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Everything posted by srmalloy
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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.
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Although ED forever killed the hilarity that was Hellion Golf. Take a /EM blaster, six-slot Power Thrust for KB, then go to the edge of the zone in AP and find a Hellion. Hit Power Boost, then hit the Hellion with Power Thrust, and watch him go flying across the whole zone.
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The snow flurries around you are less work than you might think; like the 'instant snowstorm' temp power, they're client-side on the player, not a zone change, so that would be a simple matter of making all the city zones apply the snowstorm effect when you zone in. The code is there to special-case it for AP; it should be easy to extend it to the other city zones. There were also effects in other zones -- the ponds, like the one east of the hospital in Steel Canyon, froze over for part of the event back on Live -- but doing a full AP conversion on the other zones would be a lot of work. Things like having ice around the edges of water but not fully frozen over (IP still needs to get shipping in and out) would be a pain.
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Use Kallisti Warf to spruce up other zones
srmalloy replied to AsbestosBill's topic in Suggestions & Feedback
That's why I said 'some'. Look at Imperial City in Praetoria; you see buildings that look like they were built across several different style periods -- older buildings torn down and replaced, or expanding the built-up area. Taking some of the buildings that are already in a zone and replacing them with a different style will freshen the zones' appearance. Not a wholesale revamp, just making some updates as if not all of the buildings damaged in the Rikti invasion were reconstructed exactly as they were. -
I imagine that after years fighting villains, a hero gets rather blasé about common dangers, and after so many years, the civilians likely have gotten used to it, but is there some way to tweak the timing on the way the client presents the tram for you to enter so that your character doesn't randomly decide to throw themselves in front of the tram when it pulls into the station? I know it's just a visual thing, but it's still quirky enough to be distinctly odd to have your character decide to hurl themselves in front of the tram just to test themselves or something.
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Blaster Primary Comparison: Standard Environment Testing
srmalloy replied to Galaxy Brain's topic in Blaster
Without knowing how often you used it, I wonder how much the bug that dropped the base damage from Hail of Bullets (beta patch notes: "Hail of Bullets (Blaster): Fixed an issue where the blaster version of this power would not trigger the base lethal damage in PvE") affected its performance. -
Nor was the change that gave essentially every mob in the game a ranged attack of they didn't already have one, that in many cases outranged a snipe with Range Boost, driving a stake through the heart of Jack Emmert's declaration "Range is a Blaster's defense".
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An observation I made from a number of "defeat Freakshow in [location]" missions -- if there's no one within melee range of a Super Stunner when you drop them, they don't rez -- they need a body to draw End from in order for their self-rez to work. Since I discovered this, whether I try to get separation on Super Stunners when I drop them depends on how much my character will be affected by the End drain.
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I can't say for certain, but I believe that this number is the record number of your SG in the server's SG list, so if you set your passcode to "PASSCODE" and get "PASSCODE-12345" back, your SG was the 12345th SG created on that server; this allows the server to distinguish your SG's passcode from any other SG's passcode using the same string.
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Use Kallisti Warf to spruce up other zones
srmalloy replied to AsbestosBill's topic in Suggestions & Feedback
Or take some of the buildings in First Ward, replace the grungy textures with cleaner ones, and use them to replace some of the generic Brutalist structures in other zones. Or, for some areas that are already grungy, like parts of Cap au Diable and Port Oakes, just drop them in as is. -
Or use initialisms and think they're acronyms, because the meaning of 'acronym' has been diluted through sloppy usage of the term. To be pedantic, an acronym is pronounced like a word -- SCUBA, LASER, etc. -- while an initialism spells out the letters -- 'CoH' pronounced as 'Cee-oh-aitch'.
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Use the Cook-Voice: "Get out of the kitchen. It will be ready when it's ready!"