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srmalloy

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Everything posted by srmalloy

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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".
  12. 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.
  13. 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.
  14. Think of it as moving your katana so fast that no one can see it.
  15. 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.
  16. 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.
  17. 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).
  18. 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.)
  19. 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.
  20. 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.
  21. 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.
  22. This is the same with Translocation in Mystic Flight. Combined with the lack of slots for it (despite what the trainers say as you level) and the inability to put anything else in the pop-up bar (I'd like to put powexeclocation macros in the bar so I only see them when Translocation is available) it scrubs off some of the shiny.
  23. I like this response:
  24. Now I'm going to have to go back and run the Power Sink/attack pair with other attacks; I've only noticed it with Whirling Smash, but that could simply be because without Momentum all the TW attacks have animations so long that they mask the delay -- if an AoE end drain puts a delay on a subsequent attack reaction, the slow animation may be running the delay out. With Build Momentum, my other attacks should chain fast enough afterPPower Sink to see if that's the case.
  25. It would probably be a pain to implement (particularly with regard to the pathing AI, which is already problematic), but reworking MM pets so that they automatically get the same travel power that the MM picks would be, in my opinion, a better long-term solution than to see an eternal cascade of "I have travel power X, but my pets don't, and this horribly handicaps me in missions; give MM pets travel power X" complaints. As a side effect, it would also address the "falling out of Group Fly" problem.
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