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srmalloy

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Everything posted by srmalloy

  1. That's argued against by the ship being in what would be the middle of the channel, and not misaligned like we saw with the Suez Canal and the Ever Grounded Given ramming the side of the canal. The fact that it's been sitting there pretty much forever is, I think, an artifact of the devs not being able to implement dynamic ship movement like the car and truck routes we see on the street -- and we saw how twisted those could be, with some of the pileups of cars and trucks orbiting in an intersection in KW. An argument against suggesting dynamic ship movement is dealing with the ships entering or leaving zones through the gates in the War Walls; unless you just handwaved it and had ships going through the gates like the appearance/disappearance of the Ghost Ship or had them fade in/out at the gates, you'd need additional animations to show the gates opening and closing. And having moving ships doesn't really add anything significant to the game.
  2. Unlike Independence Port, Kallisti Wharf has been maintained, so the channel under the bridge would have been dredged; if there had been damage to the channel causing it to be insufficiently deep, it would have been published in the Local Notice to Mariners bulletin, and hazard bouys would have been deployed until the channel could be dredged. Emil Christie wouldn't have let a hazard like that go unmarked long enough for a ship to be caught in it; it would reflect too badly on how he manages KW.
  3. It's not properly a geometry error, and doesn't affect gameplay, so it's a low-priority problem, but on the east side of the central island in Kallisti Wharf, there is a drawbridge with a cargo ship passing underneath that has a tugboat assisting it. Curiously, they're working against each other: You can see that the bow of the cargo ship is pointed to the left, while the bow of the tugboat is pointed to the right. Now, either the tugboat is towing the cargo ship -- in which case it would be towing the ship bow-first, to maximize the effectiveness of the cargo ship's rudder -- or the tugboat is acting as a drag/steering assist for the cargo ship to help it maneuver in the confines of the port -- in which case the bow of the tugboat would normally be facing the stern of the cargo ship, so the helmsman of the tug is properly positioned to steer the tug to assist the cargo ship. Regardless of which is the case, one or the other should be flipped around.
  4. It's not just the tip missions; you can have the same thing happen with any mission that has an immediate follow-on mission if you complete the mission while on the 'wrong' side. For example, I had a mission from Harvey Maylor to find Vanessa de Vore's location by defeating 20 Carnival of Shadows. Not wanting to have to canvass PI looking for the occasional tiny Carnie spawn, I hied myself off to St. Martial and did some cleanup of the Carnie encampment there. When complete, a follow-on mission immediately came up, 'Defeat Vanessa & her servants'... in Sharkhead. Knowing that this would be wrong, I entered my base, and the mission zone changed to Atlas Park, where the mission door really was.
  5. I use it for this purpose with my Pyro/Marine controller, particularly in Ephram Sha's repeatable missions in DA, to grab a spawn's attention just before she jumps out tto slap down an AoE control instead of having to eat the spawn's alpha.
  6. If you want to make sure that you don't accidentally toggle off a monitor you want to keep, you can use the 'stopmonitorattribute' command for each attribute you want to show to put the monitoring in a known state before using the 'monitorattribute' command for that attribute.
  7. You can stack set bonuses of the same name up to five times, no matter the source or value. If you have, say, eight "Small Smashing/Lethal Resistance Bonus" set bonuses, you get the biggest five, regardless of whether they're 2.5% or 1.25% or 0.625%. Kinetic Crash and Sudden Acceleration both have 7.5% global recharge as their six-slot bonus; this is "Huge Recharge Bonus", while the recharge bonus from the LotG global is "Luck of the Gambler: Recharge Speed" — you can have five of each for a total of 75% recharge bonus (and probably have a badly borked Energy Blaster build to get the right powers to slot that way to do this). From the Homecoming wiki on enhancement set bonuses: Blood Mandate has amongst its set bonuses both a "Small Increased Fire/Cold/AoE Def Bonus" and a "Huge Increased AoE/Fire/Cold Def Bonus". Both of these provide 1.88% to Fire and Cold defense; however, since they have different names, they are separately subject to the Law of Fives, and a character can slot this set up to five times and get both copies of the 1.88% bonus up to five times each (assuming no other sets with the same bonuses).
