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Everything posted by srmalloy
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is atlas park hellion golf still possible
srmalloy replied to trogenion's topic in General Discussion
Hellion Golf will never be what it was before ED, when you could six-slot Power Thrust for KB, and it was killed as a cross-zone bombardment activity when Power Boost was altered to no longer boost KB. You can still punt low-level Hellion (or, more effectively, Clockwork, who are weak to it) for entertaining distances, but lobbing Hellions up onto the parapets of the War Walls on the other side of the zone is just a memory. -
It’s not with Cross Punch, but I've noticed in the specific case of chasing the Rikti dropship after a mothership raid, I get weirdly inconsistent behavior fot where I have to position my Elec/TW Tanker in order to get her attacks to go off. The problem goes away if the dropship is held and stops, which leads me to suspect that it's a matter of the client and the server having different positions for the dropship and my character at the time I try to make the attacks.
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Would it be possible to look at adding IO sets for aura powers that don't waste slots by including irrelevant boosts? For example, Slow sets that don't have Damage in them for powers like Time's Juncture that can't be slotted for damage. Sort of the inverse of what is being done for End Mod sets in beta.
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With the fact that Unicode characters take up two bytes, I wind up having to go back and trim bios, sometimes heavily, to get them to fit in the limited space that the game gives you for your bio. Some of them require ruthless pruning to get to fit, like this one: … Калибрование… Один… Два… Три… Базовые системы онлайн. Чек памяти… Переданный. Кодовые модули… Нагруженный. Просмотр окружающей среды… Угрозы: Ноль. Эксплуатационный БРИГАДИР. A crate buried in the depths of a dusty, forgotten warehouse is a lonely thing to wake up in. Even when you're a robot. БРИГАДИР ('Taskmaster') was the prototype for a robotic officer, the director for a squad — or a platoon or company — of robotic infantrymen. But the Soviet researchers had built better than they knew. The Ministry of Defense wanted a soulless combat manager that would direct equally-soulless shock troops into frontal assaults with no consideration for casualties; what they got was a cybernetic Napoleon critiquing the tactical failings of the officers who tried to order him into action. When he decided the orders he'd gotten were practical, he could carry them out flawlessly. When given orders he decided were ill-conceived, he would as often as not completely disregard those orders and undertake a different objective, or at best disregard the battle plan he was given and implement his own. Finally, it was decided the problem was fundamental to БРИГАДИР's design, and he was deactivated, crated up, stuck in a warehouse, and forgotten... where he was lost for more than a decade, until, during an earthquake, an automatic threat sensor restarted his systems.
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Bring a game that had a fanatically devoted playerbase back to life. Have the people who found it early grab names that they couldn't get on live because they were already taken. Be amazed that people returning to the game are still attached enough to their characters back on live that they angst over not being able to get the same names they had on live because someone else got them first.
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What did the papa tomato say to the baby tomato?
srmalloy replied to Solarverse's topic in Suggestions & Feedback
I made a suggestion similar to that for MMs -- give an MM's pets the same travel power as the MM is using -- as a way to avoid the problems with Group Fly. -
I can see a fundamental problem with charging End on a per-minute basis -- for builds with End management issues, and pretty much every build at some point during their leveling, there are times when you need to watch your End usage and slow down attacks or pop blues; With End costs assessed per minute, you're cranking along, seeing your End getting a bit low, but you think you're good, then *wham* the per-minute End costs are assessed, your End drops to zero, and all your toggles drop... as do you immediately thereafter. Now if this is only displaying the End costs on a per-minute basis, that's different.
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What did the papa tomato say to the baby tomato?
srmalloy replied to Solarverse's topic in Suggestions & Feedback
I've noticed the same problem. If you have Sprint active, or have a few +movement set bonuses -- much less be using a travel power -- you will easily outdistance your pets and have to wait for them to catch up. This isn't much of a problem when solo except with tightly timed missions, but on teams, the rest of the team can easily have whacked a spawn and moved on before your pet catches up. MM pets have an automatic "resummon closer" ability if they get too far from their summoner, but that doesn't always help, and it seems as if you stop just before they decide they're too far, so they're running from their last "resummon" point. Non-MM pets don't seem to get that; they just keep running, and only get a catch-up when you zone or go through a door. Barring taking Recall Friend and using up a pool choice just to pull your pet to you, your only options are to wait, or to spend the end/rech time to resummon the pet, and if it dies in the first five seconds of the fight, you're stuck waiting for the recharge because you had to use it to get the pet to you. -
Consolidated CoH difficulty thread (Includes Poll!)
srmalloy replied to Galaxy Brain's topic in Suggestions & Feedback
Nemesis also have the Tirailleurs that spawn with the regular mobs, increasing the chances of winding up having to fight several spawns at once because the snipers aggroed their spawn on you. -
After discovering that CoH supported Unicode, I did this with many of my characters. One, recreated from live, a Fire/Rad controller, I named Yaderniy Ogon (Ядерный Огонь -- 'Nuclear Fire'), the other, new on Homecoming, a Rad/Dark tanker, Yadernaya Ten' (Ядерная Тень -- 'Nuclear Shadow'), sisters born to a woman exposed in the Chernobyl disaster. It's a little more tedious to get decent names with a foreign language because sometimes the words don't translate to something that flows well, looks too much like badly-mangled English, or -- particularly with Russian -- translates into a pair of fifteen-character-long words that are unpronounceable, or look like 'KAOPECTATE' ('kah-oh-res-tah-tay' pronounced as Cyrillic), so you have to fiddle a bit more and sometimes switch languages to get a name that looks and sounds good, but you rarely have name-collision problems.
