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Everything posted by srmalloy
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All Level Radio Content in All Zones
srmalloy replied to Steampunkette's topic in Suggestions & Feedback
This could be addressed by having an option flag that would cause your radio missions to generate for any zone up to your level, so that if you were level 50, you could get a radio mission that might send you to any zone in Paragon City, and if you were level 25, you could be sent to any zone up to Talos Island/Independence Port. "Realistically", police radio requests should be able to be picked up outside the zone where the trouble is occurring, and requesting help of a level appropriate to the threat. If you don't set the option, you get radios as they are now, only in the zone you're in, and only in a level-appropriate zone. Having the radio missions randomize across the city prevents people from cherry-picking the zone for the mobs to fight. -
All Level Radio Content in All Zones
srmalloy replied to Steampunkette's topic in Suggestions & Feedback
There are a fair number of alignment tip missions that will send you to other zones; Atlas Park and Independence Port are the two I've gotten repeatedly. -
Are you sure you don't identify as non-binary? That could cause the game some confusion, since I don't think Paragon Studios ever even thought about heroes/villains who identified as neuter, Lamborghinis, mailboxes, or Nemesis Automatons...
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If you complete her arc at a level higher than 25, you don't get the Wedding Band temp power.
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I was having the same problem earlier, but it cleared up for me. Also, this forum is for reporting bugs with the game; website problems should go in the Website Suggestions & Feedback forum.
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/bind Cam powexeclocation cam:max Teleport
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From my experience: Steel Canyon, east of Positron. (pre-Shivan) Galaxy City, the plaza east of Babs. Cap au Diable, plaza NE of the north ferry
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Look at the color you have chosen for your skin, and see what happens if you set it to the top-left 'brown' color under the 'skin color' picker.
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Paragon City, a leader in inclusion, no matter what your lifestyle choices are. Standing behind the Wentworth's in Talos City: We don't want to be judgemental, now, do we? Or is this just a mislabeled NPC, or one with the wrong model?
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Or Rain of Arrows, the way it was back on Live, before Homecoming removed the flight time delay. This drove me up the wall with my TA/Arch Defender back on Live, where I'd set up on a spawn, launch Rain of Arrows... and have the spawn move completely out of the AoE before it lands because they're all aggro'd away on someone else who was running around grabbing aggro -- even if the group I was targeting had already been aggro'd and clustered by someone else. It got to the point on one ITF where I stopped using my AoE debuffs, and just using my attacks - and when I was asked why I wasn't "doing my job", my response was "I wait for a group to be herded up before I unload on them, and when I can finally use Rain of Arrows, you taunt them and drag them out of my AoE before it lands. Five times now. I'm not supporting your herding until you stop sabotaging my work."
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To really drag in cross-franchise aspects... "Stupefy! Petrificus Totalis!" Now Superman's not available to bail things out. Having that great gaping vulnerability to magic can be a bitch sometimes, like the original version of Moment of Glory, where you healed to full, dropped to 10% HP, and became 90% resistant to all damage but Psionic -- which essentially meant you were effectively the same as you were for most damage, but taking 10x damage from Psionic; I still don't understand why Cryptic thought that was a good power design.
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You shouldn't have had the bean soup for lunch, then...
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Not to mention that "Air Strike" could simply be the name we've given to it based on its effects -- for example, it could be done as a double AoE effect -- an area (regular area expanding to 'Wide' at higher tiers) that delivers a rapid sequence of grenade-like blasts across its area. Magic, technology, psionic explosions -- it doesn't really matter how it's produced; we just call it like we see it.
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Shooting high-velocity, armor-piercing arrest warrants, yes...
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But they're controlled by the Fiendish Flouridators.
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You could try some of the Native American languages. Lakota: Wakinyan Tanka Nootka: Kw-Unx-Wa Ojibwa: Animikii Cherokee: Tianuwa Arapaho: Etcitane:bate Gros Ventre: Bha'a Potawatomi: Cigwe Menominee: Enaemaehkiw
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I retired a level 49 Katana/Regen Scrapper over ED and the Great Regen Nerf; I'd built him to run five- or six-slotted damage, and Instant Healing running, relying on Focused Accuracy to get his hit chance back up to an acceptable level, where I'd learned where the sweet spot was for defeating enough mobs to reduce incoming damage to below his regen rate before he ran out of HP. Between ED and the 'restructuring' of Regen, it would have required completely restructuring the character as well as making me relearn the secondary from scratch.
