-
Posts
4569 -
Joined
-
Last visited
-
Days Won
14
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by srmalloy
-
The OP's statement about being punished is for their rapidly resummoning pets, which is what you're doing now -- under the current configuration, you pay the same End cost for summoning Tier 1 henchmen whether you are summoning 1, 2, or all three of them. The OP's proposal appears to be to apply an endurance discount of 1/3 if you're only summoning 2 of the Tier 1 henchmen, and a discount of 2/3 if you're only summoning a single henchman. To break it out more clearly: Current Arrangement: Summon 3 henchmen: Full End cost Summon 2 henchmen: Full End cost Summon 1 henchman: Full End cost Proposed change: Summon 3 henchmen: Full End cost Summon 2 henchmen: 2/3 End cost Summon 1 henchman: 1/3 End cost So with the OP's proposal, you're only paying the fraction of the base End cost for the number of henchmen you're actually summoning, instead of paying the full End cost regardless of how many you're pulling up, so it's more 'efficient' in terms of End to wait for all your Tier 1 pets to be defeated and summon them all back at once, rather than replacing them one by one as they go down. For myself, while I can see the argument for not paying the full End cost to get only one henchman, I would prefer to see a sort of "overhead" to the summons, so that the act of summoning has a cost, regardless of how many henchmen you're summoning: Summon 3 henchmen: Full End cost Summon 2 henchmen: 3/4 End cost Summon 1 henchman: 1/2 End cost This would make resummoning defeated henchmen a more strategic decision; you're not paying the full cost of the summons for a fraction of the effect, but it's still more 'efficient' to summon all three at one time, so the MM still has a reason to wait to summon more at once.
-
In the mission "Bust Countess Crey & her guards" from Janet Kellum, one of the Crey Gamma Tanks says "[NPC] Crey Gamma Tank: I know. And nothing ever seems to phase her." That should be "faze", not 'phase'. 'Faze' is a verb meaning to disturb or disconcert; 'phase' is either a noun describing a part of a process, or a verb indicating carrying out something in stages.
-
And there's a clear distinction between being able to stand toe to to with an AV and actually being able to do anything significant to the AV in return.
-
Is there a gallery for the Vanity pets?
srmalloy replied to JnEricsonx's topic in General Discussion
I didn't say the listing was consistent, merely that it didn't properly fit the effects of the collective 'vanity pets' group; it's probably put there to reduce the size of the menu tree in the popmenu. If we went through and listed all of the inconsistencies in CoH, we'd never get any play in. -
The other term that seems to be popular for the same tactic is "Hamikaze".
-
Is there a gallery for the Vanity pets?
srmalloy replied to JnEricsonx's topic in General Discussion
I don't think that's properly a vanity pet, since it's a predictable reward from a high-difficulty Aeon TF for a particular accomplishment within the TF, and it's a targetable and destroyable pet, unlike the others. -
And even back on Live, CoH stood out in that the character customizations that were in the Paragon Store (or unlocked as veteran rewards) were unlocked account-wide, instead of being something you had to buy on a character-by-character basis -- and, even more attractive, your costume choices were entirely cosmetic, having nothing to do with your powers, instead of your stats being bound into the gear so that you outleveled it and would have to throw it away unless the game supported some sort of morphing feature that let you apply the appearance of a particular costume piece to the gear you were actually wearing (and didn't use up that item in the process, so when you outleveled that gear, you'd have to buy the piece you wanted again, and again, and again as you leveled or geared up).
-
Amusingly, one of the forms ascribed to the 'real' cryptid referred to as Lusca is a literal sharktopus, a half-shark, half octopus, found in the area of the blue holes around Andros Island in the Bahamas.
-
No Omega Mu?
-
It's been a bug for quite some time that Wes Schabel, whose level range is putatively 10-14, has an actual level range of 10; he won't give you any missions if you're below level 10, and won't give you any missions once you ding 11. This, IIRC, existed back on Live, and every time I've had a character get him as a content on Homecoming, he's worked the same way; I've never seen the bug actually fixed.
-
My mistake copying and pasting the wrong line in the file; I didn't keep the original file, so working from memory and what the necromancy.txt file looks like now, the issue was divide powexec_location 300:5 "zombies" This would fail to match against the power name, so I updated it to be divide powexec_location 300:5 "zombie Horde"
-
If that's correct -- and I don't recall the few respecs I've done and used that with -- another option would be to open another tray, drag the macro to it, then close the tray.
-
You can try using /cleartray, but that's sort of the nuclear option, since it will wipe out all of your trays and make you rebuild them. Using Windows' snipping tool to screenshot your trays beforehand will give you a reference you can use to reposition all your power icons except the offending macro.
-
This left me snickering as I remembered the story about the Navy conducting a study on the effects of Viagra on healthy individuals. They gave regular doses of Viagra to a selected population of sailors and Marines over a six-month period, but they were stymied about how to analyze the results. The sailors all reported increased sexual stamina and performance, while the Marines just got taller.
-
The problem is that it doesn't allow a character to fly; it forces them to fly. You don't get the option; if someone has Group Fly on, and you're within the area of effect, you will be flying. That's what the option from Null addresses, and changing Group Fly to make what it does more manageable is what this thread, and the others going back to Live, is about.
-
It would be amusing if there was a big table of flavors tucked away on the server, and when you were teleported, you got a message like "You arrive back at Point du Hoc with a strange taste of [random flavor] in your mouth". Maybe something to add for the April Fool's event.
