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srmalloy

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Everything posted by srmalloy

  1. IIRC, it's Steel Canyon that has the first origin-specific stores; I don't remember KR as having anything but the Freedom Corps vendors selling TOs near Blue Steel.
  2. I've recreated some of my characters, made some new, and I'm looking at ones that could be done better by reworking them. One of the latter, Mobile Suit Gun Dame, was a DP/EM Blaster, and was restarted as a DP/WP Sentinel.
  3. This. You can scale Hellions to level 50, but there aren't any mobs in the group defined with abilities appropriate to a level 50 NPC -- you'd get a level 50 Hellion Brawler who has a pistol attack and a punch, and no resistance or defense to speak of. A mission full of level 50 Hellions would resemble one of the old 'meow missions' for lack of challenge.
  4. Handing out the Halloween costume powers? Set up the P2W vendors so that each month, they have a randomly - selected costume available for free during the month?
  5. All of the other primaries' nukes are 'boom' powers -- you trigger them, they go off and do all of their damage right away. Full Auto and Rain of Arrows are both DoT damage -- Full Auto roots you for the duration of the power, and Rain of Arrows is a location-based power whose target is fixed when you start the animation. With RoA, if the mobs move out of the area while the animation is playing, too bad; you've just shot up the ground. With FA, the mobs in the cone get to shoot back before they go down, and you can find yourself faceplanted from it. One of the things I used to do with my AR/EM Blaster before the shutdown was to run up stealthed to a big spawn of Nemesis in PI, pop Boost Range, Aim, and Build Up, then hose down the spawn with Full Auto. With the armor from the Munitions Mastery pool, I could usually expect to survive the return fire, adding Flamethrower if any of the spawn survived the FA, and Boost Range gave me a really nice beaten zone for the cone, although the target limits in later issues made it dicier.
  6. This was why I liked Energy Manipulation for my Assault Rifle Blaster -- the must-take Tier 1 Power Thrust was a 'get away from me' extender, and Build Up, Boost Range, Power Boost, and, Conserve Power all fed the primary; the attacks in the secondary are pointless and ignorable, giving you more room for other things. I'm going to have to try a Sentinel, although I really liked being able to hit targets at "see that dot?" range (Snipe and LRM were about 270 yards with Boost Range up).
  7. There should be a way to tweak Sentinel+ to grab characters from the Homecoming servers, if it doesn't already. Might be worth trying, just to see if it works.
  8. You could probably fake it to a degree with something like a TrackIR setup mapping your head movement to turning, but it won't work as well, because the display won't rotate with your head, so you would be looking to the side to see the monitor. And it won't let you turn all the way around. The system works much better for flight sims, where you're turning your head in the cockpit, but it still has the 'monitor is forward' limitation.
  9. I had one character -- Pakfront, an AR/EM Blaster that was the first character I'd created when I started the game back in early May of 2004; at shutdown, she was in the bowl of the Rikti mothership in the middle of a ship raid, playing as if the game was going to continue forever -- that I felt obligated to recreate. Others I've picked and chosen from my roster of characters, tweaking them as needed; a couple that had Praetorian origins that I didn't want to fumble through goldside again got reworked backgrounds as heroes, and a couple that had started as villains but gone blueside had the same done to them.
  10. You'd never played Hellion Golf? You took Power Push, slotted a level 50 knockback IO into it, then went to Atlas Park and tried to hit various 'targets' on the other side of the zone by using Power Push on level 1-3 Hellions; you needed to have a teammate in the target area so they could see the incoming bodies.
  11. I was a member back in the day, although at shutdown I was playing Pakfront, the AR/EM Blaster that was the first character I'd made back in May of 2004, down in the bowl in the middle of a Rikti mothership raid, playing as if the game was going to continue forever. My character in the Legion of Catgirls was Zabastovka Molniy, an Elec/Titan Tanker.
  12. In Twinshot's first mission, to 'meet the gang', you get a bit of unintended humor in an NPC name. When you meet Dillo, you get a call for assistance down near the entrance, and when you head back, Dillo, Flambeaux, and Twinshot all come with you (to a greater or lesser extent; this mission illustrates some of the 'quirks' in the follow code. Anyway, you get back down to the first level and find Grym and intruders in a standoff. After you defeat them, Twinshot runs up to you to chat -- but every time I've run that mission, Twinshot is already there when she runs up again. It's amusing to think that Twinshot's name might partially come from her actually being twins, not just that she uses twin pistols. The bug isn't really hurting anything; it doesn't impair the mission at all, except for having to remember to click on the Twinshot that runs up after the fight is over, not the one that was there before; that one doesn't react for the 'talk to Twinshot' final chat before exiting the mission.
  13. To be fair, the 'just group up and go' aspect of CoH was also "After-WorldOfWarcraft"; I remember how it was in the beginning, when you had to specifically pair up characters as sidekick/mentor, and you didn't have automatic exemplar, so that if you didn't do the Positron TF when you were in the right level range, you had to find someone who was to exemplar down to, and if at any time during the TF they disco'd for more than about how long it took to relog, you reverted to your natural level and got kicked from the team because you were no longer eligible for the content, and the rest of the team had to decide whether to restart the TF or just bull on through. I remember a Posi TF where we restarted five times in the first mission because of a bad connection. But for the rest of it you're right. And once the automatic sidekick/exemplar functionality was rolled out, it became seamless. Want to run solo missions? Fine. Someone advertising to fill out a TF? As long as you met the minimum level, you're good. Have a friend log in? Team up and run missions together. This is one of the places where CoH shined; for the vast majority of the content, it didn't matter what archetype, what build, what level you were, or whether you're solo or grouped. It all worked together without your having to build a team to the tank/heal/dps/dps structure you see in so many other MMOs. Sometimes a 'broken' team was more fun -- the 'weird' ITFs that Kay would run -- an all-MM ITF (so much lag, but so much fun), or an all-Kinetics ITF (team members flitting around like angry bees with all the boosts going).
