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Everything posted by srmalloy
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Defender Inherent - Both against theme and often useless.
srmalloy replied to Shin Magmus's topic in Suggestions & Feedback
About the only use I've gotten out of it is for getting a laugh out of the rest of the team when I pop up with "Can you all suck a bit more? I'm not getting any benefit from my inherent here..." in the middle of a mission we're steamrolling. -
I'm also annoyed that every single mob seems to have millimetric-wave counterbattery radar running 24/7/365; when my AR/EM Blaster fires off a Snipe, the rest of the spawn with my target instantly knows exactly where I am and comes charging straight for me -- I can understand this for, say, Fire Blast, where your snipe draws a bright line straight back to you, but there's no visible projectile for AR (yeah, I know, it's a balance issue, but...). The only exception is when I'm far enough away that I need Boost Range to hit them, in which case it generally takes two snipes before the rest of the spawn aggros; I can only imagine the conversation -- "Hey, Frank fell over." "Must not have eaten his Hero-Os this morning." "Now Joe fell over. We're under fire! They're on the roof across the zone; get them!"
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It's an example of how much difference the 'Big Boys' rope in to make sure their imitations land outside a copyright lawsuit, and provides examples of some of the things that the HC staff has to consider when judging the acceptability of an homage character.
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The Wikipedia page on the members of the Shi'ar Imperial Guard has a table listing each of the core members, along with a column listing the Legion of Super-Heroes member that they rip off imitate.
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It also has its dark twin, the 'follow zoom'. I've noticed this most often in the bud-clearing phase of a Hami raid, where you have a melee character, and you put a bud on Follow to close in on it to beat on it. The bud is moving slowly, and even with no movement powers (including Sprint) active, you'll run past the bud, stop, fire off any queued power, then run back past the bud again, stop, fire any queued attack, and repeat ad nauseam. until your target dies or you turn off follow.
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Why do enemy lairs/bases omit toilets?
srmalloy replied to Scarlet Shocker's topic in General Discussion
High-pressure pumps to vent ports. Think of the movie "Kelly's Heroes" with Oddball's tank -- "We got our own ammunition, it's filled with paint. When we fire it, it makes... pretty pictures." Except that the pictures they'd get wouldn't be as pretty... -
This is probably a more observable version of Hail of Bullets, but I agree that the whole 'emotionless gunslinger skills outclassing dozens of opponents' theme has got to be one of the premiere examples of style over substance; all it takes is one standoff shooter with a scoped rifle and the Cleric is SOL.
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Making *conceptual* sense of Kheldian characters.
srmalloy replied to Zombra's topic in General Discussion
Mine was an attempt to come up with a way to create a Peacebringer that wasn't a prearranged merge: Aðalbörg Málhildursdottir was a crewmember aboard the fishing ship Mariusuð when it was struck by a rogue wave, throwing her overboard, capsizing and sinking the ship. Almost dead from exposure, she was found by a Peacebringer scoutship, but the crew were unable to stabilize her. In an emergency decision, Sudlaach, one of the Kheldians in the crew, offered to merge with her to save her life. She accepted, and the two were joined. The newly-joined Peacebringer was brought to Paragon City, where she took up the name 'Leiðarljos' ('Beacon') as a symbol of her new life. -
Where is the secret door to Pocket D in Independence Port?
srmalloy replied to Azari's topic in General Discussion
You're right; I misread the OP. -
Where is the secret door to Pocket D in Independence Port?
srmalloy replied to Azari's topic in General Discussion
There is a manhole under the arch just east of Jenny Firkins; find her, go east to the first arch of the bridge across the central canal, and turn right; it's about ten-fifteen feet south. -
mastermind Allow normal travel powers to affect MM pets
srmalloy replied to Laucianna's topic in Suggestions & Feedback
This is one of the sources of endless humor in SWTOR, where you can rescue a hostage and have to bring them back to some contact, and you can just hop on your speeder bike and zoom off, and your rescued hostage (or prisoner) will keep up with you, running on foot. Sometimes I wonder why pets and hostages aren't set up to absorb the speed of their 'owner', so they can keep up. They'd still be falling behind, because pet pathing can suck horribly, but they'd have a better chance of staying with you. -
When I helped take down Adamastor the other day, mis-judging how long it had been since my last, I got XP and influence, nothing else. Was your character a) level 50, and b) had slotted incarnate abilities, particularly the Lore slot, and did you have your Lore pet(s) out? I wonder if there are multiple reward sets -- one for pre-incarnate and one for post-incarnate, to manage getting the five Incarnate Threads, and the HC staff only updated one.