-
'&nbs' is the HTML 'non-breaking space' entity (so if you had a string 'mad&nbslad', you would always see 'mad lad' on one line in a web page, never splitting 'mad' and 'lad' across two lines); the game should not be inserting HTML entities into your macros.
-
Some of the mini pets, such as the mini Adamastor, have a resting animation of them standing there waving about as if unsteady on their feet, but it looks to me as if the animation is turned up too fast, making them weave about frantically. The pets that don't use this animation, like the mini Kronos and mini Paladin, don't have such a visibly high-speed animation. Could the weaving be slowed down so it's more comparable to, say, the Zombie Horde from the MM Necromancy primary?
-
I wonder whether it would be possible to create a "Pet Fly" power for the START vendors that would act like Group Fly, but only for the character's pets; it would further marginalize the Group Fly power, but even for MMs I don't know whether Group Fly gets enough use to justify a power choice in most builds. There are a few examples of content where not having Group Fly gimps a MM -- the Seed of Hamidon is one good example, where not having your henchmen flying eliminates the vast majority of their DPS. Perhaps the temp flight power you get from defeating Seedlings could be tweaked to affect your pets as a test to see how well it would work while keeping it limited before deciding whether to implement it as a START product.
-
Not just Masterminds; for most of the pet classes, you get to stand around waiting after a fast run/fly/jump to a new location for your pet(s) to deign to catch up with you, although it's objectively worse for MMs, since the whole AT is built around their pets being the majority of their damage output.
-
I don't know how it would affect things like execrable pathing getting pets stuck on the map geometry, but it would make for an interesting way to manage pets and travel powers for a character's travel power to automatically 'spread' to pets within a range limit, so that they would (theoretically) be able to keep up with you, with Group Fly being specifically defined to affect other players as well. So if a Mastermind wanted their henchmen to be able to fly with them, they would only have to take Fly or Mystic Flight, and only take Group Fly if they wanted to bring their team along. For many MMs, this would free up a power choice; the disablement by Null would still be needed because we wouldn't be removing the power from the game.
-
Do higher level Freaks still need buffing?
srmalloy replied to mechahamham's topic in General Discussion
I can just imagine running into a group of Freakshow who are all buffed and polished taking crap from another group of Freakshow and replying something like "Well, of course we're all about individual freedom and anarchy, but that doesn't mean we can't take pride in looking good doing it!" It would be even funnier if this happened in a mission and these were a group of 'good' Freakshow who would help you defeat the hostile mobs in the mission, and then you had a choice at the end to either let them go or attack them to defeat them and 'bring them to justice'. If it's part of a story arc, you could have a knock-on effect to run into the 'dandy' Freakshow in later missions, with them being hostile or friendly depending on your choice in the first mission. -
Why I think Corruptors are taking a back seat to Defenders
srmalloy replied to Solarverse's topic in General Discussion
Моё судно на воздушной подушке полно угрей. (because "May I mambo dogface to the banana patch?" seemed too pedestrian) -
On the other hand, participating in the HO lottery can save you a considerable amount of inf, with a bit of luck; while I don't think I'm going to get them to +3 any time soon, I got both of the Cytoskeleton Exposure HOs I wanted for the basic slotting of my Necro/Marine build from Hami raid drops over a period of about a week. YMMV; you can get Peroxisome Exposure 'thank you for playing' drops over and over and over again before you ever see one you want or can sell for a good amount of inf.
-
A re-look at Stealth going away when you do something
srmalloy replied to DrRocket's topic in Suggestions & Feedback
It's not the instant response to an attack launched from stealth, but whether the attack is visibly noticeable. Fire, Ice, Electricity -- most of the attacks in most powersets draw a highly visible line of special effects between the attacker and the target to tell the spawn you're shooting into where the attack is coming from. Some of them are inherently less noticeable -- except for powers like Full Auto, Flamethrower, and Ignite, the sound of Assault Rifle attacks going off aren't going to pinpoint the shooter, and linking a hero off over there waving their hand with a coccoon of rock suddenly appearing around your buddy and crushing them is probably too much of a stretch for villains. And there's a similar situation with regard to ambushes. One of the things that nobody notices about ambushes is the completely undetectable stage ninja that slips up behind you to plant a tracking device on your character just before the ambush spawns, so no matter where you go, the ambush knows where to go to find you. At best, an ambush should know where you are when the ambush is triggered, so that it can proceed to where you were at that time, and from there, if they haven't stumbled across you on their way there, have to look around to actually find you. I can see the ambush being given increased range on their detection ability, so if they, say, hear blasting and yelling from a couple rooms away, they can charge off in that direction, but knowing exactly where you are moment-to-moment if you activate invisibility and stealthily scoot for the exit seems excessive. Ultimately, it comes down to game balance, and reworking all of the attacks in the game to determine individually what their originating visibility is (i.e., how noticeable it is where the attack is coming from) is probably going to take way too much time, as well as getting too far down in the weeds. And the amount of rework necessary to make ambushes both smart enough to search for their target while taking away their omniscience about where that target actually is will almost certainly consume an excessive amount of programming time. There are already a few ambushes where the ambush group runs to the presumed location of their target and then just stands there if they don't immediately spot their target, and I can see giving them an increased spotting range, but a wholesale rework of ambushes to make them more 'realistic' is beyond what we can expect to see in the forseeable future.