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srmalloy

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Everything posted by srmalloy

  1. While whacking Hellfrosts for the badge in Sharkhead -- Family and Sky Raiders trash talking each other: [NPC] Button Man Muscle: Man, did you have to wear the ridiculous hat? Has the word 'inconspicuous' EVER entered your vocabulary? [NPC] Porter: You're giving me grief about my outfit? Your entire cardboard cut-out family looks like you shop at Brooks Brothers. Whatever. We have a deal to make.
  2. Testing with an Earth Control Dominator, the Animate Stone pet goes through the portal from the FBZ base to the zone without a problem. I discovered an unrelated bug in the process; I didn't see the pet immediately after going through the portal, and jumped over the edge to get ported back inside the base. The pet jumped over the edge as well, but it continued running through the air as it fell for about 30 seconds before being teleported back into the FBZ base, where a falling character will get ported within about five seconds. With a Fire Control Controller, the Fire Imps would go through the portal; if I jump over the edge and fall to be ported back to the FBZ base, the imps will jump over the edge as well and run down through the air like Animate Stone until they get teleported after about 30 seconds. Jack Frost, from an Ice Control Dominator, will also go through the portal and exhibit the same 'run through the air' delayed teleport. With an Illusion Control Dominator, both Phantasm and Phantom Army go through the portal, and both exhibit the 'run through the air' delayed teleport. Moving to the Rikti War Zone and summoning both Singularity and Force Field Generator, Singularity goes through the portal from inside the Vanguard base to outside without a problem; the FFG appears to have a delay going through the portal, but ultimately transits the portal . It appears that the issue with the Singularity pet transiting the portal to leave the FBZ base for the rest of the zone is specific to that one portal and to the Singularity pet.
  3. Unfortunately, there are too many people who would need more than just the tail from that end of the horse to be properly represented...
  4. Most notably Vahzilok, which don't spawn in anywhere the same numbers in Faultline as they did prior to the zone revamp (and still do in Echo:Faultline). It would break the 'defeating well-known opponents' thing that the hunts in the Numina TF are supposed to evoke, but just changing 'Vahzilok' to 'Arachnos' for that step would make it less tedious.
  5. So... Make Voltaic Sentinel's combat logic different from that of every other non-MM pet in the game, because it's not convenient for you to have it attacking a target other than the one you want it to attack. Sounds to me like you're playing the wrong AT, then; if you want pets you can control, play MMs. However, I do agree that making VS a droppable, rather than suppressing, toggle makes it inconvenient in a mez-heavy environment.
  6. And with the change that gave every NPC mob a ranged attack, any purported benefit to jousting went away; since NPCs react on the server, they can aggro and shoot at you regardless of how far away you get before their attack goes off. Given that, I don't see why movement suppression in PvE is still a thing; it is a solution in desperate search of a problem. That said, I did use jousting extensively on Live with a Katana/Regen scrapper; the character had Super Leap for his travel power, and queuing up an attack then jumping past the Sky Skiffs in Terra Volta was the best way to work on the badge for them, since he couldn't hang there and attack. He still took fire from the other mobs in the spawns, though, so it wasn't a 'get out of retaliation free' tactic.
  7. That brings back memories. Many years ago, when I rode the bus out to Point Loma to work, it drove past a Mexican restaurant that always lifted my spirits, because you had to wonder how much flak they took over their name once those commercials began airing. The restaurant was the 'Casa de Bandini'.
  8. Another useful trick with this is to keep the auction house window open during the monster phase of a Hami raid. Keep your EoEs, drag the large inspirations to the AH window, and consume everything else. When the raid is done, you can pull out the stored inspirations and dump them into base storage for your other characters.
  9. This isn't just a pathing problem; if a pet is unable to traverse the portal in the FBZ base — and there's no other way to get from the base out into the zone proper without taking a circuitous route through the Cascade Archipelago — and, once a character has traversed the portal, the pet is unable to identify the return of the character and resume following, then it forces a resummon of the pet, which can require waiting several minutes for the power to recharge. I believe that MM pets will be immune to this problem, since they already respawn closer if the MM gets too far away, but I will need to test other pets to see if they suffer from the same problem, and whether the problem exists at other teleports separating parts of a single zone, such as inside and outside the Vanguard base in the RWZ; if it's specific to that one portal in FBZ, it reduces the scope of the problem.
  10. Backwards -- heroes got only Ancillary power pools, and villains got only Patron power pools. But you have the general idea; each side only got the high-end pools for the side they belonged to.
  11. The Singularity pet from Gravity Control appears to be unable to traverse the portal from the base in Firebase Zulu to the main area of the zone. When this happens, it will lose all pathing logic and continue to fruitlessly batter itself against the portal. I noticed this when returning to turn in Dr. Boyd's first mission; the Singularity remained in FBZ itself, trying to go through the portal, even when I returned to FBZ to find out what had kept it from following me. Despite no longer being on the 'far side' of the portal, the Singularity continues to try to get through the portal: Update: If I zone, the Singularity is transported to the zone with me, but if I leave FBZ through the portal to the rest of the zone, then use the 'fall over the edge' teleport back to FBZ, I will find the Singularity beating against the portal, convinced that I'm still on the other side of the portal and it needs to find a way through, not recognizing that I'm behind it.
