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Everything posted by srmalloy
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Sometimes I have to wonder about the mindset of the people whose enjoyment of the game is fixated, not in playing the game and accepting that the RNG hates you and loves you with an utter disregard for what you want, but in being able to verify that their latest tweak to their build has improved their stats by a whopping 0.000083% over their previous build.
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And an alternate-world version of it in NW Neutropolis, as well.
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More access to low level content via Ouro
srmalloy replied to SpookTheHerd's topic in Suggestions & Feedback
One good example is the trio of Trevor Seaborn, Hugo Redding, and Haley Phillips, all level 9-14 Magic contacts, whose most notable mission is the "Rescue the Mystic from the Circle of Thorns" mission that gives you the Spelunker badge. You should never get introduced to more than one of any set of 'identical' contacts; multiple individuals with the same mission set exist so that characters have some variation in the contacts they get as they level -- back on Live, you could often grind the complete mission list for your pre-20 contacts, so not having all of your characters going to the same set of contacts made things a bit more interesting. -
I logged in a short while ago on my Ice/Dark Corruptor, and left the vault in Talos where I'd parked her to find a Kronos titan being engaged in front of the Talos tram station, so I joined in. During the fight, I noticed that the newspaper vendor was particularly blasé about the whole thing, continuing to hawk his papers while the battle raged on around him: I suppose that if you see something happen enough times, it stops being terrifying and just becomes another Sunday.
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You do know that you can create your own channels? https://homecoming.wiki/wiki/Global_Chat_Channel
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Mercy was blown up; Atlas was just an eviction; Freedom Corps took over the location, moving out of their cave base on the edge of the lake.
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'/screenshotui 1' to have screenshots include the UI, '/screenshotui 0' to not include the UI. Default is off.
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It wasn't the 'break and run' behavior, but the fact that there would be eight or nine NPCs all clustered in front of a door cowering, and instead of escaping into the door they would scatter, often running into each other in their confusion:
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There was briefly a bug back on Live where there were a couple missions where you received XP for clicking on the mission glowies; the bug was that the XP was awarded to all members of the team, regardless of their location; it was, IIRC, a mid-30s mission, so you could have level-1 characters standing in Atlas Park on a team for these missions, and have them receive tens of thousands of points of XP from a team member in the mission (in IP, Talos, or FF) clicking on the glowies (since the mission goal included a boss defeat, you could click the glowies, exit the mission, reset it, and repeat). This exploit put the most extreme AE farm to shame, producing characters ready for SOs in ten or fifteen minutes.
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In Steven Sheridan's mission "Stop the Rikti Assault", there are odd clusters of NPCs cowering in fear -- several groups in front of doors, another on top of the parking structure -- that will spontaneously break up and run off when you get near them; I mistook them for hostages because I could see a cowering NPC, but not that the rest of the group were also cowering NPCs. Sometimes, after they break, they'll go running en masse across the map: It doesn't actually affect the mission, so it's not really a bug, just a case of aberrant NPC behavior that -- in the event that the other problems get dealt with, could be looked at.
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Necro'ing the thread a bit, way back in the early days of the game, when Cryptic was still the development house, Jack Emmert, co-founder and chief creative officer, who oversaw the development of CoH, made the pronouncement that "Range was a Blaster's defense". This was mostly true in the early part of the game, but the revamp that gave virtually every NPC mob in the game a ranged attack -- and one that often outranged a Range Boosted Snipe -- it has become considerably less so. Some of my characters have been hit by mobs firing pistols at ranges of 240 feet and up.
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The crab backpack is locked to the Soldier of Arachnos archetype. It had been part of the general unlock of costume parts until it was discovered that it caused game faults, so that change was reverted.
