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Everything posted by srmalloy
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Actually, if you go way back, he didn't have flight when he first appeared in 1938; all he had was super jump, and could leap to a height of 1/8 of a mile. He didn't get Fly until February of 1940, in the Superman radio show. Also, it's not the traditional way it's implemented, but Bouncing Boy from the Legion of Super-Heroes could be classified as having super jump.
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An even more minor nitpick -- the character ^ is called a "caret"; a "carat" is a unit of measurement for precious stones and pearls equal to 200 milligrams.
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One of the things that has been annoying about the Halloween, Valentine and Holiday events going back into Live is that your power trays get spammed with temporary powers. Normally, acquiring a temporary power -- Wedding Ring, Confiscated Beanbag, etc. -- is rare enough that having the icon for the new temporary power appear in one of your trays isn't disruptive. However, during the Halloween and Holiday events, you get the temporary costume powers, Instant Snowstorm, Build Snow Beast, Duplicating Gift, etc. fairly rapidly, each one dropping an icon into the empty slots in your power trays until they're full. The temp powers from the Valentine and Holiday events are worse in that their uses stack, but the icons in your trays don't -- each time you receive Build Snow Beast, you get another icon for the power added to your trays -- you get it five times, you get five separate icons, each of which says 'five uses left'. Is it possible to add a parameter to the temporary powers that controls whether or not they automatically appear in your trays, and set all of the costume temp powers, the Arrows of Jealousy and Romance, Instant Snowstorm, Build Snow Beast, and Duplicating Gift to not appear in your tray when received? Or, with the last three, at least have them stack rather than adding multiple icons?
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Back before Regen got nerfed reworked the first time, what I noticed with my Katana/Regen Scrapper was that, in a fight, your survival depended on whether you could whittle down the incoming damage to less than your regen rate before you ran out of hit points, that reaching minimum HP in a fight generally occurred about 25% of the way through a fight, and that learning where the line between the groups you could and couldn't do this with was one of the primary skills you needed to play Regen. This was back when all you had were SOs, with limited ability to get Resistance and Defense on top of your regeneration. The thing that supported the arguments for nerfing Regen was that, regardless of how tough the fight was, Regen characters almost always came out of it at full HP, because you healed the hits you took over and over again until all the damage was gone.
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Wanting to give Rad/Rad a go...1st Rad Armor experience
srmalloy replied to Doc Ranger's topic in Brute
The difference between Resist and Defense is whether you prefer being ground down over time, or taken out by a lucky hit. The original version of Regeneration, with Instant Healing as a toggle, relied on outhealing the incoming damage, which left it vulnerable to big alpha strikes and resulted in a Regen character hitting bottom about 25% of the way into a fight, where they dropped enough opponents to get ahead of the incoming damage, after which they were functionally unkillable. But what works far better than one or the other is a good mix of both Resist and Defense; back during live, when I did some analysis of Regen vs. Resist vs. Defense, even relatively small amounts of Resist and Defense on top of Regen gave disproportionate benefits, and similarly for each of the others as primary protection. So it doesn't really matter which one you pick for your primary, as long as you don't try to make it your sole type of protection. I've had a lot of fun with my Rad/Rad Brute, although I have to admit that the slower animations aren't as optimal for building Fury as a faster-animating powerset would be. However, your auras can make up for that as long as you can keep enough mobs around you, which the heavier-hitting Rad attacks can work against. But it balances out; Rad Melee is not significantly worse than any other Brute powerset I've used. And running around Peregrine Island with him after I got Irradiated Ground and Beta Decay tricked out with procs has been an interesting experience. When I get a Trick, I'll go after prioritize Spirits first (just to down them before they run; the auras generally keep the others right there), then Werewolves, then bosses (Vampire Lords/Crones), then other lieutenants (sorceresses/vampires); the minions get ignored until everything else is down, and they usually go down somewhere in all of that (and in one case two Sappers and an Operations Engineer that had decided to invite themselves to the party, but which I didn't notice until everything was down). -
I haven't experimented to see whether this happens all the time when you comment on a post that's not on the last page of a thread, or only happens when new replies come in while you're writing a comment on a post that's not on the last page of a thread and don't show the new replies, but you can click the "Submit" button, and all you'll see is the button change, then revert to "Submit", without being taken to your new comment, and with no indication that the submission was successful, so that you're likely to click the "Submit" button again because something clearly went wrong... and then have to hide the double post when you check on the last page.
