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srmalloy

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Everything posted by srmalloy

  1. https://tvtropes.org/pmwiki/pmwiki.php/Main/SarcasmBlind
  2. IIRC, neither PvP nor Very Rare recipes are able to be sold to a vendor, which prevents you from accidentally selling a recipe that is worth several orders of magnitude more than what a vendor would pay.
  3. No... Despite having played CoH from May 8, 2004 to shutdown, then Homecoming since I discovered its existence, I have never once seen a burning building or any of the announcements of fires in the hero events channel. Мудак. And, yes, there is justification needed; existing cold and water powers do their damage to building fires. The OP wants to have a damage effect against "fires" (generically) added to a power that does no damage, and without consideration of all the other powers in the game -- as Luminara iterated -- that have as good or better a claim to being able to damage building fires...
  4. And then justify why it affects some fires and not others. Or are you okay with the rain in Storm Cell reduce the damage of all fire attacks in its area of effect, and possibly put out an ignited Oil Slick?
  5. This breaks to a degree when people do the league teleport to the GMs, because pets automatically accept the teleport regardless of the MM's teleport settings, so they'd get teleported to the GM, then if they weren't one of the sets that had a teleport to close with the MM if they got too far away, they'd run back from the port aggroing everything in their path. More annoying is the ball of robots in Group Flight in the middle of the courtyard with the MM idling.
  6. And watching other characters at a CC, the 'Talk Pool' emote has part of the animation standing holding a pool cue with its butt on the ground, so it may be possible to strip out part of that animation for the pose.
  7. Already exists. Create a new character, give it no help at all from your alts, no games with the AH for extra info, just what you get from drops, and delete the character on defeat. @BEGIN(rant) But this isn't what you want, is it? That's just a competition with yourself, for your own satisfaction; nobody knows that you're playing hardcore. You want something to shove in other people's faces to say "Look at me! I'm playing this character hardcore!", because it's not enough for you to be 'special', everyone else has to acknowledge it. @END(rant) Now that I've got that out of my system... I believe that there have been other requests for a 'hard mode' added to the game, with features like automatically deleting your character on defeat, and it was all things that you can already choose to do while playing your character, and they all had some sort of visual indicator to tell other players that you were hardcore with that character, even though the only real effect it would have on play is that they'd quit out of a team if defeated and not rezzed by a teammate. It wasn't enough to play hardcore; they wanted to be seen to be playing hardcore.
  8. Sloppily done, if that was the intention. Go to an SG base vendor like the Vanguard Quartermaster, and if your character is low enough level, he'll happily offer to sell TOs.
  9. At today's costume contest, it saw a couple of characters with the Staff Fighting powerset activate a power just to draw their weapon... and then stood there holding it in both hands, bobbing gently in idle stance with one end of their staff in the face of the character next to them. It seemed to me that what was needed is a pose that lets a character show off their staff without waving it around. It wouldn't be much use for non Staff Fighting characters, although you could have a generic wooden staff default, but an idle pose of the character standing, holding their weapon vertically with its butt on the ground, would let them show off their staff as part of their costume: Similar drawn-weapon idle poses could be defined, possibly wrapped up together as one 'pose_weapon_drawn' idle pose, for the other weapon-based powersets to show off a character's weapons without having to keep activating a power against an invalid target.
  10. It depends on the power. Virtually all set IOs boost two or more aspects of a power, so if you have, say, an auto-power that grants you Resistance, then you lose on pure enhancement value slotting set IOs, and three common Resistance IOs gives you more bang for your slots. Sometimes frankenslotting -- using IOs from two or more sets to maximize enhancement value for powers with small numbers of slots.
  11. Point. With some power interaction, a Wind Assault/Storm Summoning Corruptor could be devastating. Particularly with a mechanic like igniting Oil Slick applied to Gas Cloud...
  12. Yes, unfortunately the IO scaling formula is still balanced around slotting TOs until 12, DOs from there to 22, and only then being able to slot SOs. Back on Live, I would have characters in TOs until 12, when I could slot level-12 IOs that wouldn't level out like DOs, then respec at 22 to pull them out and replace them with 25 IOs. Now, with SOs blowing away IOs below 25, I stick with SOs until I can replace them with common IOs at 22, then sets as the sets that will go to 50 open up.
  13. My Grav/Traps Controller normally goes through her missions with the mobs getting an attack off about every second or third mission. She's not particularly fast soloing, but when a spawn's first awareness of her being there is getting Wormholed onto a pile of Trip Mines, there's not much time for reaction.
  14. And this last is why we'll never get Wind Control...
  15. With a KB->KD IO slotted, it becomes a premiere herding tool. However, you really have to learn how to use it for herding, or you're just pushing mobs out of AoE clusters. Corners are your friends.
  16. Assuming all attuned for maximum level range... Rooting Grasp, Neuronic Shutdown, Stagger, Commanding Presence, and Impervious Skin are all 10-30, so their set bonuses stop below 7. Ghost Widow's Embrace is 20-50, so its set bonuses stop below 17. Impervium Armor is 15-40, so its set bonuses stop below 12. Dampened Spirits and Efficacy Adapter are 21-50, so their set bonuses stop below 18. And Numina's Convalescence is 30-50, so its set bonuses stop below 27. If you're not slotting attuned IOs, then it becomes more complex, as Burk described; it's an IO-by-IO process -- if your Efficacy Adapter IOs are 25, 40, 40, 45, 45, and 50, you lose the 6-slot bonus at 46, the 5- and 4-slot bonuses at 41, and the 3- and 2-slot bonuses at 36.
  17. Popmenus are your friends for this. I created a menu file with popmenus for the location powers my characters have, and macro the one(s) a character has. Each popmenu ist set up with numbered options; '1' is the regular location power command placed by mouse click; '2' is placed down:max -- at the character's feet if they're on the ground, or straight down if they're flying (as in the monster mash of a Hami raid); '3' is targeted at the position of my current target. Dropping an AoE on my current target then becomes hitting the key for the macro's tray slot, then '3'. And because the pattern is the same for virtually every location AoE power, it quickly becomes automatic.
  18. ...with proof of purchase.
  19. Doubling of titles for Council mission bosses has been around since Live, either 'Archon Archon X' or 'Adjutant Archon X'.
  20. Close the salvage rack window before you use a catalyst.
  21. The Psi Melee animations feel clunkier than any other set, and given the Staff Fighting breakdance that's saying something.
  22. The real slide shows were the original Hami raids, back when the zone limit was 250...
  23. The disconnects can get embarrassing. I still remember the first time I kept clicking on a window on my screen trying to get it to pop up over another window that was partially obscuring it... and then realized that the 'other window' was a sheet of paper that I'd leaned up against the monitor.
  24. No, because it looks like this: See the difference in the deck arrangement?
  25. Despite its description in the paragonwiki page, the actual ship model is a Great Lakes bulk freighter, not a tanker, as are all of the large merchant vessels in the game; tankers wouldn't have the row of hatch covers over the cargo bays, and would have piping on the main deck to allow for loading and unloading their tanks. As a side note, the ship maps are inaccurate; bulk freighters have separate cargo compartments under each deck hatch to minimize how much shifting cargo can affect the trim of the ship, not the enormous empty bays that we see, and they're all separate watertight spaces to limit flooding.
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