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One more new bind command.. PAUSE
srmalloy replied to BlackSpectre's topic in Suggestions & Feedback
It's not built into the game per se, but that's "/lfg Sitter looking for farm" -
In the "Find the Estate Manager" mission from Laura Brunetti, part of her Scroll of Tleilekku arc, you rescue the estate manager twice. It doesn't affect the progress of the mission -- he counts toward the rescue count both times -- but it's a bit jarring. Update: You rescue the estate manager at least twice -- I just rescued him for a third time in the mission.
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Replace Ms. Liberty as the Atlas Park trainer.
srmalloy replied to Star Light's topic in Suggestions & Feedback
You could always put Statesman on the trainer pedestal in AP — after all, he's even more iconic — and handwave it as being an audio-animatronic mannequin remotely controlled by B.O.T.L.E.R. -
No notice of the well on received for Positron 2 (WST)
srmalloy replied to Rogue Aloof's topic in Bug Reports
I hope that first date is a typo; complaining about not receiving a Notice on a TF run five days before you're eligible to receive it seems broken on your end. Had you already run Positron 1 this week? Both Posi 1 and Posi 2 are WSTs; if you run a WST before becoming eligible to receive a Notice, running a WST again will not give you a Notice. The ability to receive a Notice expires the first time you run a WST each week, whether or not you are actually eligible to receive it. So if you ran Posi 1 earlier this week, then unlocked your Alpha slot, then ran Posi 2, the server checked your status when you ran Posi 1 and cleared the 'may receive Notice' flag. If you also did not receive a PAP running Posi 2, that confirms the situation; receiving the PAP for completing the WST drives off the same tag as receiving the Notice.- 1 reply
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That was a deliberate change; originally they did, until the devs realized that they were being used to farm — a Tanker or Scrapper with a PBAoE attack could put it on autofire and go AFK in front of a portal for hours or days, earning XP until they were more than +6 to the mission and the Behemoths no longer gave XP. Additionally, the portals spewed Behemoths forever, filling entire chambers of Oranbega maps if they got triggered accidentally and no one noticed. The XP was moved to the portal and a limit (albeit sizeable) was put on the number of Behemoths spawned from each portal.
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Confusing Sky Raider Engineers is profitable, too; having them drop FFGs that buff your team's Def is endlessly entertaining.
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It does make it easy to spot the people you want to put on ignore because their spew in the chat windows hides information you want to see...
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Adding another digit to the counter for the number of times someone's asked for a way to adjust power selection or slotting without going through a full respec...
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+2 mag Disorient IO Proc for Stun powers.
srmalloy replied to BlackSpectre's topic in Suggestions & Feedback
Not just wolves; back on Live, I stunned an Outcast in Steel and watched them stagger — while moving at the speed of a dead run — more than forty feet, leap onto the roof of a building and continue running until I lost target lock on them. According to Positron when I asked him at a meet&greet at SDCC one year, this happens when a mob has movement queued up, then gets stunned; the mob will execute the movement, repeating it over and over, until they come out of stun. It seems obvious to me that, when a mob gets stunned, it should immediately cancel any queued movement, replacing it with the 'stagger around aimlessly' movement. But that's not how it works. -
If you have an open story arc with the contact — they show a book icon in the contacts list — they should never go inactive. They'll stop offering side missions, but they should keep offering the next mission in their arc until you finish it, at which point they go inactive. If they're ghosting you with a story arc active, that's a bug.
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私 の 記憶 が 確かならば... (Chairman Kaga reference there) it was always just defeating the Zeus; in the entire live run of CoH, I was only ever able to force two pairs of Hercules titans to merge, but I had three or four characters with the badge for them.
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In the interim, you'll just have to wonder what the RJ45 jacks on the front and back of the Mecha belt are for...
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I don't remember there being a badge specifically for the Rikti portals, but I'm certain there isn't one for the portals in the Oranbega portal rooms — although since there are only seven in each room, they're not common in the Oranbega maps, and only appear in the Oranbega maps, it would take some work to get 100 of them. You'd have to hit up CoT radio missions and Ouro flashbacks to finish it.