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The Homecoming staff have fixed the bug that was causing mob spawns in the various invasion events to drift in a northeasterly direction, but it appears that there are other places where the same effect occurs. My Grav/Traps controller has a practice of laying down several Trip Mines (number depending on the relative level of the targets) and a Poison Gas Trap or two, then using Wormhole to yank a spawn onto the mine field. What I have been noticing is that, beyond about five or six mobs in the spawn, the mobs start arriving at the target of the Wormhole spread out in a line trailing northeast from the destination point for the Wormhole. This is annoying, because it causes mobs to arrive outside of the blast radius of the Trip Mines. Could the same fix that was made to the invasion spawns to stop their drift be applied to Wormhole victims, so they arrive at the destination point instead of being strung out in a line? Update: Finally got a screenshot of the Wormhole spread:
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This was a 'fix' put in back on Live; originally, the weapon models didn't resize with the character, resulting in Huge characters with tiny weapons, and TW characters with their height slider turned all the way down having truly anime-esque weapons, á la the Bustermarm from Fairy Tale. This was patched so that the weapons would scale more appropriately to the character's size, to the lamentation of some of the playerbase.
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Checking just now, Eye of the Storm, about 3/4 of the way through the 'on your back' part of the animation, you're grasping the shaft near the butt, Serpent's Reach has you choke way down on the shaft right before the full extension, although it snaps back to the middle when you recover that it took me several repeats from different angles to be sure, and Sky Splitter pulls both hands down close to the butt right before the final overhead smash. All three of them are overlookable if you're not paying attention, so if you're willing to ignore them for the rest of the visuals, taking a pair of the VK-99 Event Horizon models, cut off the pommels, and butt the grips together would give you a fair version of a doublesaber, and taking the naginata staff style, removing the tsuba and blade, cutting the entire hilt off the VK-99 and mounting the blade on it would make a decent polesaber. Neither of them give you the brightness that a proper version would want, but CoH's game engine has... not issues, but entire subscriptions... with object lighting (if you have your detail turned up, in the warehouse maps, you can sometimes see faint white curved lines at the bottom of the illumination cones from the ceiling lights; these are the bottoms of the mostly-transparent polygons used to fake the lighting).
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I'd have to go back and run Sovnya through her attacks in the Vanguard base, but I'm pretty sure that for at least one of the attacks -- the ranged attack -- the animation would have you holding the double-ended lightstick by one of the blades, which doesn't work in "canon". Working from memory, several of the animations have you taking a wider grip on the staff than would be feasible from, say, bodging two of the 'Event Horizon' broadsword models together. So this would need animation changes as well as a new custom weapon, which I'm sure pushes it way down on the priority list for a costume 'want'.
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Is there copper in my incendiary ammo?
srmalloy replied to biostem's topic in Suggestions & Feedback
I had actually taken them as part of reporting a bug with the DP 'Swap Ammo' animations, in that the progression of the visuals for the shots don't actually synch properly with the shots themselves -- some of them trail well behind the shot. It doesn't affect the animation itself or the timing, just the visuals, and you have to be paying close attention to notice. -
For the basic 'hands crossed upward across your chest' pose (used by the Council vampyres you can find in the Wolf's Throat on Striga at night): /emote stancevillain2 There is a similar pose for DP characters that you get during weapons customization on the tailor screen, as kosten07 describes, but that's the only place I've seen it; there doesn't appear to be a way to have the pistols out in that pose.
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Is there copper in my incendiary ammo?
srmalloy replied to biostem's topic in Suggestions & Feedback
When you use a dark environment for your screenshots, you can lose a significant amount of the visual effects. For example, comparing the Dual Pistols ammunition types: Standard ammunition: Incendiary ammunition: Chemical ammunition: Cryogenic ammunition: None of this affects your concerns over the colors of the special rounds, only that in your examples, you're missing quite a bit of the special effects -- incendiary and chemical ammunition are visually quite distinct when you can see all of the particle effects. -
For the "go around clearing mitos first" style of Hamidon raid normally used in the Hive, perhaps; the Abyss standard 'Hamikaze' style, where a group of tanks go in to get the attention of the yellows, then everyone else piles directly on the nucleus, it's not needed at all.