  12. The only thing I can think of to improve the ragdolling easily is to have limits on the amount of twist you can have at the waist, so you don't have defeated mobs having whole-body Linda Blair moments with their upper bodies rotating two or three full turns, or folding backwards like a jacknife.
  13. Then we'd start seeing calls for powers like this:
  14. One tiny thing I'd like to see changed is to have rubber pads put on the feet of the Robotics henchmen; listening to them clanging around advertising their presence to anything with ears gets annoying (not to mention the lack of traction they would have on wet or icy surfaces, and the treads required to correct that would chew up floors and roads — not good for a hero character). Unfortunately, since — like all the other footsteps in the game — there are different footfall audio files for different ground surfaces, I a) don't have good replacement files for all of them, and b) don't know the full set of which files I would need to replace.
  15. Not in the sense of 'a gait of a four-footed animal in which all four feet are off the ground once in each stride', but in the colloquial usage of 'going at a run or fast pace', yes. And for the latter, have you paid attention to the animation for females using the 'Walk' power?
  16. It's like the spewing pipes in the sewer maps — I'm sure virtually everyone has characters that, when they have to go into the sewers, think "Why am I doing this? I'm never going to get this out of my costume/hair/fur..."
  17. As an entity that should appreciate efficiency, Citadel certainly fails to show it in his TF, jumping back and forth between IP and Talos just to force travel time. A minimal rework would be to take all the missions, divide them into a first and second half, and put all the first half in IP and all the second half in Talos. Or even, if the travel is so gorram important, share the mission locations out among IP, Talos, Steel, and Boomtown so that it's not just alternating zones.
  18. No. The limb structure is the same, but the proportions are different, so what you're looking at aren't the same joints. What you are describing are the equivalent of the wrist and ankle joints on a human; the equivalent joints to the elbow and knee bend the same way in both humans and horses:
  19. Better post that in eight or nine other threads to make sure the HC staff sees it... 😁
  20. Oh, my new ray-gun tries to put out both your eyes, It's a Moe-ray... If your vitamins be mostly C, D, or E, Take some more A... A New Zealander man with a permanent tan, He's a Maori... When two patterns combine in a way serpentine, That's a moiré... If 'King Kong' has gone flat, why not rent 'Vampire Bat'? That's some more Wray... He's a clown, he's a ham, and his name's Amsterdam, Dat's-a Morey... (with apologies to Spider Robinson for any of these I've misremembered)
  21. Since the nightmares are chosen randomly, there's nothing you can do to focus your character to go after the ones they're missing, so having a tracker doesn't give you anything to use, except perhaps for a reminder of the ones you've defeated, so you can tell if the ones you get during a run are ones you're missing.
  22. So, taking for purposes of argument that an MM exemping to 13 gets three T1 pets, compared to the level 13 getting two, the exemped MM gets those pets one level lower than the level 13, and exemp scaling means that their six-slotted set with 95% damage bonus is now a 32% damage bonus, while the level 13 likely has put two slots in the power, level 15 SOs are +2, so 75% damage bonus, and an Acc in the third slot. Attacking with a level disadvantage and doing 75% of the damage, does the extra minion bring the effectiveness back up to parity, given the reduced to-hit from attacking relatively higher-level mobs?
  23. It's pretty clear from the OP — they want to be able to level a character to 50, then do a 'super respec' that lets them junk their current powersets and pick new ones as part of the respec. Level a Fire/Fire blaster to 50, then use a super respec to switch them to being an Ice/Martial blaster.
  24. Not to match, just raise the bottom end so that a fully slotted power will have its ED-capped values scaled better against what a low-level character is getting from slotting SOs, rather than the TOs the exemplar scaling was designed around. Increasing the scaling factor for level 9 from 0.219 to, say, 0.4 would increase the damage for a power slotted to 95% damage increase when exemplared to 80% of the damage increase of a level 9 character that had put one slot in the same attack and slotted two damage SOs in it.
  25. Remember that it's "City of Heroes" -- there are other heroes in the city who would benefit more from the experience of defeating those lower-level opponents. And you have to remember the secret agenta -- Paragon City is a secret training site for producing powerful, skilled superpowered agents who will be employed in a much larger, as-yet-undisclosed plan; letting you mop the floor with a bunch of opponents who are no challenge doesn't improve your skills the way that a lower-level hero would use the experience, so the goal is to keep you moving to higher and higher levels of difficulty. You don't think all of these superpowered and supernatural gangs and organizations came here on their own to be beaten up and foiled again and again, did you? Just remember, this is *whrrr* *click* definitely not a Nemesis plot. We hope.
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