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Everything posted by srmalloy
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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. -
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.
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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.
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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.
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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).
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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.
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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.
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What's the smallest change to CoX that you really want?
srmalloy replied to DougGraves's topic in General Discussion
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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.
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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.
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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.
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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).
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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.
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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.
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Unfortunately, there are too many people who would need more than just the tail from that end of the horse to be properly represented...
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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.
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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.