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srmalloy

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Everything posted by srmalloy

  1. In the costume editor, if your character has the Huge body type, all of the 'raised' sunglass options, high or low, from "Sunglasses up High" to "Shield 1S (High)" are positioned forward and up on the character's head, so that they're standing away from the character's head.
  2. Yes, this is specific to the team/league invitation. The autofire invite bind is a clever use of what little scripting functionality the game allows, and I think that killing it entirely is too draconian a countermeasure; that sort of ingenuity should be encouraged, and an autodecline repeat invites would both let them keep using their bind and let you accept an initial invite if you wanted to join their team/league without making you play with your invite settings every time.
  3. Today I ran into an overly-inventive use of binds that overtly resembles the annoyance of Group Fly -- I had a character in Echo: Dark Astoria waiting for the timer to run down until Adamastor could be resummoned, and got a league invite, which I declined. Shortly afterward, I got another from the same character. Their explanation was that because inviting the characters assembled to take down Adamastor was 'hectic', they'd set up an autofire bind to invite everyone nearby (presumably using the target_custom_next command to get the next live friendly target). Now, I know that you can go into your team window and set 'Not accepting team invites', but this is something you have to preemptively do -- and then turn off again afterwards if you want to be able to be invited to join TFs or teams elsewhere. I recognize the utility of being able to light off a bind as autofire and have it walk through nearby characters inviting them to team/league, but either having to repeatedly decline invites or turn off accepting invites, then turn them on again later, is another of the "Oh, you can just go to Null and turn off being affected by Group Fly" problems. Is it possible for a new entry in the Options list to be created that would have your character auto-decline repeated invites from the same character within an adjustable period (likely a slider, from 0 to, say, 5 minutes), so that people using an auto-invite bind like this can keep using it, but you would only have to decline their invite once and you wouldn't get hit with repeated invites?
  4. Because we see your reasoning as being "I want A changed because of B, which doesn't affect A at all" -- you describe wanting to have a real (and repeatedly discussed previously) issue changed, but use a justification for the change a non-existant problem. Suggesting that the exit point be moved/changed because you exit the mission running into the helicopter and the other team members and Lore/pool pets jam up the exit is a valid reason; requesting the change because non-obstructing pets obstruct you is not.
  5. The problem with your suggestion is that having the Decoys out in non-combat situations means that, regardless of the recharge state of the summons power, your Decoys will be out and available to retaliate if you get attacked. If you amend your suggestion so that the Decoys disappear if you're attacked, then you're asking the Homecoming staff to special-case the behavior of one power because you want to have a cosmetic effect.
  6. If you leave the healers alone to heal the rest of a spawn, it makes it more difficult to take down the spawn, and you'll be "wasting" more attacks to counteract the healing than you would if you just whacked the healers right off.
  7. Are you certain that they're the MM primary pets, and not pets from the secondary, like /Dark's Dark Servant, or from an epic/patron pool, like the Tarantula from Mace Mastery?
  8. Any aura power that enemies notice, especially if it's not a damage aura, is fun, because the Embalmed just go into an endless loop of acting constipated, then having their explosion interrupted and having to start over.
  9. Surgeons, Sappers, and Engineers are all, if I'm on an appropriate character, primary targets of opportunity for Confuse, preferably with Power Boost active. Having the most annoying mobs switch sides and start playing for your team is endlessly risible.
  10. The default position for pets can be significantly disruptive to play. Catherine Wheel from the Pyrotechnics set, for example, wants to run right up behind its caster, particularly when going through doors to enter a mission. When this happens, your entire camera field of view is looking through the Catherine Wheel, and by the game's built-in targeting priority, only the Catherine Wheel is targeted -- even if you can make out a hostile mob through the pet's VFX, you can't click on it to target; any mouse clicks will target the Catherine Wheel. This also happens when leaving elevators. This can be obstructive in other situations as well -- running up to a door to enter a mission, if you wait to let your Catherine Wheel catch up, it will assume a position right behind your butt, obscuring your view of the door and forcing you to make camera gyrations to be able to target the door. Can we get the 'default' position for pets looked at and shifted a bit to one side or the other, so the default camera position is not looking through/past/over the pet, where the game code will cause the pet to absorb mouse clicks? Either that, or fiddle with the mouse targeting code so that having a pet behind you but in your camera cone doesn't make the pet absorb mouse clicks?
