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srmalloy

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Everything posted by srmalloy

  1. I don't remember the specific mission, but this occurs with other "bring hostage to computer" missions; if the computer is on the upper floor in a room with an elevated level, bringing the hostage under the goal computer is sufficient to trigger the victory conditions, as the game seems to measure absolute distance, without consideration of elevation (i.e., the condition should require that the hostage and the computer be at the same level). This means that you can complete the mission without having to clear the full route to the computer, as long as you can get close enough underneath the computer.
  2. The posting in the patch notes for Issue 28, Page 1 says that this is for the "Show's Over" badge for general Carnival defeats, not specifically Carnival of War. Further, while the coordinates given put a pin in the 'Sunken CIty' sector of First Ward, 'The Digs' is in Night Ward, not First Ward, and Carnival of War don't spawn there.
  3. Whether or not you can put an enhancement into it, it wouldn't be working the way enhancement slots work now, in that it goes away if you exemp below 45. If you can put an enhancement into it, it immediately alters slotting decisions, because it would, unlike the regularly-allocated enhancement slots, make a difference which enhancement you put in the additional slot. For example, say you used it on a Hold power, six-slotting it with Unbreakable Constraint and the Lockdown +2 Mag proc. If you put the Lockdown proc in the 'extra' slot, it disappears at level 44, while if you put one of the Unbreakable Constraint IOs in the 'extra' slot, you lose the six-slot bonus at level 44, in addition to losing the enhancement value of the particular IO, which would depend on which of the Unbreakable Constraint IOs was put in the set. I'm not saying this is an absolute reason not to do it that way, merely that it makes a fundamental change in the game mechanics of slotting a power that will need to be carefully considered along with the other aspects of the new ability.
  4. Particularly if the 'slot respec' allowed you to drag a slot from one power to another, with any enhancement in that slot dropping into your enhancement tray(s), leaving the slot empty (even if the slot in its new position could take that enhancement). You would be able to drag slots around as you wanted, with a 'commit' button locking all the slots into their new positions.
  5. The 'Pet Minii Hamidon Bud' recipe requires 20 Hamidon Goo, so it's right in line with the other stupidly-expensive pets. At least the Kheldian mini-pets won't be confused with valid targets, the way a Hamidon Bud pet can during the post-defeat bud-clearing phase, when the scrum is tight enough you can't tell whether you're not clicking on it properly or the tab-targeting is going somewhere else.
  6. Or equally lucky enhancement convertor rolls. Same deal, just a different process.
  7. Update to my original post: The animation timing problem has become consistent; the "shooting" animation completes through the barrel lift at the end of the animation, there is a pause of about a half second, then the visuals for the shot are drawn.
  8. The one I have in my keybinds.txt file is a bit more comprehensive: /bind CTRL+LBUTTON "powexecname Translocation$$powexecname Teleport$$powexecname White Dwarf Step$$powexecname Shadow Step" This puts all of the basic teleport powers (barring Combat Teleport) in a single bind, so that regardless of which power/AT your character has/is, the appropriate one will fire when you use the ctrl-click teleport targeting. I use a similar bind for the various flight powers: /bind Y "powexecname Fly$$powexecname Mystic Flight$$powexecname Energy Flight" Since I'm unlikely to ever take more than one of these powers, only the one the character actually has will toggle on/off when I hit the key. This reduces the need to have character-specific binds for 'stock' powers. I do have a few characters with 'ohshit' teleport macros like "powexeclocation up:max" and "powexeclocation back:max" for quick 'bug out' movement, though.
  9. I'm probably a bit weird for doing it, but I like to put a +5 Knockback IO into the sixth slot for Meteor, just because it's so funny to watch the mobs reach escape velocity; with proper positioning of the impact, you can cluster most of a spawn into a convenient corner. And watching the comets that Nemesis Jaegers turn into when the Meteor lands is endlessly amusing -- if only the Jaegers spawned in Crey's Folly so you could get even better KB visuals.
  10. And I would rather see an increase in player awareness of the situation, rather than just arbitrarily slapping reverse repel on all/most AoE immobilization powers as a counter to the "before anyone else can react, slap down my AoE immobilization" fetish that leaves mobs scattered all over the place.
  11. And if the character swore all the time, à la Deadpool, it could be named "Tourette's de Force"...
  12. This is what I did with Toksichniy Podlesok ('Токсичный Подлесок', 'Toxic Undergrowth'), a Dark/Plant Blaster; I colored all of her Dark Blast attacks a black/green color to suggest firing off blasts of various plant toxins. I also have characters with Fire blasts that are recolored to a blue-white color, because the color of a fire is black-body emission, and red/yellow is relatively low energy, while blue-white is much higher energy, so it represents them firing higher-power blasts than just ordinary flame. The only issue I have with someone recoloring other sets to look like radiation is that the vast majority of them accept the incorrect color of the Radiation powersets as what their color should be, the bright green 'radiation glow' is a false association that comes from luminous radium paint, and the green color is the color of the light the phosphor emits, not the radium itself. Radium by itself actually has a light blue glow: Most radiation is invisible, but emitted radiation traveling faster than the speed of light in whatever medium it is passing through emits Cherenkov radiation, which is a bright blue -- the reason the radium sample above glows; this is most commonly seen in water-bath reactors: But someone's choice of color for their powers is a stylistic thing for that character, and while it may grate with me to see lots of characters running around with green radiation powers, I'm not going to tell them they're wrong for doing it (don't get me started about the buoys in Paragon City and the Rogue Isles, though; in the entire live run of CoH, I was the only one who brought it up with Positron as a mistake and provided him with documentation about it).