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The thing is, 'Original' is the only option for the War Mace abilities; there's nothing you can change it to, and nothing you can change it from -- there's no 'no redraw' option. The game is simply assessing a 10,000 inf per ability fee for not changing anything.
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It's not just weapons that reset and throw involuntary charges; I just took my War Mace/Rad Armor Brute to change her epic attacks to theme better with her Rad Armor powers, and was immediately assessed 90,000 inf in power change fees, 10,000 per power under War Mace: This is despite War Mace not having any customizable options -- there is "Original" and nothing else. I can't customize anything in the powerset, so where in the pluperfect subjunctive does the game come off telling me that all of my primary powerset abilities have changed, and I have to pay 90,000 inf to not actually change anything in it?
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Have you ever noticed how much the opening at the front/back of the Mecha Belt looks like an RJ-45 network socket?
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Back before the effect delay was taken out of Rain of Arrows, I would regularly see spawns aggroing on me the instant the animation started, even when I had Stealth running, a Celerity:+Stealth in Sprint active, and had been doing the micro-move dance to get into power range, so I know I was at max range for the power, outside of normal aggro range. Now that the damage takes effect with no delay, I still see them aggro, but I don't worry about being taken down before the attack fires.
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That bug runs through all of the game; I remember in particular a mission where the mission goal text is "Defeat all Nemesis soldiers", but I have to defeat the Crey staff they're attacking, too.
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Try flying through Echo: Dark Astoria with any of the ice armor or fire armor powers active. I've taken to flying with the Forward and Up keys held down, and the character tipped down so their path is horizontal, just to get the particle trail to not fill my screen
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I DON'T USUALLY TEST MY CODE BUT WHEN I DO I DO IT IN PRODUCTION
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The character's Trip Mines has about a six-second recharge; I think that the proc's going to have a low chance.
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With my Grav/Traps Controller, her normal playstyle when solo is to approach a spawn, lay down several Trip Mines and a Poison Gas Trap, then Wormhole the spawn onto the mines. Placing the first mine, then the gas trap, then the second mine, works out fairly quickly because Trip Mines recharges fast enough that it's back up during the animation for the gas trap placement. However, once the second mine is placed, she has to stand there waiting for Trip Mines to recharge to place the third one, and it slows the character down if I don't pay continual attention to the recharge indicator. Is it possible to modify Trip Mines, Poison Gas Trap, and Acid Mortar so that they are queueable? I don't want to change anything else about the power -- having one queued or placing it should still be interruptible, so that if you're hit with an attack or move they unqueue -- but it would be convenient to be able to set up the next placement to start as soon as it's recharged. If it's not possible to do it without extensive code changes -- I don't know if making them queueable would make them selectable for autofire, which is undesirable (I don't want to see characters out on the Adamastor platform doing nothing but automatically placing trip mines again and again; even being able to queue up an activation, you should still have to manually activate/queue the powers).
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There are a number of powers with similarly mistimed effects and animations. One that I have seen consistently is using the Nemesis Staff and Blackwand (both the prestige attack version and the temporary power version) against a destroyable mission object -- you draw the weapon, the blast effect fires and strikes (or misses) your target, and then you perform the attack animation.
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Still can't get started on Incarnate stuff.
srmalloy replied to Zombra's topic in General Discussion
The one counterexample I can think of is, since it's a readily repeatable source of Empyrean merits, is to join a Hami raid immediately after unlocking your Alpha slot and pick the 4 Empyrean merit reward, then convert three of them to threads and use them to make your first Alpha boost to get rolling as fast as possible -- you can complete a Hami raid a lot faster than you'll ding your first vet level for the 120 thread reward, and with a tier 1 Alpha already slotted, you can use the 120 threads when you do get your first vet level to make a tier 2 Alpha. But that's the only time I can think of when you can justify converting merits to threads.