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In Laura Brunetti's mission "Find the estate manager" -- part of the Wheel of Destruction arc -- I rescued the estate manager twice, getting the same dialog each time. I don't know if this is a generic problem with hostages or specific to missions that have a named hostage as one of the people to be rescued.
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Rather than just straight-up XP, award claimable charges of the existing Experienced power -- the number of charges and award points can be tweaked to produce an appropriate level of reward.
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When catalyzing a set of Might of the Tanker to the Superior versions, I found two bugs. The first is momentarily displayed and has no identifiable effect -- when I catalyzed the Acc/Dam and Dam/Rech IOs, each of them briefly, after being combined, showed in the right 'socket' as a Nat/Tech DO enhancement before returning to normal as it reslotted in the power. The second wasn't as innocuous -- catalyzing the Chance for +Res(All) proc caused a full CTD after the catalysis was complete, but before the IO returned to the power. I sent a full dump in the crash report, but when logging back in, I found all my toggles turned off and my Ion Judgement power icon removed from the tray it had been in.
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New Weapon & Shield Models Request Thread
srmalloy replied to Shadowsleuth's topic in Art & Multimedia
That would be an addition to the locations for Auras, and would let you apply any of the existing auras to your shield -- smoky, flaming, glow, etc. -
In the "Investigate the Tsoo" mission from Heather Townsend (Ouro 22.07), my conversation on entry to the mission was with "Hua Tov". The clue I received from the conversation states "You were able to end things peacefully with Huab Tals..." The names don't match. The mission goals partway through the mission also show as "One item to search for information, ???, Defeat the head of the Tsoo safehouse".
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Rad/Rad for a Brute isn't optimal, because the attacks are slower, so before you get the damage/taunt aura powers your fury buildup will be slower. Not that it's bad, just not as other sets.
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It's kind of funny; my Elec/TW Tanker does just fine running solo -- she does the old-style 'taunt the spawn, back around a corner to force them to clump up' routine, and then unleashes the AoEs, interspersed with Power Sink to drain off End, and it's a steady pounding until the spawn is down. In teams it feels more like she's a mobile taunt source, because her first attack is so slow, and groups no longer want to wait for the tank to gather up all the mobs.
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Think of it as moving your katana so fast that no one can see it.
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This was the thing that made my TA/Arch Defender feel underwhelming. Rain of Arrows had a long animation, and then had a further delay before the arrows actually started falling. By the time the attack landed, the fight had almost invariably moved on, out of the beaten area, and I'd wasted the attack.
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Adding another silly suggestion... A series of badges with names like "Confused", "Misdirected", "Lost", and "Clueless", for increasing number of times you have an active mission in a zone that has two tram stations, and pick the tram station that's furthest from the mission (Or the first time you enter the zone after receiving the mission, and it's at the other end). It would be impractical to implement, because you'd have to have a flag on the mission so it could only get counted once, which involves changes to too many disparate parts of the code.
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Not with just macros or binds. Back on live, I had a tank that I'd set up with a Perl script that ran in the background which would loop, picking a random entry from a file of insults and write a bind file with that insult. The bind would have the character say the insult in local, taunt, then reload the bind from the file (which would have a new insult in it).
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I have Controllers andMMasterminds for whom the prestige attacks make up most or all of their personal attacks. On my Rad/DM Tanker, both the prestige and temp Sands of Mu power do more damage than Shadow Maul. The changes to Shadow Maul are going to make it a little easier to get multiple targets in the cone -- it's not hard to get three; a little more range would be better than a wider angle; I'd prefer half again the current range and a 60° cone -- but it's damage reduction is going to keep the prestige power in my rotation. (Amusingly, with all three, she can make a rotation that is entirely Shadow Maul/Sands of Mu. It's entertaining when I can get enough mobs pressing in.)
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The unaddressed problem with new Electric powers
srmalloy replied to Draeth Darkstar's topic in Suggestions & Feedback
This is what I've found with my Elec/TW Tanker; using Power Sink drains the mobs around her to zero or close to it, and Lightning Field keeps them there, stuck. I've had fights recently with Warriors where I had a half dozen standing around being whaled on without responding because they didn't have the End for their sword/mace attack. -
Delay in attack effects with specific power combination
srmalloy replied to srmalloy's topic in Bug Reports
That may be the connection; using Power Sink, then the permatemp Sands of Mu from the P2W vendor applies damage immediately. Now all we need is why it happens that way. -
Delay in attack effects with specific power combination
srmalloy replied to srmalloy's topic in Bug Reports
It seems to be consistent across all of the TW attacks -- if I hit Power Sink, then attack, there's about a second between the completion of the attack animation and the effect on the mobs being attacked, whether it's a single-target or AoE attack.