  14. There is a little easter egg incorporated in Homecoming that harks back to the big outpouring of defiance against the shutdown announcement. If you pay attention to the character select screen, when you click on a character, if they logged out in Atlas Park, their location in the text at the bottom of the window says 'Atlas Park 33'. A very nice and subtle touch.
  15. I've enjoyed /Dark, even though the heal forces you up closer to the action to keep your pets in the heal AoE, but I've found that Tar Patch, Darkest Night, and Howling Twilight are powerful debuffs for neutering mobs. When fully upgraded, your bots have an annoying tendency to knock mobs out of your Tar Patch, but they usually come back... if they haven't died while flying.
  16. Moving around Sharkhead as a MM, unless you were /Dark and could move with Shadow Fall cloaking your pets, was always a rude crapshoot as to how many spawns your pets would aggro following you; it was always safer just to fight your way through one spawn at a time and accept the fact that you couldn't just use your travel power (except, perhaps, for Group Fly). Or dismiss them and resummon them at the door or just inside.
  17. The "you are what you wear" gear system is probably one of the things I like least about other MMOs; even the games where you picked abilities from sets and they advanced differently depending on whether you used them or just knew them, your gear was always a major contributor to your combat capability, and your abilities increased in power identically to everyone else with the same abilities. CoH divorced that completely; your costume had nothing to do with your abilities, and you advanced your abilities as and in the direction you preferred -- pick any two characters with the same powersets, and they're unlikely to have them slotted the same way even if they have the same slot allocation... and their costumes will be radically different unless they deliberately made them similar or alike.
  18. Demons/Dark works well. The small AoE of your heal will have you playing up more closely behind your pets than some of the other secondaries, but you can get some fun synergies.
  19. One of the little things about teaming in CoH that wasn't mentioned is that when your team completed a mission, and you had that exact mission, too, you got a pop up telling you of this and asking if you wanted to have that mission completion count as completing yours, too (with a setting to do this automatically). So you had the choice of running it once and everyone with the mission gets completion, or hang onto it and run it later. Other MMOs, like SWTOR, make you run the mission separately for each character in the team who has it.
  20. Boost Range really makes the Assault Rifle primary sing. With Pakfront, the AR/EM Blaster that was the first character I created back in May of 2004, she could hit targets out past 270 meters with Snipe and LRM -- one of the things I'd do to amuse myself waiting an ITF to start was to stand up near Imperious, pop Boost Range, Aim, and Build Up, then one-shot white minions halfway across the zone. I discovered that if you're far enough away, and one-shot your target, the rest of the spawn won't aggro, because they can't spot you. The next one you shoot will aggro them, though, but with BR up you can drop two or three minions before they get into range to attack back.
  21. One of the things that always bothered me about AE was why you got influence doing the AE missions. Inf is -- at least, how it's rationalized -- as your public reputation for your actions, either positively (blueside) or negatively (redside) that made people willing to support you, either out of gratitude or fear. But I fail to see how crawling up your electronic navel in AE missions does anything for the public perception of you -- the missions are fully immersive, so getting XP is appropriate, and the ticket system is a reward for participating in the AE missions, but that's it. And since you're already buying rewards with the tickets you get, getting influence on top of that feels like getting double rewards. Now, with the AE mission XP cut in half, that should cut inf rewards as well, which addresses the issue to some extent, but you're still getting reputation as a hero/villain for what is essentially playing video games, not being a hero/villain.
  22. Regen, if you were willing to slot it right to allow you to run Instant Healing continuously, was a good secondary. Unfortunately, after a badly screwed up evaluation on their internal server, where they were able to have a Claws/Regen Scrapper take on solo spawns at +4 levels sized for an eight-player team (and over the vociferous denials from the players that this was possible), Regen was reworked into a click-based set making many of the powers situational. It was only after this was done that the devs discovered -- or had to admit -- that their internal server had a bug that did not reduce to-hit and damage against higher-level opponents, and their test Scrapper was hitting about six times as often doing five times the damage it should have, and their evaluation of Regen was worthless... but the changes to Regen were kept. When Willpower was released, it became the fire-and-forget secondary that Regen had been, making it a solid choice for people who didn't want to micromanage their defenses.
  23. One big downside with Rain of Arrows is that it is a DoT and has an activation time like a snipe, and once you start, the location of the AoE is fixed -- if whoever is holding aggro on the mobs drags them around, or some fool Blaster pulls aggro of them and they run over to him, you can be left watching your arrows rain down on open ground, unhindered by the presence of any mobs to absorb the arrows. It can be incredibly situational if the rest of your team is more mobile.
  24. srmalloy

    eng/eng

    Don't want to deal with the knockback? And miss out on the utter silliness of Hellion Golf? Take a level 50, put a Knockback SO in Power Push, then go to Atlas Park and use it on a Hellion... and try to keep them in view;they disappear so quickly as they take off flying across the zone.
  25. There was collision, but the collision box was only for same-level movement -- I'm sure you've run into NPCs. But from above, there is no collision box, so if you can get a mob to jump over an obstacle, or down off a balcony or ledge, it can land completely overlapping a mob that was already there. That's why you could fit an entire map of mobs into a dumpster. The other wolf farm, on the instanced outdoor 'forest' map, had the tanker collecting the wolves up against a notch in a big boulder. That wasn't as efficient, because the wolves would be running up to the tanker, and collide, but their pathing logic would make them try jumping over the obstacle (the wolf in front of it), resulting in a similar but less dense packing; when the trip mines went off you'd see dead wolves flying everywhere.
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