  8. I think what the OP would like is some sort of cascading effect -- the set does stun, with an associated -ToHit effect, but if you extend the stun duration, the -ToHit can run out before the stun wears off, rendering it pointless. If the -ToHit were applied with a delay, taking effect when the stun ran out, then it would be beneficial to slot more of the set, as you'd be stunning them for longer, and leaving them unable to aim for a while afterward -- but if they were resistant to the stun, the -ToHit would take effect right away, giving you the benefit you're getting now.
  9. Random zone NPC dialog: "[NPC] Dwayne: I swear I ran into this guy yesterday who looked just like me. When I confronted them, they just ran off making crazy r" I think that their comment should have ended with 'remarks', but it just terminates with the 'r' by itself.
  10. Used to be you could go to the force-field barrier on the east side of Peregrine island and work your way south a bit from level with the south pier, and you'd find a gap that let you get through the barrier. At that point, you could fly past the edge of the ocean and down under the map, then come back west under the island itself. This was an accepted way to get to the 'Matrix room' in the arena in PI before the arenas were regularized so you could go in their any time (I remember parking one of my characters there before shutdown). There were other gaps in the terrain, one of which was routinely exploited by the 5th Column/Council mobs in Founders' Falls -- if you were attacking them in the plaza just S of where the road goes into the War Wall to Talos Island, they could panic and run off, jumping into a miniscule gap in the terrain to get under the map, then jump back up through another miniscule gap in the fenced greenspace south of the Midnighter building (around [3167.8 0.1 1037.7]) and come back to attack you when you weren't expecting them. Even funnier, at the parking lot south of that, the octagonal pillar at the SW corner -- [3264.2 3.0 1343.6] -- was missing entirely, allowing anyone to get under the map and run around in the water that underlay most of the zone and attack up through the ground at the mobs on the ground. The mobs were smart, though, and 'knew' about the gaps in the geometry, and would run to the nearest one and jump down to come after you when you did that.
  11. — Dendis Moore "Dendis Moore, Dendis Moore, riding through the land. Dendis Moore, Dendis Moore, without a merry band. He steals from the poor, and gives to the rich. Stupid bitch."
  12. And something I make use of regularly; when I have a point on the map thumbtacked, I'll often just thumbtack somewhere outside the map with a double-click to set, then clear the thumbtack without worrying about accidentally clicking on something.
  13. It's not KB qua KB that is disliked, it's pointless KB. I haven't recreated the character on Homecoming, but on Live I had an En/En Blaster that I spent some time learning how to focus her use of knockback. Back when the Controllers would wait for the tank to herd up a spawn before firing off their AoE immobilize, instead of the current meta which seems to be "fire off your AoE immobilize right away, so the spawn is spread across as big an area as possible", I would position her so that the KB from her attacks would push mobs into corners and against walls, tightening up the groups to make it easier for the other heroes to get more of them in their AoEs. Admittedly, even though it's more 'realistic', vectored KB has made clustering mobs more difficult -- for example M30 Grenade used to knock targets away from the shooter, not away from the center of the AoE -- you can't just drop your grenade in the middle of the group to push them away from you, but have to more carefully pick who you shoot at to vector the KB in the direction you want. And with the push for more and more speed, the time spent setting up a focusing KB is time not doing damage, so you often see KB going off in different directions, which spreads out the mobs and cuts into the perception of "gotta go fast".
  14. Back on Live, before the devs fixed it, there were a couple of the Arachnos maps that had holes in the geometry that would let you get outside the map, and I found that it was possible to shoot up the mobs in the 'proper' geometry while they were unable to return fire.
