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Everything posted by srmalloy
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Ahh, another victim of careful photography. The Pyramids at Giza are nowhere near as isolated as most popular photos make them out to be. The Pyramids are surrounded on three sides by the city of Giza; the Oberoi Golf Course is a few hundred feet away, as is Mena House, an upscale hotel. The classic photo of the Pyramids is shot from the south, and typically includes a broad swathe of sand in the foreground to suggest that they're deep in the desert.
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Debuffs and damage are separate effects; in the example you give, the debuffs would be affected by any Slow resistance you had.
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Toggles generally have the active icon animation orbiting at the same speed, but the animation starts when you activate the toggle, so turning them on usually has them out of sync. When you log in, the game will set all the toggles you had running at logout to active, so it's more likely that they'll sync up when you first log in.
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Perhaps not for sale, but I could see someone slotting Air Burst at lower levels, then want to convert them to a better set when the character is higher level and has more slots, but the attuned IO they bought off the AH is, invisibly, a level-12 IO someone listed on the AH that won't convert to another Ranged AoE set.
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I have not gotten a single PAP from this weeks WSTs (respec)
srmalloy replied to kelika2's topic in General Discussion
And they only drop to 50s if you get the Notice of the Well option. If you run a WST at 49, ding 50, then run the WST again that week, you get neither the Notice nor the PAP. The only exception is when the WST is the group of respec TFs; if you take the respec option at 49, you can get the double merits, Notice, and PAP doing it again that week at 50 — for other TFs, you get the double merits automatically, which locks out the Notice and PAP for subsequent runs. -
Just as one example, the level range of Air Burst overlaps that of Positron's Blast, which sells for a lot more. The issue seems to be that, when attuned, IOs that were in the 10-19 range before being attuned still get treated as if they're that level for conversion, where there are no other Ranged AoE sets for them to convert to.
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From the descriptions I remember, both technology and science origins are the character receiving their abilities through the application of scientific/engineering modification, except that in the case of the science origin, the results weren't what was intended, and are not (usually) directly reproducible. Now, this opens up another can of worms in that you can argue that a character originally from a dimension like Poul Anderson's "Operation Chaos", where magic is the technology, could justify any of magic, technology, or science as an origin, or, with a bit of backstory about being the child of a character altered by magic, as mutation as well. I think that, once the original game design threw out origin-based power structuring, that the origins were made as vague as they were was specifically to allow players to twist them around in different ways to justify their characters' background.
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If you're going to play at the highest level in the game...
srmalloy replied to Oklahoman's topic in General Discussion
There have been times when I have wished that the area within 20' of the entry portal in Ouroboros, upon a character's arrival in the zone, applied a delayed effect that teleported the character into the middle of the central pool if they were still within that radius when the delay ran out; moving out of the radius would prevent it from activating. Sometimes I muse on the added humor of having the teleport send them 20' in the air over the central pool for them to drop into the water. -
There is a one-sided wall in the first floor of Tech_60_Layout_04_01. At the west end of the walkway in the northern part of the map, the wall to your west is solid all the way to the 'pillar': If you go around to the west side of the pillar and look back at where you were in the first screenshot, there is a gap between the pillar and the wall that you can see -- but not move -- through:
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The same argument can be made for people who want the four-emp reward. If you pre-position characters, on Excelsior you could cycle through three Hami runs in the Abyss and three more in the Hive and get six HOs or 24 Empyrean merits, although you'd be running the same gauntlet of beating other players getting in when you switch characters.
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I'm not sure how 'out of context' my response to your describing HOs as "obsolete" and "not meta" can be; slotting HOs in a build may not be 'meta', but how many players can say that they only play builds that are tweaked to the absolute limit of effectiveness and efficiency, rather than playing builds that are fun for them to play? And if HOs are obsolete, there would be no demand for them, because everyone would be using the better alternatives. The OP is complaining about HO prices being outrageous on the AH, and this is clearly a problem, because the game (and the regular player-driven activities in game) does not offer them any way to earn HOs for themselves — they only avenue they have to obtain HOs is to buy them on the market. And, yes, this is a highly sarcastic statement; they want the HOs for their builds, but want someone else to go make the effort to obtain them, and their objection is that the ones on the market are too expensive because of high demand and limited supply. The prices other people are willing to pay is too much for them, so they want the market artificially forced down, because they're entitled to much lower prices for what they want.
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Because we should all be doing only the current meta to maximize our rewards; this is the canonized One True Way™ to have fun, and anyone not playing to the meta should be penalized severely for having fun the wrong way.
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Putting in cheap bids only works if the high bids get cleared out. You can put a hundred HOs on the market for 150k each, but if there are two hundred bids of a million or more, no one bidding 250k will get one.
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Allow HOs/Titan-Os/D-syncs to be converted using enhancement converters like set IOs; all enhancements of a type (all HOs, all D-syncs, etc) are considered a single set, and there is no out-of-set conversion (i.e., you can't turn an HO into a D-syncs). You put in your enhancement, pay the 3 converters, and out pops a random new enhancement. There are enough different enhancements in each group to make it a crap shoot to get the specific one you want at any roll.
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Hathcock did mount his normal scope to the top of the M2, but it was otherwise a stock weapon. Many nationalities simply took a standard rifle and mounted a scope on it for their sniper weapon; the Germans used the Kar98k in WWII, and its predecessor the Gewehr 98 in WWI, the US used the M1903 through into Vietnam, the Canadians used the MkIII Ross, the British tried to make one from the L8 Enfield, but it didn't work well, etc.
