The Character Copy service for Beta is currently unavailable
×
-
Posts
3982 -
Joined
-
Last visited
-
Days Won
9
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by srmalloy
-
No; it's a mission that takes you down into the Tunnels to the chamber roughly in the north center, where there's a door that takes you to Atta's 'throne room', where you have to defeat him.
-
Question about big fight in Steel Canyon
srmalloy replied to DuskRaider's topic in General Discussion
It's not that visible, because the text is partially transparent and because there are often a lot of them stacking to help increase illegibility, but there is a floating message saying "RUBBERBANDING" when it happens. It's also oriented -- my Shield/StJ Tank spent an annoying amount of time in Talos getting tossed straight up in the air (with the resultant damage from deceleration trauma at the end). That you don't get knocked down, just pushed away strongly, tells me that you're correct, and that it's a repel, not a knockback. -
You get sent down into the Tunnels to defeat Atta by Talshak the Mystic as part of his arc, but from what I've seen, most people outlevel Flux by the end of his arc (the Frostfire mission) and don't get referred to Talshak. Other than that, the Tunnels are the best place to hunt Troll bosses for the badge, since you can find two or three Calibans/Ogres in most of the spawns there, although you have to be careful with AoEs, or the detonating explosives in a significant fraction of the spawns will kill-steal credit (a problem I've also noticed with the explosives spawns in Striga at nights); the Trolls are still working to increase the Hollowing with more explosive caches.
-
You also find them (along with Trolls and CoT) in the tunnels beneath the Gulch, accessible from the tunnel entrances around the edges of the Gulch. It is depressing that the revamp of the zone hugely reduced the spawn rate of the bosses, making the badge for them incredibly tedious outside of the Cavern of Transcendence trial.
-
In the "Find the estate manager" mission from Laura Brunetti, you have to rescue the estate manager and seven other hostages, but it is possible for several of the hostages to be identified as "Estate manager" and give the estate manager's dialog when rescued.
-
I don't know if I'm just encountering more situations where it bites me in the ass or what, but over the weekend, I continually had door missions with my Grav/Traps Controller where I entered a room or chamber, verified that it was empty, and turned around to leave but was blocked by my Force Field Generator being in the way, and had to move deeper into the room to get it to follow me instead of sitting in the doorway (and in one case summoning a new one because I couldn't move in far enough to get it out of my way). I would like to have the FFG considered for removing its collision box like the MM pets.
-
It's not really zone geometry, but the photographer in the grey suit taking pictures in the group with Super Charger east of Ms. Liberty in Atlas park gets a wedgie when he half crouches to take a picture: The same problem used to occur with the photographer on the bridge over the lake in AP near the plaque there, but that was fixed a long time ago.
-
Grav/Traps/???: New to the Control Game. Request slotting assistance.
srmalloy replied to ThrillMill's topic in Controller
I have to agree that, with a fast-moving team you don't have the opportunity to do the setup to fully exploit Traps, although you can get opportunities -- I was on a TF recently in a defeat all mission against the Council, and had gone up a tunnel ending in a room full of Council while the rest of the team had gone another direction. Using the 'trip mine, gas trap, trip mine, wormhole' rotation, I'd almost cleared the room before one of my teammates noticed that I wasn't with them and came back to see what was going on. Running on your own, though, you have a great deal more capability. Yesterday, I accidentally picked the wrong mission in Brickstown with my newly-50 Grav/Traps, and instead of an outleveled mission from Maxwell Christopher I was running at +3 for a balance between speed of completion and getting XP, I entered the first mission from Harvey Maylor, taken at 50, so I was running it at +3 to me. When I checked my difficulty setting to see why I was seeing only yellow and up mobs, I saw I was at +3 and the mission was base 50... and realized that I wasn't really having a problem taking down the spawns; I just used three Trip Mines instead of two for the Wormhole destination. It wasn't blazing through the mission blowing away anything that moved at extreme range, or beating it into the ground ignoring their attempts to resist, but it was steady progress. -
And you're fighting a +4 opponent without having selected any increased difficulty (and activating the 'purple patch' reductions in to-hit and damage); that is the bug. If a character that was level 20 ran it, they would get the same +4 Maelstrom without having any of the benefits that exemplar would give a higher-level character; that is what's being reported. It's a bug in the way the mission spawns Maelstrom.
-
Grav/Traps/???: New to the Control Game. Request slotting assistance.
srmalloy replied to ThrillMill's topic in Controller
With a Grav/ Controller, that's less of a problem. Alpha your AoE immobilize, then Wormhole the spawn to the tank. -
So imagine our Devs decided to go for CoH 2...
srmalloy replied to Scarlet Shocker's topic in General Discussion
"Take an enhancement from the bin", I think the line was -
They're missing the plywood sheeting texture covering the door area; some businesses just never recovered after the shutdown before HC brought things back.
-
I allowed for pathing around obstacles by summoning Singularity on the west side of the hill in Talos, up high enough to have an uninterrupted path to the hospital; whether it followed me through the door depended only on whether I outran it to the door and entered, or waited for it to catch up. Broken pathing is a different problem entirely. I wonder if a solution to the door problem would be to teleport your pets to you when you pass through a door, regardless of how far away they are at the time.
