-
Posts
3996 -
Joined
-
Last visited
-
Days Won
9
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by srmalloy
-
There is an image-sharing website I frequent where people post image sets; the 'index' pages have the title the poster selected for the set. There are two regular posters who, in what seems to be a deathly fear that their posts will languish for lack of attention if they don't, virtually always put one or two bright red heart emoji (❤️) into the text of their title, creating a jarring break in the flow of the pages. Other posters use emoji as well, but use the monochrome emoji (♥★) that don't leap out and drag your attention away from what you want to read. Emoji in chat is going to be similarly distracting; I don't want to have someone else's self-aggrandizement pulling my attention away from my playing the game. So unless it's implemented with an option flag like "Show emoji in chat" that's disabled by default, my choice would be NWIFH.
-
Actually, I do the Ghost Falcon unlock mission on all of my characters, simply because unless you're not paying attention, it's a combat-free glowie hunt, and a ranged AT can supplement the XP by popping the Rikti Communications Officers (which give XP like a lieutenant, despite having only minion HP, so they drop faster, and if you can one-shot them or pop them twice quickly, they don't summon their portal).
-
Deer tail animations would be for things other than the casual tail movements the animated tails have in game, so they could get away without animation. Deer tails are similar enough to the elongated rabbit tail that one could be used for the other with recoloring. Squirrel tails would need to be animated, if for nothing else than the tail dropping behind when running, but could be statically up the back at other times. Given the number of ways that a horse tail can be dressed, some of them would be static, but the standard free-falling horse tail would look better with an intermittent sway from side to side similar to the existing animated tails, but less continuous.
-
The only way I've found is to toss an AoE at one of the other Freaks at the object, and then run away (preferably around a nearby corner to break LoS) to get them to come after me; that generally gets them to pop out of the object. What annoys me about that mission, though, is that the map is generally linear enough, with the 'ambush' spawns starting from the front of the mission, so that I will clear the mobs around the first item, defeat the spawning attackers, then move to the second, defeat the mobs around it, and have the attackers that spawn for the second item come running down the map, find the first item, and destroy it, then don't go any further. This gets repeated for the third item, so even though I get credit for 'saving' the first and second items, they get destroyed by the mobs that show up to destroy the 'next' item. If each of the items to be protected despawned after you 'save' it, the mission would flow better.
-
My concern about Jack's success in his game development career after CoH was removed from under his thumb:
-
If you could go back in time and change things, going back to when NCsoft was buying out Cryptic and putting language in the documents creating Paragon Studios that would explicitly allow PS to buy itself and its properties away from NCsoft in the event of NCsoft shutting down Paragon Studios might be a more effective long-term alteration.
-
There are a number of crane hooks that you can disconnect from the load they're supposed to be lifting. There's one in SW Kings Row you can bump loose from the platform it's raising, for example. These have been in the game since early in live without being fixed.
-
I have to agree; in its current state, it's a very mediocre last-ditch defense to distract melee attackers; about the only time I've gotten any decent use out of it is in some Oranbega maps where we get hit from multiple directions because someone pulled aggro wrong, and I find myself in the middle of a cluster of minions.
-
Electric Control Pets have no travel assistance
srmalloy replied to Snowdaze's topic in Suggestions & Feedback
For the NPC version as well as the player version; I was doing a Fake Nemesis crawl in PI today, found a Master Illusionist on the stern of the ore ship at the south dock, and lit her up from the air to get her to spawn her pets. The Phantasm came up after me; the Dark Servant ran around the side of the ship, the summoned Illusionists were defeated before getting a chance to show whether they can fly, and the Decoy Phantasm just hung out near the water and never attacked. Eventually the Dark Servant came back, and was defeated still in the water. -
Or, to slant your argument differently, increasing your chance to hit from 5% to 6%, you reduce your chance of missing by about 1%; increase your chance to hit from 95% to 96%, and you reduce your chance of missing by 20%. Statistics can be so endlessly flexible, able to be twisted in ways that can create almost any impression you want.
-
Tried that; it didn't work, and I had to bite the bullet and download the Homecoming launcher.
-
To-hit chance just affects the likelihood that you take damage; if a mob has a gonzo to-hit, but lacks effective damage, it's just an annoyance. Player survivability depends on mitigating the incoming damage well enough that you can eliminate the damage source(s) before you run out of hit points. Different ATs and powersets approach it differently. Regen, for example, relies mostly on healing fast enough that they have the time to reduce the incoming damage to less than their healing rate. But since the impression that I get from the other posters is that this is an undesirable change, and the arguments for the change seem to me to boil down to "I don't want to have to miss! Make it so I don't have to miss!", I'm going to bow out of further participation in this thread before I say something to make GM Tempest start stealing sweetrolls.
-
It related to your tying your character bios together; I'd done the same thing, but more loosely.