  15. Or just general disruption to the group. I was in a Nemesis raid this morning in Talos Island, and we were all in a moderately tight group on the top of the hill -- both the league and the Nemesis mobs porting in -- and someone dropped a big AoE with knockback (likely Meteor, but I can't be sure), which caused the Nemesis mobs to fly away from the top of the hill and disappear because of the render-limit algorithm for mobs (I've had mobs I was actively fighting in an MSR vanish on me because more Rikti ported in behind me, causing the rendered mob list to be recalculated, but this was objectively different because it was a player's active intervention), breaking targeting and interrupting attacks for most of the league.
  16. See my addition to my reply about putting a thumbtack outside the map and teleporting to it. Although it does present the possibility of porting outside a map to be able to defeat a mob who's gotten tangled up in the geometry and their targeting point is outside a wall.
  17. True, but using the /thumbtack command let's you place the marker at your desired height regardless of multiple elevations at the target. It basically does everything Mark & Recall does without the limitation of having to put the mark down first — and you want this to be a P2W power you can just buy? Of more concern is the ability for a power like this to be misused — simply to get past mobs in a zone to get to a mission door, or as an 'ignore mobs' power. Use Reveal to show the map, then use the thumbtack teleporter to mark the elevator room and port to it, ignoring the entire floor. Or use it as a second version of ATT, where someone puts their $loc in team chat and you thumbtack it, then port to them. In that case, it's useful for someone who lagged entering a mission who missed the ATT to the end. Or using it to rescue Dr. Todd in the Moonfire TF without leaving someone back to use ATT or needing Mark&Recall. Update: OH, yes — and the coding nightmare of sanity-checking the coordinates. The game cheerfully lets you thumbtack a location outside the map; what happens if you teleport to such a location? Burn a use of Ouro Portal or base portal or LRT or something? Or will /stuck put you in the nearest spot on the map? And if the latter, could it be used to access otherwise-inaccessible parts of the map? If there's a TF that has a click or glowie objective behind a 'you need a key to open this door' obstruction, could you write down the coordinates for the glowie from a previous run, then use Thumbtack Teleport to take you there without needing the key?
  18. I have. Back on Live, I was running my Bots/Dark MM in a Manticore TF with the rest of the team being a group that obviously played together normally. After the defeat-all missions, something led all of them to quit the TF (could be another of their friends got on, and they decided to quit and restart with them; I don't know the reason), and I had a WTH moment, and decided to see how far I could get with the TF. This was the old version of the TF where you only had Hopkins to defeat in the last mission, not Hopkins and Countess Crey... and I was surprised to find myself still standing with Hopkins defeated at the end of the TF.
  19. If so, they're not all lower forms; a number of the jägers speak, either out in the open world or in instanced missions. They might be what happens when one of Nemesis' soldiers is too badly injured to survive being put into a Warhulk.
  20. Also, IIRC, the giant walker at the end of the Hess TF.
  21. While we did get a significant increase in the variety of mobs in the Skulls group, did the bug with low-rank female Skulls not counting for the Skulls defeat badge ever get fixed?
  22. Back on Live, it used to be that the force-field barrier protecting the elevator that takes you down to the portal room to Recluse's Victory had a level-50 requirement, keeping low-level heroes out of the zone, resulting in that badge being gated behind reaching level 15 and using someone else's Ouro portal or completing Agent G's arc. Then, too, having one of the exploration badges for Atlas Park behind that force field was a serious annoyance, as it prevented you from getting all the exploration badges for the zone -- and hence the 5-merit award -- until you'd reached the level cap.
  23. I don't recall off the top of my head whether it's been fixed, but you used to get Mercedes as an introduction choice way early from a couple of contacts (I used to pick her, as the other was always Vahz-heavy), then again after you hit 20.
  24. They didn't seal up the ashes for eternal storage, though, since you clearly escaped to post again...
  25. Only after the cremation and entombment.
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