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srmalloy

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Everything posted by srmalloy

  1. No... They should take extra damage based on the difference between how much knockback you did and how far they flew before hitting the wall -- so a mob knocked back 50' that hits a wall 10' behind them takes more damage than if they hit a wall 40' behind them.
  2. Not all of the Blaster primaries had nuke crashes, but AR was the only one from the initial powersets that was crashless. Archery, Water, Dual Pistols, and Beam Rifle all had crashless nukes.
  3. Full Auto also had the distinction of being the sole original Blaster T9 that didn't nuke either your End or your End recovery or both, and is the only Blaster T9 that isn't a full-circle AoE; with the removal of the crash for all the Blaster T9s and the effect delay on Rain of Arrows (I'm sure players from Live remember firing off Rain of Arrows on a group of targets, only to see them move out of the target area before the attack landed), it leaves Full Auto having both a restricted area of effect and a restricted target cap within that area, disadvantaging it against the other sets. It is also, despite the reduction in animation time, the only Blaster T9 that roots the attacker for the duration of the DoT (anecdotally, my AR/EM Blaster, back on Live, could, with Build Up or Aim, expect to take out a double-row spawn of even-level Nemesis with Full Auto and only lose about half her HP in the process from the return fire while she was locked in place). The changes that have been made to the Blaster T9 powers have significantly increased their utility in their respective powersets, but I feel that the single change to reduce the animation time for Full Auto does not constitute an equivalent increase in utility for Assault Rifle; increasing the target cap to match the other T9 powers would address that.
  4. This has been explained before as why you don't have access to the AH in your base or inside missions. To have the AH available, the entire AH database has to be loaded. In regular zones, it's loaded once, and everyone in the zone references the same database. In your base, every base would have to have its own copy of the AH database; it would require a complete rewrite of the way the AH system worked with the rest of the game to make it possible to have AH access inside bases without turning an entire server into a slideshow.
  5. Change the AH so that each account pointed to a single 200-slot-max auction list? I don't think it would be that difficult. Combining all the AH slots for each character in an account to be accessible by any character in the account, though, would be much more complex. Consider what happens when you delete a character; which AH slots disappear, and if you have more slots occupied than would be left when the deleted character's allocation is removed, which occupied slots would have their contents lost? All told, the programming effort would, in my opinion, outweigh the benefits.
  6. I expect that it's an artifact of the Faultline rework -- if you go to Echo:Faultline you'll find lots of CoT down in the gulleys. Boomtown I'm less sure of; I remember seeing CoT there, but they seem to have been removed when the zone was updated.
  7. In the mission 'Stop the Destruction' from Jake Kim or Wilma Peterson, the mission objective is "Defeat all Freaks, protect any item", where there are three artifacts that the Freakshow are trying to destroy, and you have to save at least one. Unfortunately, the mission as it is scripted is flawed. As you progress into the mission map, you encounter the artifact cases and the Freakshow attacking them. Defeat the attackers standing near a case, and several waves of Freakshow spawn to attack the case which you have to defeat before the item is 'saved'. The problem is that as you progress deeper into the mission, the Freakshow vandals spawn near the entrance -- which means that they'll encounter the items you 'saved' previously and stop to attack them rather than the one you just cleared the attackers from, which forces you to run back to the front of the mission to stop the vandal spawns before they destroy the items you'd already 'saved'. If each item despawned when you 'saved' it (or became neutral and unattackable), then the spawning vandals wouldn't get distracted by the previous items and would come running to the ones deeper in the mission, instead of you standing around waiting for vandals that never show, or rushing back to the entrance..
  8. For Weed Whacker, your best bet is, if you're not already redside, to wait until you're level 30-40, then go Vigilante, travel to Sharkhead, and skate around the shoreline of the island on the east popping the Hellfrosts that spawn there. Otherwise you're limited to the occasional Hellfrost or Succubus that spawn in missions, and it will take you forever.
  9. If Clowns ever gets implemented as a MM powerset, the tier 1 summons has to be a tiny car zooming in and the tier-1 clowns piling out of it.
  10. When doing the "Cure Lost" mission from Montague Castaneda, I'm getting double reaction animations from the Lost I'm using it on. I use the wand, they throw back into the 'held' position, arms up, to the accompaniment of the 'cure' sound, then turn into a vagrant... then the original mob reappears, again throwing back into the 'held' position, with the 'cure' sound playing again, then turns into a vagrant. This appears to be only a visual effect, as the count on the mission reflects the number of times the wand was used, not the doubled number of times the curing animation plays.
  11. I had noticed in the "Hellions safehouse" mission from Matthew Habashy, and the 'Speak with Deborah Rosenfeld' mission from Sondra Costel, that if you had an MM pet out (a single tier-1 pet at that level), the pet will follow you into the mission. However, I discovered that in the "Infiltrate the Skulls" and "Personal Story" missions from Eagle Eye, MM pets will follow you into the mission -- and you have full control over them (including a tray full of MM command macros, in my case); I was able to defeat my opponent in the Rib Cage using just my summoned demons, and when doing the personal story at the end of Eagle Eye's arc, my pets accompanied Deadlock into the mission and supplied additional firepower to defeat Back Alley Brawler. This seems to me to grant an unfair advantage to Masterminds in character-replacement missions like these, and to a lesser extent to other powersets that get pets, since they grant access to powers otherwise locked out by the game. A quick fix would be to automatically dismiss all pets on entry to these missions, since the character's own powers would be disabled, keeping the pets from being resummoned.