-
Yet another data point supporting a need for pets to automatically move at the same speed as their summoners (or the associated run/fly speed cap, for non-teleporting pets if the summoner uses Teleport or Translocation).
-
Update: My Singularity also exhibits the same 'throw itself at the door over and over again, ignoring me completely' behavior if I enter the hospital in Echo: Rikti Crash Site, then exit. Exiting the zone pulls the Singularity along, at which point it returns to following me normally. And it happens with the hospital in Talos Island, as well. It will enter the Talos Vault Reserve, but jams up on the door to the Mutant store if I go inside. Aaaand... the situation becomes clearer. If I wait for the Singularity to catch up to me, it has no problem following me inside stores and hospitals, and will follow me through the FBZ base portal to the rest of the zone. There appears to be a distance limit for the Singularity to be able to recognize that you're using an in-zone teleport (IIRC, that's the way all the doors to stores, hospitals, et al work -- they teleport you to an enclosed part of the map that's the 'interior' of the building), and tries to follow you through the door, but the pathing code didn't 'see' that you went through a door, so the Singularity gets caught in a loop trying to beat its way through the door. It is annoying to have to wait for my Singularity to catch up, because it is enough slower than my character that it falls hundreds of feet behind over a relatively short travel distance, though.
-
From what I've seen with a lot of the builds people post on the forums, it appears so, judging from the number of builds that appear to have been built around "How do I slot this character for maximum effectiveness, presupposing that I have access to a transfinite pool of whatever enhancements I want, irrespective of cost?" In many cases, the 'leveling build' that is used to get a character to 50 is not the build that the character will use once they're at 50, and it's often more cost-effective to burn a respec at 50, rearrange the power slots to their final configuration, and recover any enhancements that aren't going to be used in the final build for use by other characters than it is to build the character out to the final slot allocation as you level, then get enough unslotters to get back the enhancements for the powers you're going to be putting purple sets into.
-
What's the smallest change to CoX that you really want?
srmalloy replied to DougGraves's topic in General Discussion
-
What's the smallest change to CoX that you really want?
srmalloy replied to DougGraves's topic in General Discussion
And universities; since you're inside, behind a door, there is zero chance of getting hit with an ambush while logging out. -
Grav/Traps/???: New to the Control Game. Request slotting assistance.
srmalloy replied to ThrillMill's topic in Controller
You're not leveraging your abilities properly. Back away a bit, put down a Trip Mine. Turn a bit, put down a Poison Gas Trap. By this time, Trip Mine should be back up, so put down a second (if not, back away a bit and put down an Acid Mortar, pop some Seeker Drones, or resummon your FFG). If you're worried that two might not be enough, put down a third. Position yourself with a good view of your target spawn and your minefield, and Wormhole the spawn onto the mines. Watch the carnage, cleaning up anything that survives the blast that your Singularity didn't grab. Check the original spawn; if you missed one or two, they're standing around clueless, ready to be cleaned up. -
Actually, if I remember the early videos, a large part of the destruction of Baumton can be laid directly at the feet of the Freedom Phalanx for not considering the fact that if you destroy a gigantic vehicle hovering over part of your city, the wreckage is going to come down on your city. I think there are still some in-game references to this. Update: In the City of Heroes Official Trailer, at about 1:45, you see Statesman and the rest of the Freedom Phalanx attacking a Rikti mothership, then the mothership going down smoking into an extensively built-up city area. If you look in the distance, you can see open water; comparing the position of the Rikti Warzone on the in-game city map, there's no way this can be the ship that crashes in the RWZ; it's going down too fast and in the wrong location. And Statesman and the rest are just hanging there in mid-air watching it crash.
-
What's the smallest change to CoX that you really want?
srmalloy replied to DougGraves's topic in General Discussion
I'm in favor of turning it back into a toggle if it's changed in how it works. Instead of just healing all your damage over and over again until it's all healed, make it a triggered effect when you take damage — a second or so after you take damage, an enhanceable fraction of that damage 'instantly' heals. So if you had IH enhanced to 50%, and you took 100 points of damage, it would trigger a heal that would take effect a second or so later for 50 points. But it would only heal that hit once; the rest of the damage would have to be healed by your other increased healing abilities. -
It wouldn't destroy doorsitting as a concept; it would destroy AFK doorsitting, where you park your character at the mission entrance and read or chat until the mission completes. It would be necessary to follow behind the hitters to remain close enough to get rewards. Since I doubt that there are farms where the farmer(s) leave mobs behind them as they progress through the mission (as opposed to 'defeat base leader and their crew' or 'find glowie' missions in TFs that can be stealthed), following behind the hitter(s) shouldn't be a risk for the sitters.
-
That's the point. If you have people who run ahead and take out spawns, depriving the rest of the team of rewards, they will become identified as not being team players, and find it harder to find teams willing to accept them, knowing that doing so reduces the benefits the rest of the team would receive. It is not a quick solution to the problem; it requires time for the people who don't care that their actions hurt the rest of the team to be identified and put on avoid lists.
-
That one's simple. Set a radius value for mob defeat; anyone not within that distance of either the defeated mob or the character getting the last hit doesn't get any reward (XP, inf, or drops).