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Why I think Corruptors are taking a back seat to Defenders
srmalloy replied to Solarverse's topic in General Discussion
Perhaps implementing something like the Blaster inherent, where your damage rises as you keep attacking, except that you get a boost to the 'scourge point' with repeated attacks. -
I still think that "Instant Healing" just being a boost to your regeneration rate doesn't really fit the power name, and that IH should be a toggle that reacts to incoming damage -- when you take damage, if IH is active, it triggers a heal with a time delay (pseudo-pet, whatever -- Spectral Wounds does this already) that "instantly" heals some of the damage you took, with the amount of the heal being fully or partially enhanceable.
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Please fix the salvage/IO bins in bases
srmalloy replied to WillParkinson's topic in Suggestions & Feedback
This one I'm willing to bet is an artifact of the way that the storage was coded; from doing some experiments with putting enhancements into a storage unit and pulling them out, the items in a storage bin seem to be a simple array of the items put into the bin, in the order they were added. The display of items in the bin is completely separate, created by walking down the array, so when you pull items out, it removes the 'first' item of that type in the array, and if the 'next' item in the array is a different item, the entire list that you see gets shuffled and your current point in the listing gets scrambled. I've also read that the items in a base storage bin are stored in the bin's data itself as a base item, which is why the limits are what they are -- if the array for stored items gets too big, it can screw up the base configuration. Fixing that would require changes to a bunch of different things, including how and where items in a storage bin get saved in the database, but if that were done, fixing the reshuffling problem would be easy to do as part of it. -
No; you need to accumulate both badges that make up the accolade, the way the other ones do now.
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Or pass through the atmosphere and back out again (an 'earth-grazing fireball').
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What I think the major flaw of this game always was....
srmalloy replied to Krzbrg1's topic in General Discussion
Besides "movement suppression"? It was implemented to prevent 'jousting' -- queuing up an attack on a target, then moving rapidly past them with SS, Fly, or SJ to have the power trigger and halt your movement after you'd passed out of your target's range, so your attack would go off but they would be unable to attack back. This was implemented in PvE despite the fact that jousting doesn't work in PvE -- the moment you get within your attack range of your target, your target instantly aggros on you and attacks back, so even if your travel power carries you out of their attack range, they still get to attack back at you. It's mostly only usable against characters with just melee attacks, because it's much harder to judge 'just inside' your range on an attack and getting out of their range before they can respond. And with the update that gave every mob a ranged attack if they didn't have one, there aren't any mobs left that can be successfully jousted in PvE. -
What I think the major flaw of this game always was....
srmalloy replied to Krzbrg1's topic in General Discussion
Actually, it seems to me that there is a much simpler test than what you describe -- if PvP was integrated into the game design from before launch, the devs wouldn't have had to continually patch and rework powers in PvP from the moment it was implemented, with some PvP changes jamming back into PvE changes, and we wouldn't have watched the devs' declaration on the PvE changes mutate from "We won't make PvE changes for PvP reasons" to "We won't make PvE changes purely for PvP reasons" to "We'll try not to make PvE changes for PvP reasons", and then stopped commenting about the PvP-driven changes to PvE at all. -
What I think the major flaw of this game always was....
srmalloy replied to Krzbrg1's topic in General Discussion
What the OP is describing isn't changing the PvP that already exists, but creating an entirely new PvP system (in addition to the existing system) that allows one side to arbitrarily jerk over the other side in any zone at any time, regardless of the players' desire not to have PvP forced down their throats. As it is now, if you want PvP, you can go to one of the PvP zones and participate; under his proposal, you would still be able to go to a PvP zone to engage in PvP, but if you didn't want to PvP, then regardless of what zone you're in, your play experience can be affected by someone on the other side deciding to jerk things over for everyone in the zone on your side, and the only way to stop it is to participate in PvP. -
I think it's a rendering issue; I have experienced the same problem going back to live. I first noticed it around the time that the Hami raid tactics changed from the mass "kill the mitos, then hold Hami" routine that was the original style. The mito 'egg' disappears, and all you see is the glow when they're prepping an attack.
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The information text for the Elite Ranger day job benefit says it increases range slightly; under the Detailed Info tab it says "+10%% to range on self". If you right-click the day job icon below your health bar, it says "Range Bonus +110%" -- there is an extra '1', making it look as if it more than doubles your range (a better benefit than Boost Range gives).
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And, showing my age (and the general area where I live), I just had a brief urge to create a Beast/X MM, name him Cal Worthington, and name the tier-3 pet 'Spot'.