-
Tell that to the AV that just missed you despite their 100%, 150%, or even 200% chance to hit. You have the same 5% chance to be missed no matter how much the "chance to hit" of the mob attacking you is over the to hit cap. It's comic-book physics; you can be standing there with your nose in the bore of the D-100 120mm main gun of a T-55 tank, your head tied across the muzzle, and it still has a 5% chance of missing you.
-
instant KB recovery (power or enhancement)
srmalloy replied to Umagon 23's topic in Suggestions & Feedback
I don't remember the specific effects, but I've seen my character get knocked back a distance and remain standing; I think that this is what the OP is referring to -- something that doesn't affect your being knocked back, but makes you adept enough so that you retain your balance while being knocked back. -
And you're saying you shouldn't miss because you say you shouldn't. Same thing. You're arguing two ends of a spectrum, and they're not going to overlap, regardless of how many times either of you restates your position. The mechanics are there, they apply the same 5% minimum chance to hit and 5% minimum chance to miss to everything in the game; they are applied evenly and fairly. Your cranking your "chance to hit" past 95% serves to give you a buffer against mobs with more than the standard defense, or are higher level, or if your to-hit is debuffed, or any one of the myriad things that can decrease your chance to hit. You benefit from the caps just as much as you're hampered by them. And I have to wonder why you're bringing this all up now, as if it's been festering in your soul since the first time you made an attack on Live with a 100% modified to-hit 'chance', and hit the 5% miss window, and now you're trying to get the Homecoming staff to change it because you think they'll be less wedded to one of the core mechanics of the game than the Paragon Studios staff were. The game we see, and the numbers behind them, can't account for every little thing that might happen; that's what the RNG, and the hit and miss caps, are there for.
-
It's not "to the right" of the player; the spawns always shift northeast. It's not that you can't target them -- sometimes you can target them before they even spawn in -- but that they don't become valid targets for attacks until four to six seconds after they appear. And this is compounded by the fact that some spawns appear, become targetable (but not attackable), and then despawn, forcing you to change targets. The same "appear, become targetable, then despawn" behavior is also seen on Rikti mothership raids.
-
A significant part of the problem is that, while the next spawn appears a short distance away from the last, so that the new mobs aren't appearing in the middle of the defenders, it's always the same direction, so the fight drifts to the northeast. At some 'standard' places where people make their stand, like the street north of Blue Steel in KR, this results in the spawns moving away until they drop into the vacant lot, making the mobs run around until they can jump up to the street. If the direction of the next spawn were randomized, the fight would still wander some, but much less.
-
Change all Group Flight Abilities to Grant Flight
srmalloy replied to MidnighterClubPatron's topic in Suggestions & Feedback
And when you get into a fight while you and your pets are flying, and the Grant Flight expires, dropping your pets away. I wonder if this happened in the Shadow Shard away from a rock, if the 'port back to the start' would kick in before the 'respawn by the MM' kicked in, creating an eternally falling set of pets who don't stay close to you for long enough to reapply Grant Flight. -
I recently ran a Citadel TF for the Notice with my AR/EM Blaster, and it was clear that AR was magnificently suited for the Council maps. Full Auto was up enough to lay waste to tunnel spawns, with Flamethrower and M30 Grenade and Buckshot while it was down, and there was nothing out of range of Sniper Rifle. Except for sniping, I wasn't dropping anything outright, but it set up the rest of the team to be attacking mobs at half health or less, and we just stormed through the maps.
-
Collective noun for mob groups aka Murder of crows
srmalloy replied to KaizenSoze's topic in General Discussion
I think a 'rumble' might work better than a 'gang', since you can already call them that. -
You can find some information about it here.
-
After I saw someone say "Для" in chat back on Live, I experimented and found that CoH supported a number of Unicode character sets (one, obviously, was Korean), so I rewrote the bio for Yaderniy Ogon to use references in Cyrillic, as well as the comment "Это не костюм; это мое тело. «Подарок» «славной советской техники»." (This is not a costume; this is my body. A 'gift' of 'glorious Soviet technology'.), which she used in response to 'nice costume' remarks. After that, I would often fall back on a Russian name and bio when I had name collisions with existing characters, and eventually built out a loose history of Soviet hero and villain groups, using real research institutions for more detail, and some characters have origins that are more or less loosely connected -- for example, one character acquired her powers after being contaminated in an accident with DE biota, and two others got loosely-similar powers due to inadequate safety precautions during the cleanup afterward.
-
If I remember the situation correctly, the BP in this part of Talos Island spawn mostly or entirely at night. Certainly the mask bosses only appear at night. But the Warriors and Freakshow should be occupying those spawn points during the day, I think.
-
The Arachnos base maps have, over time, been found to have a number of weird geometry holes that allow both PCs and NPCs to escape the confines of the base walls. The devs patched some of them on Live, but I'm not surprised that some of the holes weren't found and patched.