  12. And proof that the gangs really are lowlifes: [NPC] Death Head Buckshot: ...and so I told her, 'if you wanna be in The Skulls, you know what you gotta do'... [NPC] Gravedigger Assailant: Oh man, don't tell me she did what I think she did? [NPC] Death Head Buckshot: Yep. [NPC] Gravedigger Assailant: You're such a pig. [NPC] Death Head Buckshot: Oink, oink, baby!
  13. Seen in Faultline: [NPC] SWAT Sergeant: I'm not kidding you. Like, FIVE gigantic Lost crammed into a mini. Most hysterical thing I've ever seen. Obviously, secret preparations for a Clowns MM powerset... 😉
  14. In the mission 'Stop the gang fight at the Portal' from Haley Phillips, if you defeat the two bosses without clearing the mission, you'll see NPC chat like "Let's get out of here", and mobs running for the exit -- but not all the mobs will run. The ones that remain will continue standing or walking around, and become unresponsive -- you can attack them, and they won't run or aggro in response.
  15. The tug-of-war between the various thugs and the civilians over their purses doesn't always result in an eternal standoff. I found a Skulls thug rummaging through a purse in Kings Row: [NPC] Gravedigger Slicer: What is all this junk? Guess I'll have to try again.
  16. This was an odd one I'd never seen before. I had taken a character back to my base, and was going to sell the enhancements that had dropped, but mouseo'd and clicked on a Luck inspiration. What was odd is that, despite being in the bottom row of the character's inspirations, the inspiration above it didn't fall down to the bottom row, the way it does when you use an inspiration from the bottom row, which left a hole at the F2 position: The hovering CaB stayed there despite moving around, and pressing F2 caused it to drop to the bottom row, but it's still odd that selling the inspiration didn't cause the one above it to drop.
  17. You can always play with the character's background and use a foreign language. For example, 'Feuerfalke' or 'Flammenwürger' (German), or 'HI no Taka' or 'Honō Mozu' (Japanese).
  18. The tree at the southwest end of the bridge across the lake in Atlas Park [1268.0 42.0 -267.5] is suffering from a highly-accelerated turn of the seasons, with all of its leaves having fallen completely off while still holding their relative positions as they were on the tree (update: the tree just off the NE end of the bridge at [1128.9 42.0 -1155.2] also displays the same aberrant leaf loss):
  19. According to the declared name policy, if the name is on a high enough level character, it will remain 'in use' forever.
  20. And an alternate animation from one of the other weapon PBAoE attacks to replace the break-dancing Eye of the Storm animation. Or just run the first part of the existing animation (before you drop onto your back) twice.
  21. The latter would be much more difficult, as it would involve changing the animations for powers in each of the powersets with ranged attacks (barring a few that are defined by weapons -- Archery doesn't work coming from a crab backpack, for example), all for the special case of one costume piece. The cost/benefit tradeoff for that looks depressingly poor.
  22. And what about the people who slotted a KB->KD because they wanted the repel as a mob position management tool but not the KB and for whom the debuff is secondary? What you're asking for is that you can either have the power with all of its base features, or with just the debuff, with no way to keep the repel without keeping the KB. I'm going to have to vote for a hard pass on this; if you want a power that's just a PBAoE debuff, don't try to retroactively rewrite players to do it -- because making this change immediately tosses the repel for everyone who already slotted KB->KD.
  23. Actually, if you start with a pure yellow -- 0xFFFF00 -- and lower the brightness, you'll find that the color does turn into an olive green color. This is laid out in more detail here. This has been known for centuries, and is an artifact of color perception, the same way we can't have bright browns or violets
  24. The most obvious way to address this is to apply the same sort of force-leveling code that the existing PvP zones use to each zone individually, so that in AP you're force-exemped to, say level 5, in KR to level 10, Steel and Skyway to level 15, etc.; it doesn't eliminate the problem, because characters exemped down still have access to five extra levels of powers that lower-level characters don't have. On the other hand, my experience with open-world PvP is that it encourages play by people for whom the sole metric for their "leet skillz" as a gamer is how fast their level-capped combat monster with BiS gear can gank newbies fresh out of the tutorial and who run like a scared jackrabbit from anything that even hints at having an element of risk. Having the zones scale to 'appropriate' levels would only address some of that. All that said, if this was kept as a separate server that I don't have to pay any attention to, much less play on, my objections mostly disappear, being reduced to a petulant whine about the Homecoming staff's efforts being diluted by having to support a completely separate open-world PvP server with a disjoint codebase.
  25. Force of Will and Sorcery both give you a travel power as the third option, so they fall under the travel pools for categorization.
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