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srmalloy

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Everything posted by srmalloy

  1. I've discovered an odd quirk when using Wormhole from the Gravity Control powerset. Playing with macros, I set up a macro "Zoom" that is "powexeclocation max:up Wormhole". On a recent mission -- one of Harvey Maylor's 'On the Psychic Plane' arc, where you get sent to an outdoor mission on the long, narrow city map with skyscrapers to defeat all of the (Praetorian) demons, I used this macro on a spawn of three Demons. They were flung into the air... and two came down. Figuring that, with the tall building next to me, that one had landed on a ledge, I defeated the two that hit the ground, and flew up... to find the third standing quietly in midair: Testing this through the remainder of the mission, I could fairly reliably expect to have about a 50% chance of one or more of the mobs flung in the air by Wormhole to have a Wile E. Coyote moment and forget to notice that they should be falling to the ground -- in one case, having all three of the Demons remain up in the sky where I'd flung them.
      • 1
      • Haha
  2. Is Nemesis Staff firing early all the time, or only against held/immobilized targets? Because I've seen it firing off before the animation ends against CC'd targets for some time.
  3. "Oh, give me a home / Where the buffalo roam / And I'll show you a real problem floor..."
  4. The second time I approached Positron about it, he said that it was the second time that someone had mentioned it, which meant that they should take a look at it. If I hadn't admitted that I had been the 'other person' they might have decided to fix it, since a minimal fix would just be duplicating the existing buoy object to create three new ones, colored uniform green, red, and yellow, and then change the object ID for the buoys in the various zones (the ones in the IP ship channel being red or green depending on which side of the channel they're on, and virtually all the rest being yellow, with only a few staying mid-channel marks).
  5. The "The Security Chief for Perez Park has asked for you by name" mission that you seem to get around level 6-7, where you talk to him and he sends you into Perez Park to defeat Circle of Thorns, who all seem to be at least one if not three levels higher than you are, is the most egregious of these, in my opinion. It's also my automatic first use of autocomplete -- talk to the Security Chief, get the mission to defeat the Circle, and autocomplete to get it done with (don't autocomplete the 'Talk to the Security Chief' mission itself, because that just auto-accepts the defeat Circle mission).
  6. It's not a bug per se, but it seems to be something built into the game that, any time you buy a particular item of salvage off the AH to be able to craft an IO, the first mob you defeat after crafting the IO will drop that salvage.
  7. The ships at the dock in Cimerora are moored in opposite directions, but the sails are filled with wind blowing in the direction the ship is pointed, as if the wind completely reverses direction if you move sideways twenty feet. And a particularly petty one, that from Positron's own statement I'm the only person to complain about in the entire live run of the game: Virtually all of the buoys in the game are wrong. The IALA International Maritime Buoyage Standard defines the vertically red-and-white-striped buoy as a center-channel marker, indicating that there is deep water on all sides of the buoy, and it can be safely passed on any side. Instead, we see them moored ten feet away from docks, or (in Independence Port) used in place of the red and green lateral buoys marking the sides of the deep-water channel.
  8. I had one incident back on Live that I've never been able able to reproduce. My AR/EM Blaster was in IP fighting Tsoo and she was attacking a Red Ink Man. She'd fired M30 Grenade, and it had reached the top of its arc and was headed down when the Red Ink Man hit her with his Siphon Speed and took off running. The grenade made a sharp turn in mid-air, going back up again as it followed the fleeing Tsoo, and about five seconds later, I saw the defeat message.
  9. You do realize the zombies the Death Shamans summon don't give any XP, right?
  10. Doing the "Cure the Lost" mission and targeting the boss in the middle of a big group of minions, then having all the minions whip out shotguns in unison and blast the now-immune NPC simultaneously, creating a sound spike that is physically painful. Looking through an invisible character and seeing the invisibility wipe away visual effects on other mobs.
  11. What? You don't like the poot boots? 😄
  12. The image of Reichsman during Mender Ramiel's monologue in the last mission of his 'unlock Alpha slot' arc makes him look like a gorilla trying to cosplay as M. Bison; that's good enough reason for me.
  13. They're in the game:
  14. You didn't get the huge chunks of XP that DFB gives, and it was inherently self-limiting due to the necessity of keeping a low-level character as team leader so that the rest of the team continues to get XP. That it was still run regularly before the devs rolled out DFB says more about the stultifying nature of the original origin-based contacts than anything else -- if you had a Tech origin, you faced Clockwork; if you had a Magic origin, you were sent against Hellions; Science, it was Vahzilok (which had me avoiding Science origin characters for years on Live). Restoring the origin contacts, but having their missions spread out across the low-level villain groups after an initial origin-themed mission, and then offering a wider choice of introductions, would give players a better introduction to the NPCs and prevent characters from being locked into missions against groups they don't want to have to fight. The addition of Matthew Habashy and his arc, with the follow-on contacts Sandra Costel and Officer Fields, at least changed things around a bit and made your initial opponents more uniform across origins. I have to agree, though, that Twinshot's arcs, being what amounts to an extended (and at times disjointed) tutorial, both starts too far into the game and is not well written.
  15. I think that section finally thrashed out that the interviewer had been thinking of the abortive Marvel Super Heroes MMO, which would have been on Xbox.
  16. Except that the mobs in the sewers under Atlas were level-capped about the same as the zone, so you had a built-in cutoff to how much XP you could get from it. Even starting with a low-level team leader would only help so much, as they would level up, too, eroding your XP.
  17. That's what makes the line work so well...
  18. Ahh, the "Paul McCartney was in a band before Wings?" moment. 😉
  19. See The Incomplete and Unofficial Guide to Bind.
  20. I did this with a Dark/Plant Blaster, recoloring all of the Dark powers to suggest that they were plant-based, with the debuffs rationalized as biological effects. Except for device-based sets like Assault Rifle and Dual Pistols, you're free to fiddle with the visuals to match the powers to your concept for the character.
  21. You can convert set IOs from regular to attuned via the market, because they're using the same pool of resources -- if you check the prices, they're the same for both the regular and attuned versions. For ATOs and WinterOs, though, the prices are different between the regular and Superior versions, and the number available seems to be different between the two.
  22. What I see happening if it is put into effect is that the regular ATOs would disappear from the AH because it would become possible for someone to obtain an ATO, either from a Super Pack or the AH, and make it Superior regardless of whether they were the right AT to slot it, which could then be listed on the AH for a much higher price. Creating a new way to flip enhancements that does nothing but raise the cost for people who don't buy the Super Packs.
  23. IIRC, this was done deliberately as an inf sink -- you either did it yourself, or you had to use unslotters to get the attuned/superior IO back. Before the attuned/regular IOs in the AH were pooled by HC, this bumped up the cost of attuned IOs relative to the regular IOs.
  24. At least, if you slept past 9:26:53.... 😉
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