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My Bots/Dark, Brigadyr, who was a 'failed' Soviet project to develop a robotic director for combat robots (he developed sapience and began "interpreting" his orders for better efficiency in achieving the goal -- I have six pages of backstory for him hung up on my not being able to write a fight scene for shit) named his battle drones after WWII Russian generals, the protector bots after marshals, and the assault bot is Vasily Zaitsev.
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The names are "People's Army" ('Narodnaya Armiya'), "Red Menace" ('Krasnaya Ugroza'), the "Brotherhood" ('Bratsvo'), and "TASKMASTER" ('BRIGADYR'), respectively.
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Reminds me of a fight I still laugh about, remembering, from SWTOR when my Smuggler defeated a Sith using a Dirty Kick attack, prompting the snarky comment, "Ancient weapons and hokey religions are no match for a durasteel-toed boot in the nards."
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Hmmm. I'd need to go through the backgrounds of a number of my characters and aggregate everything together and see what I'd need to do to flesh things out to make enough material to make a playable area out of. Back early in Live, I was surprised to see "для" in chat. Experimenting, I found that CoH supported the use of some sections of the Unicode characterset (not all of it; that's huge), and I started making characters with Russian backgrounds, doing Google searches to dig up genuine Russian research institutions {like the I. M. Sechenov Institute for Evolutionary Physiology and Biochemistry) setting up a history where the Soviet Union had its own state-sponsored superteams like Народная Армия, with villain groups like Красная Угроза opposing them. The collapse of the Soviet Union ended the support for the state superteams in the chaos of the breakup; some of their members tried to continue, others were snapped up by the newly-fragmented countries as they attempted to create their own superteams, and organizations like the Братсво sought to hire or otherwise acquire supers for their own activities. I remember some random details -- in my character-background period, Soviet researchers never managed to establish fully-stable portals to other dimensions, as Portal Corp did, the repeated failures attempting to make the БРИГАДИР program work without having the control unit become sapient... But there's not enough there to make a coherent area background without a lot more work.
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That can depend on your circumstances. Just yesterday, for example, I ran my Arch/TA Blaster through a Hami raid, having earlier run him through a Posi 1 to get a Notice of the Well. He had three shards and 18 threads going into the evening's raid, and with the 4 Emp merits from the first downing of Hami, plus the 120 threads he got for dinging his first vet level, plus two shards and a few threads during the raid itself, I was able to build T1 and T2 Intuition with threads, go to the Vanguard base and buy a G'rai Matter, spend four shards on a common, and use them and the Notice to craft the T3, giving him his first level shift. It just happened that the Alpha I wanted used a purchaseable shard-based component, so I didn't have to accumulate eight shards, allowing me to step up to a T3 much faster than I have been able to on other 50s.
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I can second this observation; back on Live, my TA/Arch Defender never did a lot of damage in fights, but I could see fairly clearly how much faster an AV or EB (and their retinue) would go down when I started throwing debuffs into the melee. There's only so far you can push outgoing damage, but nerfing incoming mitigation has more potential for boosting net damage.
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Actually, that's not true. They have an abysmally low drop rate, but I've been able to address a shortfall of one or two threads by a bit of street-sweeping in DA. Shards, though, seem to drop even more infrequently from street mobs than threads, so you're better off going to Ephraim Sha for repeatable missions to get shards from the mobs you defeat in them. Of course, what I'm doing when I street sweep DA is to find the groups of a BP Shaman, Elder, and random minion, snipe the Shaman down, hit the Elder with an AoE, which kills the minion and almost destroys the Spirit underling that the Elder summons when the Shaman goes down, finish the Spirit, then finish the Elder, so it's taking out a boss each group, which would affect the drop rate a bit.
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The ones I've gotten that are in office maps, I've learned to stop when I get out of an elevator and watch the chat window, because the boss says something panicky when I reach the right floor, which tells me that he's started to run. I'll move a bit up the hall and wait for him to come in range, then use all my movement-obstructive attacks (holds, I mobs, KB, etc) to pin him down while I defeat him. More annoying is a Family mission, where you have to stop the boss -- I think his name is hard-coded as 'Draco' -- from escaping. The map is a warehouse map, and invariably has two routes to the end room, so it's a crapshoot which one he'll take when he bugs out, and you have to defeat mobs into at least one of those routes to get him to bolt. I had one instance of this mission where the map had two separate double-path sections, and I waited at the place where the paths closest to the end room came back together, and he somehow spawned past me at the other split, because he escaped without my ever seeing him.