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srmalloy

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Everything posted by srmalloy

  1. Shooting high-velocity, armor-piercing arrest warrants, yes...
  2. But they're controlled by the Fiendish Flouridators.
  3. 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
  4. 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.
  5. 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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  6. 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.
  7. 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).
  8. 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'.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. Uranium glass can be made in a range of colors, from the common pale green to pink and yellow; the green glow when exposed to UV light is fluorescence, and has nothing to do with the radioactivity of the uranium. This is again an example of popular perception conflating fluorescent glow with radiation glow. That radiation is popularly depicted as toxic green does not make it correct, no matter how widespread the misperception is. Outside of any Çerenkov radiation emitted, if a sample of radioactive material is glowing of itself, it will be black-body radiation from the temperature of the material, not a glow of radiation. The photo of the Elephant's Foot at Chernobyl, a mass of corium that had melted through the floor and was originally so radioactive that it could deliver a lethal dose of radiation in three minutes, had to be illuminated with a flashlight when Artur Korneyev used an automatic camera to photograph it in 1996:
  14. And the person/persons doing this will claim/have claimed, when bearded on the subject, to whatever degree of validity their claim has, that they were specifically told by a GM that what they're doing is acceptable and refuse to desist.
  15. Randomly chosen from a small list specific to the mission, or are fixed. The 'Defeat Clockwork Lord, his minions' that precedes the Babbage ambush picks its doors from a block north of the south tram or the E/W side of the warehouse north of the E/W road on the east side of the zone, and nowhere else. The first mission in the TF seems to almost always be in the building to the north of the gate to Siren's Call, although it can be either the S or W door, and that building is also where you get sent to defeat Long Tom. Overall, the number of doors that are used for mission entrances is a much smaller number than the number of doors that are available in each zone, and over the years it's been a bit depressing how many times you get sent back to the same doors in each zone -- particularly when doing repeatable missions; I believe there are only about six doors in the entirety of Dark Astoria that Ephram Sha will send you to for the 'Destroy the Cask of Djer' mission, for example.
  16. I'm not sure that handing it out as an inherent is necessary; a cleaner implementation would be to make your travel power encompass your pets -- so if you took Fly, your pets would automatically fly with you, without needing Group Fly as a separate power choice. Similarly, Teleport would pull your pets with you; I'm not sure how to make Super Speed or Super Jump work properly, given the sometimes pessimal pathing of pets, but these should spill over as well. It's only for one month out of the year, but there is the standing annoyance during the Halloween event of one to four Bots MMs, each with Group Fly activated, parking in the middle of the courtyard at the murder motel with their bots on Aggressive/Follow and going AFK for hours, relying on the group working the motel to knock on doors for their bots to aggro on and attack while staying up in the air away from the vast majority of the aggro, sucking XP and drops away from the league members who are actually doing the work to supply the AFK MMs with mobs to defeat.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. Or equally lucky enhancement convertor rolls. Same deal, just a different process.
  23. 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.
  24. 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.
  25. 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.
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