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Everything posted by srmalloy
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_I_ think it's a typo. Lacking insight into the reasoning behind the dialectical peculiar to the Freakshow, I reported it with the acknowledgement that it is a common error in usage, leaving it to the HC staff to make a final decision; I have seen both excruciatingly precise and grossly loose grammar from different Freakshow, so I don't have a basis to determine whether this particular instance was intended that way.
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But you have fixated on only the first part of my post, utterly ignoring my acknowledgement that the error, despite being wrong, is still common usage (much like the people who would say "I literally died laughing" despite obviously still being alive to recount their reaction), particularly being spoken by a Freakshow, who as a group are not known for grammatical rigor.
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I think that it might have been just 'Paragon', a name in line with the aspirational names of other communities across the Colonies, and later the US.
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The Thompson SMG, which equips my character Rolande, whose costume was chosen to look like a Troll, but with no head -- Rolande the Headless Trollkin Gunner.
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You can also get the badge from Harvey Maylor when he sends you to Madison Place to rescue six citizens from the Carnival of Shadows. Since his level range runs up to 50, you can just keep hitting him up until he gives you the mission.
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Also remember that the Alpha slot acts like enhancements, not a direct addition to a stat (I made that mistake myself, back on Live). So if you had an unslotted power that gave you 15% Energy resist, that Alpha would boost it 33% to 20%. If you had two Resistance SOs in it, the Alpha would increase that 40% to 51.5%+16.5% (half of the 33% not being affected by ED), raising it from 21% Res to 25.2%.
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Make Circle of Thorns maps less confusing
srmalloy replied to LemonBars's topic in Suggestions & Feedback
The camera doesn't arbitrarily switch from third person to first person; what you're seeing is camera-wall collision — in third-person view, your camera is a certain distance behind your character, but when your character is closer to a wall or other solid object, your camera is shifted inward to keep it from moving through the wall/object, and when you move to have more space behind your character, it shifts back out. To demonstrate this, go to your base, and position your character with their back about 20' from a wall. Use the scroll wheel to zoom out, and your view will zoom out until the camera 'hits' the wall, at which point you can't zoom out any further. Now back up using the 's' key, and it will look as if your character is moving toward you; this is because your character is backing up to the wall, but the camera can't move. Now, if you turn your character, your camera PoV will zoom out as the line from the back of your character to the wall shifts and lengthens. The camera is constrained to be inside the map because the map textures are single-sided, and letting the camera move outside the map geometry would allow you to see parts of the map you shouldn't be able to see from your position. There are conditions where you can get a viewpoint outside the map, but these are glitches, and if they're easily repeatable should be reported as geometry errors. -
Am i wrong to want to leave these groups as soon as possible..?
srmalloy replied to Songseven's topic in General Discussion
This is why, even if I've got a tricked-out character crammed so full of VR and Superior sets their skin tone is purple, I try to stay with the team on a map, even if objectively it's not as efficient; it's more fun for everyone if everyone's involved. There are special cases — in a Council base mission, I took my Grav/Traps Controller off to a side room the rest of the team bypassed, and was doing the 'put down mines, Wormhole, finish off survivors, repeat' routine; I knew some of them would come back before I had the room cleared (the build plays extremely safe — I ran a +2 defeat all where two mobs in the entire mission got an attack off — but with 'all deliberate speed') so we would be finishing the room as a group. -
Tips vanish if you change alignment between side-restricted alignments (i.e., between hero and villain); otherwise they don't disappear until you zone to a side inappropriate for the tips. You can, for example, have blueside tips as a hero, change to vigilante, and still have the tips; if you then zone to Sharkhead, those tips vanish. It is a limitation of the game that you can't have tips for more than one side at a time.
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What's the smallest change to CoX that you really want?
srmalloy replied to DougGraves's topic in General Discussion
Another really tiny change -- make the guards at the doors where they tell you to stop so they can check your identity before entering smart enough not to say it when you're exiting. -
Make Circle of Thorns maps less confusing
srmalloy replied to LemonBars's topic in Suggestions & Feedback
No less innocuous than the 'trees' growing in the middle of a hall in an office building... -
Alter coloring options for Trip Mine and Time Bomb
srmalloy posted a topic in Suggestions & Feedback
For both Trip Mine and Time Bomb in the Traps set, it appears that the secondary color for each power is irrelevant -- for Trip Mine, the triggering lasers and the explosion both take the primary color you pick, and with Time Bomb, both the blinking light on the aerial and the explosion use the primary color. It would be nice to be able to use the secondary color for the explosion, so you could (for example) emplace Trip Mines that had green lasers for the trigger, but an orange explosion; it feels a little confining to have to accept a less-than-desirable 'impending boom' visual for the sake of having a nice boom. -
Or, to make things more confusing, 'truck' is also used in US rail operations, but is the name for the frame under the car to which the wheelsets are attached:
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What's the smallest change to CoX that you really want?
srmalloy replied to DougGraves's topic in General Discussion
Since you're only going to be wearing the prison uniform for, what? An hour, maximum, while you squeeze everything you can out of the Breakout zone, I don't think the cost/benefit ratio for the work to implement it is going to be justifiable any time soon when measured against other changes to the game. -
If that character already has the Smuggler badge, it's not a bug. Once you have a badge that awards a temporary benefit, like Commuter's movement bonus, the day job icon will show in your active power icons until its timer runs out, regardless of where you are.
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Make Circle of Thorns maps less confusing
srmalloy replied to LemonBars's topic in Suggestions & Feedback
As I recall, it's commonly entered (as in moving deeper into the map) showing you the pool in the background, an arch in front of you framing the pool, and a ramp on the right that rises as it curves around to the left above the pool; at the left side it turns sharply right into a rising tunnel (magma in cracks to your left in a wider section), turning right again into a large chamber where you go along the ledge with a large bowl to your left. At the other side of the chamber, the path turns right again into a tunnel angling down. Having the room turned around in the map so you're coming up the tunnel to turn left at the bowl chamber is much less common in my experience. The possible spawn points that I've seen in that 'room' are under the arch near the front, at the back of the pool, a short way up the ramp on the right, on the ramp about midway across the back, just before the second turn to the right, and midway on the ledge in the bowl chamber. Nothing seems to spawn down in the bowl itself, although I've watched a mob stupidly walk off the ledge and drop into the bowl. (yes, this is from memory; after the first couple of hundred times you go through the same room, you learn the little details) -
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.
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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.
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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.
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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.
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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.
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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.
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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.