  13. I've always preferred Von Denen Verdammten, Oder Eine Verhandlung Über Die Unheimlichen Kulten Der Alten...
  14. This morning, I was down in the tunnels whacking troll bosses for the badge, and saw the NPC dialog: [NPC] Caliban: Dig, dig, dig, dig, dig, dig. [NPC] Ogre: Dig, dig, dig, dig, dig, dig. It struck me, seeing this, that it would be utterly hilarious to have, as a really low-chance occurrence, the first four lines of "Heigh Ho" from the Disney movie "Snow White and the Seven Dwarves": We dig dig dig dig dig dig dig In our mine the whole day through. To dig dig dig dig dig dig dig Is what we like to do. Unfortunately, it would have to be a specifically scripted occurrence, since as best as I can tell, the NPC dialog is pulled randomly from a table of utterances, so you can't guarantee that a specific sequence of utterances would occur except by a scripted event, and I don't think it's worth the effort for the humor it would create. As an April Fools Day thing, it might work better.
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  15. It ranks right up there with Emmert's other precepts about how he felt CoH should work, along with "three minions should be a tough fight for a hero" and his conviction that 'fun' was throwing yourself at an end boss again and again, dying over and over, until you found the one trick to defeat him... and being completely oblivious to the fact that, in the age of the internet, as soon as one person found the right technique, it would be spread far and wide, so everyone would know.
  16. Like Dark Armor used to be, until players complained about having to continually switch their active armor powers around, sometimes in the middle of a fight?
  17. Like the old PnP Champions method of implementing the way speedsters like the Flash could run up the sides of buildings by defining it as Flight with the limitation "only on a surface", letting you run up walls, across water, etc.
  18. From P.D.Q. Bach's grand oratorio "The Seasonings" (S. 1/2tsp): "Bide thy thyme, for thyme is running short. Bide thy thyme so fair. Bide thy thyme, the seasoning season's o'er, Bide thy thyme, take care. February's fine for taking thyme, But in March of thyme beware. Bide thy thyme, for thyme is money too, Bide thy thyme so fair. Bide thy thyme, now thy subscription's through, Bide thy thyme, take care. February's fine for taking thyme, But in March of thyme beware. So bide thy thyme!" Then she produced a silken purse full of many spices, whereupon she said to him... "If you've got the money, honey, I've got the thyme, if you've got the money, honey, I've got the thyme; bide thy thyme somehow. "I've got the thyme if you've got the inclination, I've got the thyme if you've got the inclination; Bide thy thyme for now."
  19. Try flying through Echo:DA with any of the Ice armors active, or the Fire armors. Rocket Boots are such a piddling part of the "blocks your vision while flying" collection of power visuals. With many of them, I've found that the way to address the issue is to point your line of flight down and hold down the "up" key (i.e., spacebar) so the net effect is your flying horizontally with the power effects trailing below your line of sight.
  20. There were and are a lot of MMOs where grinding to level cap was just that, the grind, and the game didn't "start" until you got to raiding, which was the primary focus for a majority of MMOs -- and when CoH got people coming from other MMOs, they had it fixated in their minds that everything before level cap was basically a waste of time, so diving into the AE building and not coming out before they're 50 was, from their point of view, the most effective way to play their character. Unfortunately, CoH had always been set up so that the vast majority of the story occurred while you were leveling, with a relative paucity of "end game content" as seen in other MMOs. But we're still going to get people who want to recreate another character they had on Live, and we'll continue to get people from other games that see the 1-50 period as something to be rushed past to get to the "good stuff" that doesn't really exist here... and then quit because "there's so little content".
  21. Back on Live, before the Great Regen Nerf and the institution of movement suppression, I got the badge for the Sky Raider Sky Skiffs on my Katana/Regen Scrapper by going to Terra Volta, targeting a skiff, queueing up a big attack, and super leaping past the skiff. The attack wouldn't go off until he was almost on the ground again, and at the apex of his jump, he'd be zooming past the spawn too fast for the other mobs to react. Rinse, repeat.
  22. The HC staff addressed a bit of the 'AE baby' syndrome by eliminating the AE buildings in Atlas Park and Mercy Island, ensuring that new 50s whose entire experience of the game is doorsitting in farms in Pocket D at least have the concept of changing zones, even if they still have no idea how to get to different city zones (the classic "How do I get to Steel Canyon?" question from a 50 invited to a Positron TF). I can understand wanting to recreate characters they had on Live, but there's no effective way to to do that without making it possible for people coming from other MMOs where everything up to level cap is just grinding from using it to sweep to level cap without learning to play their characters.
  23. Isn't that already baked in to the default 'walk' animation for female characters?
  24. No. Current tooltips (e.g. "5 of 8 complete") is not enough information. I would like to know which other three badges I need to go earn without having to go cross reference all eight to see which ones I am missing. That's not what you asked for. What you asked for is to have a visible indicator of completed vs. incomplete accolades, not for a detailed breakdown of progress on each component of the accolade requirements. Phrasing is important; to cite an example from, IIRC, Robert Heinlein, note the difference between "this document was dictated by God!" and "this document was dictated, by God!" — or the possible confusion from the presence or absence of the Oxford comma.
  25. If your knowledge of the internals of the CoH game engine is so comprehensive, you should be on the Homecoming development team.
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