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Everything posted by srmalloy
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Please increase the number of Carnival mobs in Peregrine
srmalloy replied to RikOz's topic in Suggestions & Feedback
Membership in a known criminal organization. Beyond that, it comes down to the joke alluding to putative police "[BLAM] [BLAM] Stop, or I'll shoot!" policies. -
No. There are powers that do knockup, and there are powers that do knockback/down. Knockback and knockdown are the same effect; only the magnitude is different. If you hit a mob with a power that does knock*, and the final adjusted magnitude of the knock effect is greater than 1, the mob is knocked back; if the final adjusted magnitude is less than 1, the target is knocked down. The KB->KD IOs apply a large divisor to the KB magnitude of the power they're slotted in. On the other side of the equation, if you're attacking a lower level mob, or one that is weak to KB (like Clockwork), that can increase the magnitude of the effect to the point where a power that normally does knockdown does knockback.
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... which has always annoyed me with my AR/EM Blaster, going all the way back to Live, when I'd fire off M30 Grenade, and all the mobs in the AoE would fly away from me... including the ones that were between me and the mob I'd targeted; if KB worked the way it should, those mobs should have been knocked toward me.
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On Homecoming, one of my MMs is still the only character I've been able to do Lady Grey's mission solo in Mender Ramiel's incarnate Alpha slot unlock arc.
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This has amusing effects if your character has Invisibility running; looking through your character causes any number of visual effects to disappear.
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You're listing it for six million; if anyone listed one for less than six million, it would sell before yours, even if the selling price is 100 million -- remember that when someone bids more than one of the reserve prices, they buy the lowest-reserve item for their bid price. That's why people list high-ticket items for 1 inf -- they risk selling it at an extreme lowball price, but their listing will be the lowest of the ones up for bid.
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Or the cape unlock, where you got to run all over hell's half acre to talk to various people -- the police officer in south Skyway, someone in the ass end of northwestern IP, etc.
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Not the way set bonuses are worded. The set may have Range in the IOs the set contains, while the set bonus could boost the range of all your powers, or just your teleport powers, or just the power the set is slotted in. The set bonus text will say "increases the X of all your powers" or "increases the X of all your Y powers" where 'X' is an aspect, like range or accuracy, and 'Y' is a category, like fire or electricity.
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I'm never going to see another hit like the one I got with my Katana/Regen scrapper during the testing of inventions, the beneficiary of one of the most awesome bugs that ever appeared in the game (unfortunately fixed before it went live)... The second bugged version of the Touch of Lady Grey: Chance for Negative Energy Damage. The first one was more "chance for negative damage" -- when it proc'ed, it did a negative amount of damage to the target, healing it. The second? "Chance to One-Shot" -- when it proc'ed, it did a rudely absurd amount of damage (scaling with the target's HP, making it worse). I had gotten the recipe, crafted it, and slotted it in The Lotus Drops. After the first bug was 'fixed', and I saw what the second bug was, I took the character off to Crey's Folly and found Jurassik. Getting lucky with the first shot, the proc hit for 6.0841e+43 points of damage, one-shotting Jurassik. And I found out afterwards that I wasn't close to the biggest hit with that bug. It's still amusing to know that CoH will seamlessly roll over into scientific notation if a number gets too big.
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All tailors should be able to change height/gender
srmalloy replied to Beef Ninja's topic in Suggestions & Feedback
Yes, well, Blue Steel gets away with things the other trainers can't. -
I still remember the 'explanation' for the rework of Regeneration, that they had tested it on their internal test server, and a Claws/Regen Scrapper was able to easily defeat +4 spawns for an eight-man team (this being before Inventions and ED). And the widespread calls of bullshit from the players. And the nerf went in, and only some time after did the devs admit that their internal test server was bugged, and didn't have the 'purple patch', so their test scrapper was hitting several times as often for several times the damage he should have, and likewise wasn't being hit as often or for as much damage -- but the nerf to Regen was necessary, and would stay in the game.
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And pets -- the buff pets and MM pets -- can appear, too. It was funny when my Demon/Plant MM had the mission from Mathew Habashy to infiltrate the Hellion safehouse, where she got a Girlfriend from Hell disguise with her Demonling following her, to the point where I used one of her costume slots to make a recreation of that outfit.