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  11. It's not an issue with the Yin TF because of the level range, but it's even more misplaced to blame MMs for pets piling up in the mission-exit helicopters, because some other pets do block movement — my Pyro/Marine controller's Tarantula from the Mace Mastery pool, for example, blocks movement while neither her Catherine wheel nor Barrier Reef do. Until the issue of exiting a mission into a helicopter resulting in you/your team running into the helicopter gets addressed, my inadequate solution has been to immediately back up out of the helicopter, rather than try to turn around to run forward to leave it.
  12. The problem with moving objects isn't that you can't stand on them, but that you can't stay standing on them, as we see with all the cars/trucks and the blimps/dirigibles; I think it was a decision by the original devs to make the boats intangible rather than deal with the issue of people sliding up and over the gunwales (or having a collision box where you couldn't land on the deck, and would just slide smoothly off); the cargo ships are big enough that making people slide off them would be immersion-breaking.
  13. That's argued against by the ship being in what would be the middle of the channel, and not misaligned like we saw with the Suez Canal and the Ever Grounded Given ramming the side of the canal. The fact that it's been sitting there pretty much forever is, I think, an artifact of the devs not being able to implement dynamic ship movement like the car and truck routes we see on the street -- and we saw how twisted those could be, with some of the pileups of cars and trucks orbiting in an intersection in KW. An argument against suggesting dynamic ship movement is dealing with the ships entering or leaving zones through the gates in the War Walls; unless you just handwaved it and had ships going through the gates like the appearance/disappearance of the Ghost Ship or had them fade in/out at the gates, you'd need additional animations to show the gates opening and closing. And having moving ships doesn't really add anything significant to the game.
  14. Unlike Independence Port, Kallisti Wharf has been maintained, so the channel under the bridge would have been dredged; if there had been damage to the channel causing it to be insufficiently deep, it would have been published in the Local Notice to Mariners bulletin, and hazard bouys would have been deployed until the channel could be dredged. Emil Christie wouldn't have let a hazard like that go unmarked long enough for a ship to be caught in it; it would reflect too badly on how he manages KW.
  15. It's not properly a geometry error, and doesn't affect gameplay, so it's a low-priority problem, but on the east side of the central island in Kallisti Wharf, there is a drawbridge with a cargo ship passing underneath that has a tugboat assisting it. Curiously, they're working against each other: You can see that the bow of the cargo ship is pointed to the left, while the bow of the tugboat is pointed to the right. Now, either the tugboat is towing the cargo ship -- in which case it would be towing the ship bow-first, to maximize the effectiveness of the cargo ship's rudder -- or the tugboat is acting as a drag/steering assist for the cargo ship to help it maneuver in the confines of the port -- in which case the bow of the tugboat would normally be facing the stern of the cargo ship, so the helmsman of the tug is properly positioned to steer the tug to assist the cargo ship. Regardless of which is the case, one or the other should be flipped around.
  16. It's not just the tip missions; you can have the same thing happen with any mission that has an immediate follow-on mission if you complete the mission while on the 'wrong' side. For example, I had a mission from Harvey Maylor to find Vanessa de Vore's location by defeating 20 Carnival of Shadows. Not wanting to have to canvass PI looking for the occasional tiny Carnie spawn, I hied myself off to St. Martial and did some cleanup of the Carnie encampment there. When complete, a follow-on mission immediately came up, 'Defeat Vanessa & her servants'... in Sharkhead. Knowing that this would be wrong, I entered my base, and the mission zone changed to Atlas Park, where the mission door really was.
  17. I use it for this purpose with my Pyro/Marine controller, particularly in Ephram Sha's repeatable missions in DA, to grab a spawn's attention just before she jumps out tto slap down an AoE control instead of having to eat the spawn's alpha.
  18. If you want to make sure that you don't accidentally toggle off a monitor you want to keep, you can use the 'stopmonitorattribute' command for each attribute you want to show to put the monitoring in a known state before using the 'monitorattribute' command for that attribute.