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M2HB .50 caliber machine gun: "To select single shot, ensure the bolt latch release lock is in the unlocked position, turned to the right. The bolt latch release must be in the up position (not locked down)." DTIC (Defense Technical Information Center) Document AD-A169 944, "Training Effectiveness Analysis: M60 Machinegun and Squad Automatic Weapon" Page 5: "Firing at long range targets commenced with single shot firing and the firing of groups of single shots." Page 26: "Initial firing is conducted on a 25-meter range, using single shots to develop tight shot groups before firing bursts of four rounds."
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GySgt Carlos Hathcock takes exception to this. The third-longest sniper shot in history, and the longest in the USMC, was a single-round headshot at 2,500 yards using an M2HB .50 caliber machine gun in February 1967. The Marines used the M2HB as a sniper weapon beginning in Korea and continuing through Vietnam. The current record stands at 3,540 meters, not with a machine gun, but still with a .50.
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If the TF is locked to the level it's started at, that would work, but having seen the hate and discontent over TFs that spawn max level regardless of the team level, picking the highest-level character on the team as the new leader minimizes the number of surprises with sudden level shifts. Also, consider that TFs generally have a five-level range; if the second character on the team is minimum level for the TF, making them the new leader results in the game saying "Hi! Because your old leader went inactive, a new leader has been designated; everyone else on the team will lose access to up to two powers because of the new exemplar level. Sucks to be you." — the rest of the team is penalized for the idleage of the leader and their picking a min-level character as the first team member.
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Let's name these places on the boardwalk in Talos
srmalloy replied to JasperStone's topic in General Discussion
However, as I noticed while running a route around Talos to get the Tracker badge (200 Tsoo Sorcerors), both of the un-signed businesses have "TAKE OUT" neon signs in their windows, which strongly argues for both of them being food joints of one flavor or another. -
It works the same way any other command does; you create a keybind or macro that calls the popmenu, and when you hit the key or macro icon, the popmenu appears under your mouse cursor for you to pick an option. The Long Range Teleport power is a popmenu macro with its own icon, for example. With the popmenus I created, I wanted them to be usable from the keyboard; the "&1", "&2", and "&3" in the Rain of Fire popmenu are the hotkey definitions — when the popmenu is displayed, hitting one of those keys selects the associated entry.
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However, changing the auto-logout in a TF to an auto-demote could be useful — when the team leader goes idle for longer than the cutoff (with the ability to lower the cutoff in the TF difficulty screen), they're kicked from the leader position, replaced by the next highest character on the team. That would allow TFs where the leader locks up to shift leadership without the leader's cooperation so the rest of the team can continue.
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I have a file with popmenus for the location AoE powers my various characters have, most of which have three options (selectable with 1/2/3); '1' is the normal power activation, where you use the mouse to place it, '2' is "powexeclocation down:max", which puts it at your feet if you're on the ground and straight down if you're flying, and '3' is "powexeclocation target", dropping it at the feet of your current target. I macro the popmenu and put it in my trays in place of the power icon, which I stuff in an unused tray so I can see the recharge. Some powers have more options -- Wormhole has six: standard, down:max, up:max, fwd:max, back:max, and cam:max; the last three are useful for repositioning spawns when I'm trying to stealth a mission. That mobs don't take damage from being repositioned into midair and falling is sad, but it's at least consistent; not drawing aggro when using it is convenient. A sample popmenu definition from my 'Location Powers.mnu' file in the 'Homecoming\data\texts\English\menus' folder: //------------------------------------------ // Rain of Fire Menu "FireRain" { Title Rain of Fire Option "Rain of Fire &1" "powexecname Rain of Fire" Option "Here &2" "powexeclocation down:max Rain of Fire" Option "Target &3" "powexeclocation target Rain of Fire" } And I would use "/macro Rain popmenu FireRain" to create a macro button, and when I activated it, I'd get the 1/2/3 choice for where to put the rain. And a somewhat different one for more options with Wormhole: //------------------------------------------ // Wormhole // Wormhole will attempt to teleport the current target and the mobs // around it to the location specified by the targeting cursor; this // popmenu adds some predefined options // 1 -- standard power activation // 2 -- teleport to in front of character // 3 -- teleport straight up over character to max altitude // 4 -- teleport in the direction the character is facing to // the maximum range of the power // 5 -- teleport behind the character to the maximum range of the // power. Because Wormhole does not appear to generate aggro, // this can be used to pull all or part of a spawn far enough // back to be defeated more readily, after which the remaining // mobs can be attacked. Menu "Wormhole" { Title Wormhole Option "Wormhole &1" "powexecname Wormhole" Option "Here &2" "powexeclocation 0:10 Wormhole" Option "Zoom &3" "powexeclocation up:max Wormhole" Option "Boom &4" "powexeclocation cam:max Wormhole" Option "Pull &5" "powexeclocation back:max Wormhole" }
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Is there a thread for mission descriptions needing to be updated?
srmalloy replied to Greycat's topic in Bug Reports
Virtually every mission Anton Sampson gives out; "Check out Nemesis base" (and variations thereof) as it shows in your mission list almost invariably becomes "...and defeat every Nemesis soldier you find inside" once you enter -- whether or not it actually appears in the mission goal text. -
No, they just have the Depth of Field setting wrong; it's fuzzing up the distant buildings too much.
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Alternate power animations for elemental Melee sets
srmalloy replied to OverkillEngine's topic in Suggestions & Feedback
If the choice were up to me, I would prefer that the HC staff devoted time to building the tools to allow them to create new animations going forward than work to recycle existing animations as alternates for powers, accepting the short-term lack of options against a wider array of them in the future. However, since a decision like that is based on factors I have no knowledge of — the distribution of skills and time among the HC staff, the likelihood that NCsoft will continue to ignore the CoH rogue servers as long as they don't rock the boat, the progress or lack thereof in negotiations with NCsoft to establish some sort of legitimacy for the rogue servers, etc. — any such decision will be up to the HC staff.