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Most of my characters do Matthew Habashy's arc, get introduced to Sondra Castel, and then do her arc, leaving them in Argosy Industrial over on the west side of AP having just been introduced to Aaron Thiery, and invariably have a level to train, and BAB's right there... But that leaves them with empty slot(s), and the vendors are halfway across the zone. Putting a Hero Corps vendor nearby would address that.
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And this should go into the typo thread, too, because it's "unctuous".
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Or you could do what I did with my Rad/Katana Brute and use the 'Fire and Ice - Elemental' weapon customization, colored appropriately to make a 'radiation blade'. For an ice blade, the 'Fire and Ice' weapon customization, again colored appropriately. And then your entire powerset -- Broadsword, Katana, or Dual Blades -- uses the weapon you picked.
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That's too on point -- you want a name like "Break Your Bones" or "Will Break Your Bones" and let them fill out the rest of the aphorism in their head.
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If they're running, though, you only follow them as fast as they're moving -- you don't catch up with them, and if they slow down, so do you.
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It only becomes an issue when you have a large number of player and NPC objects, such as during a Rikti Mothership raid, but the algorithm that determines what mobs you see has an annoying quirk to it -- it prioritizes displaying nearby mobs to the exclusion of all else. Where this becomes an issue is when a ranged character has a mob targeted, and mobs appear between the character and their target; this can cause the target to fade out and vanish, causing you to lose target, even if the target reappears a second later. What I would suggest as a way of dealing with this is for a character's current target to always be in the list of visible/targetable mobs to be drawn unless it exceeds the normal visible range limit. This would keep a character's target in view and prevent random target switching until it moves out of range (ort teleports), goes down, or the character switches targets. Because only one mob can be affected by this for a character, it should not have a significant impact on rendering, but I don't know if it could be handled by just adding the mob pointer to the list of objects to be displayed.
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This is sometimes an indication that the team leader has come to CoH from one of the "Holy Trinity" MMOs (the ones slavishly following WoW's Tank/DPS/Heal straitjacket), and haven't learned that CoH doesn't have the same baked-in requirement for any given AT or powerset. These are the ones I see posting solicitations for team members, but want a tell with AT, level, and powerset. Some of the most entertaining runs I've had playing the game have been with either accidentally or deliberately 'bent' teams, where the mix of ATs we got would be horribly unusable in a "Holy Trinity" MMO.
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Fundamental problem: as I understand it, most maps are well above the 'bottom' of the volume of the instance, and there is no 'floor' in the spaces between map segments (the maps being made up of pre-built sections that are linked together -- when you get a black wall across a corridor in a map, it's a geometry error where the two segments are not properly aligned); if you could pass through 'outside' walls, you'd fall to the bottom of the instance, which you don't want to have players do. This would create seemingly arbitrary restrictions on which doors and walls you could pass through, or require that all of the office and lab maps be redone to create the areas behind previously obdurate barriers. And, as Dragon Crush mentions, being able to get outside the map gives you a major advantage in observing the layout and contents of the map.
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For the people who don't want to read the other thread, here's a visual guide: You go up the walkway toward the chalet, which takes you to the lower level, as pictured above. When you get there, go right around the central pillar, but go past the ramp on the right. Just after the ramp is a walkway to your right that ends at a rock with a concealed doorway (the rock is visible behind the rightmost tree in the foreground); click on the doorway, and you'll be taken to the Winter Forest map. All of the NPCs that were there during the Winter Event are gone, but the TUNNEL portal, supergroup portal, and crafting tables are still there.
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I never understood MoG; it seemed to me that, with it's "drop to 10% HP, get 90% resistance to everything but Psi" mechanics, it was functionally equivalent to "activate this power to take 10x damage from Psi"
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Or the wolf herding mission on the map that's the NE corner of Boomtown, where if you were too close to the dumpster when the Devices Blaster zoomed in to let the trip mines go off, you'd get a pop-up window from the game engine with the error "Too many effects to render."
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The SOs start at level 5; you can buy them with a level 1 character, although you can't slot them until level 2. Your wording can be read as not being able to buy them until level 5.
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Back before the monkeys got their Psi attack, and the Zookeeper badge was 10,000 monkeys.