  19. You can stack set bonuses of the same name up to five times, no matter the source or value. If you have, say, eight "Small Smashing/Lethal Resistance Bonus" set bonuses, you get the biggest five, regardless of whether they're 2.5% or 1.25% or 0.625%. Kinetic Crash and Sudden Acceleration both have 7.5% global recharge as their six-slot bonus; this is "Huge Recharge Bonus", while the recharge bonus from the LotG global is "Luck of the Gambler: Recharge Speed" — you can have five of each for a total of 75% recharge bonus (and probably have a badly borked Energy Blaster build to get the right powers to slot that way to do this). From the Homecoming wiki on enhancement set bonuses: Blood Mandate has amongst its set bonuses both a "Small Increased Fire/Cold/AoE Def Bonus" and a "Huge Increased AoE/Fire/Cold Def Bonus". Both of these provide 1.88% to Fire and Cold defense; however, since they have different names, they are separately subject to the Law of Fives, and a character can slot this set up to five times and get both copies of the 1.88% bonus up to five times each (assuming no other sets with the same bonuses).
  20. I think what the OP would like is some sort of cascading effect -- the set does stun, with an associated -ToHit effect, but if you extend the stun duration, the -ToHit can run out before the stun wears off, rendering it pointless. If the -ToHit were applied with a delay, taking effect when the stun ran out, then it would be beneficial to slot more of the set, as you'd be stunning them for longer, and leaving them unable to aim for a while afterward -- but if they were resistant to the stun, the -ToHit would take effect right away, giving you the benefit you're getting now.
  21. Random zone NPC dialog: "[NPC] Dwayne: I swear I ran into this guy yesterday who looked just like me. When I confronted them, they just ran off making crazy r" I think that their comment should have ended with 'remarks', but it just terminates with the 'r' by itself.
  22. Used to be you could go to the force-field barrier on the east side of Peregrine island and work your way south a bit from level with the south pier, and you'd find a gap that let you get through the barrier. At that point, you could fly past the edge of the ocean and down under the map, then come back west under the island itself. This was an accepted way to get to the 'Matrix room' in the arena in PI before the arenas were regularized so you could go in their any time (I remember parking one of my characters there before shutdown). There were other gaps in the terrain, one of which was routinely exploited by the 5th Column/Council mobs in Founders' Falls -- if you were attacking them in the plaza just S of where the road goes into the War Wall to Talos Island, they could panic and run off, jumping into a miniscule gap in the terrain to get under the map, then jump back up through another miniscule gap in the fenced greenspace south of the Midnighter building (around [3167.8 0.1 1037.7]) and come back to attack you when you weren't expecting them. Even funnier, at the parking lot south of that, the octagonal pillar at the SW corner -- [3264.2 3.0 1343.6] -- was missing entirely, allowing anyone to get under the map and run around in the water that underlay most of the zone and attack up through the ground at the mobs on the ground. The mobs were smart, though, and 'knew' about the gaps in the geometry, and would run to the nearest one and jump down to come after you when you did that.
  23. — Dendis Moore "Dendis Moore, Dendis Moore, riding through the land. Dendis Moore, Dendis Moore, without a merry band. He steals from the poor, and gives to the rich. Stupid bitch."
  24. And something I make use of regularly; when I have a point on the map thumbtacked, I'll often just thumbtack somewhere outside the map with a double-click to set, then clear the thumbtack without worrying about accidentally clicking on something.
  25. It's not KB qua KB that is disliked, it's pointless KB. I haven't recreated the character on Homecoming, but on Live I had an En/En Blaster that I spent some time learning how to focus her use of knockback. Back when the Controllers would wait for the tank to herd up a spawn before firing off their AoE immobilize, instead of the current meta which seems to be "fire off your AoE immobilize right away, so the spawn is spread across as big an area as possible", I would position her so that the KB from her attacks would push mobs into corners and against walls, tightening up the groups to make it easier for the other heroes to get more of them in their AoEs. Admittedly, even though it's more 'realistic', vectored KB has made clustering mobs more difficult -- for example M30 Grenade used to knock targets away from the shooter, not away from the center of the AoE -- you can't just drop your grenade in the middle of the group to push them away from you, but have to more carefully pick who you shoot at to vector the KB in the direction you want. And with the push for more and more speed, the time spent setting up a focusing KB is time not doing damage, so you often see KB going off in different directions, which spreads out the mobs and cuts into the perception of "gotta go fast".
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