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Everything posted by srmalloy
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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It's a logical extension of 'things that don't move', but you need to remember that this cuts both ways (sometimes literally) -- if your character gets held or immobilized, you become an unmoving target, and all the NPCs will have a 100% chance to hit you.
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If you're held, you're not going to be moving, which puts you in the category of things that don't normally move for as long as you are held. Lock someone up in a block of ice, and you should be able to put your next shot through any part of their body you care to hit.
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So this should equally make attacking a held or immobilized target a 100% chance to hit? There are AVs who would melt PCs by blowing a hold or immob past their defense and then pounding them with their overpowered attacks.
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What's the most satisfying sound/feeling you've heard/felt in CoX?
srmalloy replied to Xenorgh's topic in General Discussion
I could never spend more than a few minutes at a time in Paragon Chat -- the CoH client as a front end to a chat server always felt as if I was looking at the zombie version of Paragon City, with none of the life the game had. Bringing my first character out into Atlas Park was like seeing my childhood home rebuilt. -
You might want to make the badge award to anyone on a team that defeats the head as long as they're in zone. A badge isn't something that can be exploited much, but I remember the bug that briefly existed on Live where mission glowies that awarded experience for clicking would allow characters on the team but not in the mission receive absurd amounts of XP. And I don't think "in IP" is a complex check to make.
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Villain side being "redside" was also a bit of a joke early on after the release of CoV, because it seemed as if every other villain character had a black and red outfit theme; it was a bit of a jab at the people who couldn't come up with any way to convey 'villainy' without being all dark and gloomy and brooding.
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For this patch, Titan Weapons valiantly threw itself in front of Regen to take the nerf for the team.
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I remember back during the early Hami raids, when the zone limit was 240, everyone was expected to have a "Hami raid outfit" that had no animated costume parts and no auras specifically for this reason; the lag got horrible enough just from everyone throwing powers around, no need to aggravate the problem.
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Sometimes debugging a problem is a matter of eliminating the stupid things first and seeing what was left. Fighting Lusca, there's more than enough time to balance the teams before you get to the head fight, but I wanted to eliminate it as a possibility.
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Solarverse's SFX Consolidated List of Mods
srmalloy replied to Solarverse's topic in Tools, Utilities & Downloads
One thing I would like to see is a replacement for the MM bots' footfalls. Apparently, no Robotics MM has ever thought of putting rubber pads on their bots' feet so they a) don't make as much noise running around, and b) get better traction. Unfortunately, since there are -- at least for players -- a number of different footfall sounds for the different surfaces you run on, I don't know how many of these would need to be updated to quiet the bots as they run around. -
Particularly since some of the door missions are sending you to what are supposed to be functioning businesses located in these hazard zones. It always bothered me back on live to be sent to a door mission in Boomtown, only to find it an office map full of panicking civilians, with no explanation as to how they'd managed to stay operating in a hazard zone. And the mission where you got to "be a guest at a science fiction convention"... located in Crey's Folly (at the time having a minimum level requirement of 30 to enter) -- you couldn't help but know it was some kind of setup.
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If I remember the way badge credit works, your character has to do more than a set fraction of the mob's HP to get credit -- with your team's total damage being used for the check if you're in a team (obviously, it's easier to do, say, 15% of Babbage's HP if you've got a team of four or five helping the team doing Synapse than if the four or five of you all go it solo). If you move someone between teams in a league during the fight, I'm pretty sure that they don't take their team's damage total with them. So if you've got a league with nine people, and for most of the fight it's split into a full team of 8 and 1 on the other team, then close to the end push three people onto the short team to even things out, they may not be able to do enough damage after the move for that team to get badge credit.
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But it's a little immersion breaking to fire M30 Grenade at a mob at the back of a spawn and see all the mobs in the spawn fly away from you, driven by the blast behind them.
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I have discovered that it's possible to be too effective in building for separation between you and your target. I took my AR/EM Blaster out to Terra Volta to work on the defeat badge for Sky Skiffs, and after shooting more than three dozen of them out of the sky, my defeat total on the badge stands at... nine. This appears to be an artifact of my hunting them at extreme range. Sniper Rifle, with a full set of Superior Blaster's Wrath, claims to have a range of 180 feet; I don't know whether this includes the 10% bonus from Superior Blaster's Wrath. Boost Range gives me another 59%. When I shoot a Sky Skiff using just Snipe, the defeat count credits; if I'm far enouogh away that Boost Range needs to be active, the defeat count does not increment, no matter how many Sky Skiffs I put down at extended range.