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Everything posted by srmalloy
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This sounds as if it belongs in the 'Website Suggestions & Feedback' subforum.
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You can see the effect for yourself. Take a blaster with Fly and go to AP, shoot a random solo Hellion, then fly off and note how fast your flight speed unsuppresses. Turn on Athletic Run, and do it again; your flight speed will be suppressed more severely and for a longer time than with Athletic Run off.
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This is the room cluster often leading to an elevator where you have rooms to the left and right before the hallway turns left, with the right room having stairs curling back to a walkway over the hall to the left room, with the lower hallway making two right turns before a door to the right, then another right and a left turn? There's usually a spawn around the left turn, with another in the room to the right, and when you have hostages you need to rescue, they can spawn in the right room to the left of the stairs, and in the left room in the back left corner and/or on the elevated walk to your left, with another possible hostage position in the back left corner of the third room. The spawn locations are pretty standardized, and you get used to where you need to look.
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Maurits C. Escher, of course...
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A while back I discovered that there's actually a fourth level in the 'pool room' — from the entrance, go to the left side ramp to the lower level; when you go down the ramp into the main area, angle to your left, and you'll drop off the ramp, where you will be able to get under the ramp you were just on, where there is a '+' shaped area between the lower pools and under the walkways of that level. I found out about it when there was a lieutenant stuck down there as the last mob of a defeat all mission. Update: I happened to get the pool room on a Council map just now, and was able to screenshot the entrance to the real bottom level: And even more entertainingly, although it wasn't a 'defeat all' mission, I found a Council mob there, in this bottom area under the lower pool level:
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Numina used to be much longer, back really early in the game when people would run the defeat [group] missions as a team, taking the whole team to the zone under the more-or-less mistaken premise that, as a group, you'd clear the defeat count faster -- which ignored the travel time. Of course, it did have the advantage of the old Faultline, so finding the Vahzilok there was enormously easier, but that's only one zone.
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Showing what a rat's nest of trivia my mind can be sometimes, I already knew both of those words, which was what drew my eye.
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The forums still have a quirk where, if you are replying to a thread and quoting text from a page that's not the last page, the reply form will open on the page where the post you're quoting is on -- and then, when you hit the 'Submit' button, it will briefly change to suggest that it's sending your reply to the server, then revert to 'Submit' with no indication that the reply actually was submitted, encouraging people to click it again, causing double posting. When someone submits a reply on a thread, they should get taken to their reply even if it's on a later page in the thread -- or at least get a visual confirmation that their reply was accepted.
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If they're such a trivial matter, why don't you just skip them, since you seem to believe that they're not worth the effort to acquire unless the requirements for them are dumbed down to the point where you don't have to make any real effort to get them?
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You would think that, as a machine, he would be able to optimize the TF, and have you do all the missions in IP, then all the missions in Talos. Having the Council bases spread between the two zones is not improbable, but the current pattern is... inefficient.
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I'm pretty sure that I reported this quite some time ago -- and it's really curious that Athletic Run has a protracted 'movement suppression' effect on flight, because if you look at the detailed information for the power, it has no effect on your flying -- it increases jump speed, jump height, and run speed, but not flying or teleportation. The protracted movement suppression for run and jump could just be an improper entry in the power characteristics, but applying suppression to a movement type it has no effect on is just broken.
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It doesn't really affect gameplay, so it would be really far down on the list of things to fix -- if it's even a fixable issue -- but hostages sink in water... and don't notice. I was running the "Rescue the Caldwell heirs" mission from Laura Brunetti, and was dragging the last of the heirs out of the cave, when I went through a room where there is a pool of water deep enough for your character to go into the 'swimming' animation. The hostage, though, followed me, running along the bottom of the pool with no change in speed or apparent recognition that their head was underwater. It doesn't affect how you complete the mission, it's just disturbing to watch them stop if you stop, completely underwater, oblivious to the fact that they shouldn't be able to breathe.
