwagon appeal" fallacy. For which I keep the following Bloom County strip: Just because something is popular does not make it better, or even good. WoW is the MMO that fossilized the "holy trinity" of archetypes and "you are what you wear" gear structure that so many other MMOs have slavishly repeated in the hope of becoming the "WoW killer", along with other dubious decisions that have been repeated again and again by other MMOs trying to steal some of WoW's customer base.
  15. Neither have I, although I've played both Aion and Tabula Rasa before becoming heavily disenchanted with the 'group or go nowhere' playstyle of both, and having a target painted on my back for gankers in Aion, then SWTOR and ESO before the CoH rogue servers went public, at which point my play time in both dropped to near zero.
  16. That was simply the first example that popped to mind; there are a number of 'two entrance, one exit' buildings, with some strange stairway-to-roof links that I discovered back on Live but didn't bother remembering.
  17. IIRC, any 'defensive' posture — goto, stay, whatever — is treated as putting your pets in Bodyguard mode, but only Masterminds get any benefit from it beyond your pets not aggroing randomly on everything in sight, which can be an issue in zones with yellow-reticle mobs (neutral until attacked) like a lot of Kallisti Wharf or the Crey PR groups in Brickstown.
  18. If you can't slot a type of enhancement, a power that boosts that aspect of a character doesn't need "ignores enhancement" -- that way, you can't slot an End Mod enhancement and have it do nothing while taking up an enhancement slot. The power has never allowed for slotting Endurance Modification enhancements or set. The Electric Armor set was added with the introduction of Brutes in Issue 6, proliferated to Stalkers in Issue 12, to Scrappers and Tankers in Issue 16, and then to Sentinels in Issue 25, with Charged Shield replacing the damage aura Lightning Field. Issue 27 Page 2 is an awfully long time to wait to 'discover' that the power, working the way it has since it was originally released, is suddenly and only now bugged because it doesn't do what you want.
  19. Ahh, that explains why you have to run over to the corner where your ass got kicked to pick it up after every fight.. You really need to use a btter glue to keep it attached. 😁
  20. This is a known problem that is integral to the design of CoH, and can only be addressed by removing the ability to slot either Damage or Damage Resistance enhancements (or by a much more difficult rewriting of the internal database structure to separate the effects)-- Damage and Damage Resistance are the same effect internally, just with opposite sign.
  21. There are other powers that boost more than one attribute, but only one of them is enhanceable. The power description doesn't list endurance modification in either the allowed enhancement types, nor allowed sets, so it appears to be WAI.
  22. Go to the double doors on the west side of the central spire in Kallisti Wharf and enter; you are taken up to the room near the top of the building. Go back down the elevators, and you'll find yourself outside the east doors of the building. This happens wherever there are two doors that take you to the same room inside a building, but only one that takes you back -- the game doesn't 'remember' which door you clicked on to enter, and just exits you through whatever single door is defined for leaving the building.
  23. But it does suggest that they're looking for love in all the wrong places...
  24. They're trying to level a TW/DA brute... and don't have their entire inspiration tray loaded with blues...
  25. Grinding them as bosses in DA is the inefficient way to get the badge. Take Unai Kemen's first mission, enter at +0/x1, and for each spawn you find whack the minion. The lieutenant will summon an underling mask that counts for the badge; whack the mask and leave the lieutenant. If you're a ranged AT, you can stay up in the air and shoot at the masks as they come after you, but it works with melee ATs as well. After a minute or so, they'll summon another, and will keep summoning a new mask after you whack the last one they summoned. When you have six or seven lieutenants pissed off at you, cycling around through them will keep you in a steady supply of masks until you get the badge.
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