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Tell that to the character tooling around, say, Founder's Falls with their shield on their back -- and therefore all of their Shield Defense armor powers turned off -- when they eat a couple of sniper shots. If there were going to be an external mechanism to make your character put their shield on their back, I would fold it into, say, the 'Only Affects Self' power from the S.T.A.R.T. vendor, special-casing the Shield Defense set to put your shield on your back when the power is active. It would be somewhat complicated by the fact that some of the Shield types have an animated 'power up' sequence, and would have a different appearance when shut down than when active -- for example, the energy shield starts as a small disk on the character's wrist that extends two bars that spin up to form the energy barrier of the shield; why would you have the deactivated form on your back where you wouldn't have it immediately available if you needed it? This would create two types of 'inactive shield' appearances -- one, for a shield whose appearance was essentially static, and another one (or more) for shields that went through some sort of animation when a shield armor power was activated, and so wouldn't be stored on your back. This complicates things, and I'm not the one who gets to make the decision whether putting in the work to make it happen is worthwhile.
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Lessen impact of Blast Off on flying enemies please
srmalloy replied to Hedgefund's topic in Suggestions & Feedback
See the power description for Air Superiority: "This two-handed overhead melee attack can knock a flying target to the ground." -
Perhaps the OP should go over to the Account wide accolade badges thread and post their support for that thread, since only having to run each TF once and then automatically getting the badges awarded on each alt on the account would address their gripe about the TFs taking too long. Take the Synapse TF; people see it as just a string of defeat-all missions against the Clockwork. The problem is, there is actual story that accompanies Synapse handing out each mission, but a) only the team leader sees Synapse's dialog, and b) even they generally just spacebar/click through to get to the mission. I wonder if there would be more engagement in the TF storyline if the dialog with the TF giver was echoed to all of the members of the team -- they wouldn't get any actual interaction, but they'd 'hear' the TF giver explaining why they're being sent out on the next mission.
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And the 'collect one of each legacy salvage to bump the chance of spawning Bladehook' seems to be overrated; I got him to spawn on the third chest I'd opened with a character that previously hadn't opened any, when they only had a ring from the legacy salvage.
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There are tailor/facemaker missions for costume slots on both redside and blueside at levels 20, 30, and 40; blueside they're in Steel Canyon, Independence Port, and Founder's Falls. If you just do the tailor/facemaker missions, though, that will only get you to nine costume slots; you have to turn in Halloween salvage to get the last one.
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I'm not sure whether it's an actual bug or not, but I was running through the exploration badges and plaques for Imperial City and received the 'Emperor for a Day' accolade prior to my acquiring the 'Going Rouge' exploration badge. Is this last outside of the requirement for the accolade, or is this a case of the accolate being awarded wrong? [Help] Salty Showerer: do you permanently miss any content? Congratulations! You earned the Park Ranger badge. Congratulations! You earned the Emperor for a Day badge. You received 5 units of Reward Merit. [NPC] PPD Suppressor: This place has a different feel than Nova Praetoria. It's more real. There's more action. Congratulations! You earned the Going Rouge badge. [Help] Nuke-Fiste: I miss Galaxy 😞
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It's not a new bug -- it's been around back to Live, IIRC, but in the "FInd the estate manager" mission from Laura Brunetti, part of the 'Scroll of Tielekku' arc, you have to rescue seven people, one of whom is the estate manager -- except that several of them are usually the estate manager.
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The 'Santa Boots' and 'Barbarian Rugged' boots both have a fur 'cuff' on them, and they're available for both male and female characters; there doesn't appear to be a boot style that is entirely fur, though.
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We have always been at war with EastAsia.
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I think this was deliberate due to the surprise nature of the event, so that people who couldn't log in to the game during the event wouldn't get shut out of badges without knowing that it would occur — with there being no badge for defeating Bladehook as another example. Next year, when people know about it in advance, we'll likely see a badge for Bladehook as well as the chest spawns counting for the Pirate badge.
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People with infinite belief that the salvage will be worth something in the future, or usable to purchase something... another "Line Goes Up" belief...