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Everything posted by srmalloy
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Grandpa, tell me about the old days...
srmalloy replied to GastlyGibus's topic in General Discussion
Don't forget that it was also the time of limited-lifespan pets, and pets that died when you passed through a door or used an elevator, so perma-haste was as much a tool to let you resummon your pets at each new floor as it was to getting multiple sets out. -
Grandpa, tell me about the old days...
srmalloy replied to GastlyGibus's topic in General Discussion
This was why you learned the skill of jumping up the side of a building using the window ledges. -
Ahh, that brings up memories. A line from Spider and Jeanne Robinson's novel Stardance: "Tact? I've always understood that to be a mutual agreement to be full of shit."
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But wouldn't creating a 'cleric archetype make CoH more accessible to people coming from other MMOs, for whom the Holy Trinity™ of tank, DPS, and heals has been so aggressively beaten into their brains that they can't conceive of an MMO where the character roles aren't so narrowly defined? On the other hand, creating an archetype that is intended to be Heal/Melee regardless of powersets pigeonholes that archetype much more narrowly than any other archetype in the game. The gripping hand is, do we really need such a specialized archetype when several of the existing archetypes can be built to specialize in healing if the player wants to?
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Tanker Phoenix Rising Not Slottable for Knockback Sets
srmalloy replied to Monos King's topic in Bug Reports
And there are no other powers in the game for which some aspect of the power is unenhanceable? -
Situations like this are one of the reasons why I like taking the Sorcery pool and Mystic Flight; being able to use Translocation to jump past NPCs stuck in the doorway is gold.
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It must have; the Freak Chopper was on the ground, and I heard the crackle as it began to rez when I threw Shadow Maul, then I watched orange damage numbers trail up from it as it did the 'float into the air spinning' rez animation, then it fell over again. I get similar oddities in Nemesis and RIkti raids and zombie invasions; when I'm attacking directly, I can sometimes target mobs that haven't spawned in yet, but can't attack them until they complete the spawn-in (and in most cases, fire off an attack before becoming attackable, or despawn without ever becoming attackable), but if I target through a pet, I can attack mobs that aren't yet visible or are still spawning in. I suspect that this is controlled by the fact that the targeting for pets is all done on the server, without the lag of sending packets back and forth to the client -- and similarly, for cones and targeted AoEs, additional targets are picked by the server once the attack fires, again without the need to pass packets to the client. So I could fire my cone attack at a valid target, and have the server decide the mob rezzing next to him is also a valid target, even though on my client he hasn't finished the rezzing animation and the packet saying he's a valid target hasn't arrived.
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Actually, any AoE power that has the rezzer in the area of effect will hit them; it's chancier, because it's harder to ensure that the rezzer is in the right spot to be affected. However, it does feel good when it happens -- I remember fighting some Freaks on a Dark Melee Brute, and I happened to have a Freak Chopper rez into the area of my Shadow Maul as I triggered it on his neighbor, dropping him again.
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Have some Madeira, my dear...
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IIRC, the volume scaling for the glowie sound is a distance function built into the code that specifies the distance at which the glowie sound will have zero volume -- the code doesn't know how loud the glowie sound is, so it can't do a 'reduce volume by N dB for every 10 feet of distance' function that would allow louder glowie sounds to be heard further away, just fast conversions on full volume to zero based on how far away the original devs wanted glowies to be heard.
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And some of the lesser NPCs are beginning to become disenchanted with the situation: [NPC] Skulls Girlfriend: I wonder when it gets real fun. So far all they do is rip off purses and fight each other.
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I can confirm this with the extra loud sound I installed through the modder (not sure which one, as I'm not at my home computer to check).
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Or the periodic emails purporting to be from banks I've never done business with advising me of urgent problems with my account, and to click here to log in and correct them. Ignoring the red flag that they rarely have my actual email address in the To: header (how anyone can believe that an email with 'undisclosed-recipients' in the address field is addressed to them specifically is beyond me), they typically rely on overlookable spelling changes, like the sender's address of "[email protected]" in the phishing attempt I received yesterday, to make the email appear legitimate.
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Just call the Not At All Suspicious Airline Booking Company, and we'll not only get you the cheapest air fare, but relieve you of the crippling state of possessing surplus funds in your bank account!
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What are little known weaknesses for enemy groups?
srmalloy replied to KaizenSoze's topic in General Discussion
Endlessly amusing, in missions against the Sky Raiders, to confuse the Engineers before they start summoning their FFGs. -
I've lost count of the missions where the briefing text -- and the mission goals in the navy window -- give you only a narrow concrete goal, but the mission doesn't complete until you clear the map. Just yesterday, for example, Colleen Nelson sent me to rescue the bodybuilder Leon Natale, but after freeing him, the mission didn't end until I'd defeated every Council mob in the base -- a requirement not stated anywhere.
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Exactly. Power corrupts, and absolute power is kind of neat...
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And if that's what you want to play, that's how you should go. You can get some odd results with a good sniping build; I remember back on Live, I was running my AR/EM in a full team doing a Vahzilok mission, and we'd run across two closely-spaced spawns. With my bright, shiny Snipe power, I offered to do a long-range pull, and sniped an Abomination; it went down. No response from the rest of the spawn. Try again; another Abomination goes down, the rest of the spawn remaining oblivious. Two of the other team members were laughing at this point, then the higher-level Scrapper says something like "to hell with this" and charges the spawn. My blaster and the other one, in the back of the group, who were unloading on the mobs the scrappers were attacking, ran when the scrappers faceplanted in the first exchange, and were the only two members of the team to make it down the elevator, then waited for the rest to come back from the hospital.
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I was curious after seeing the latest pile of airline spam, and it appears that (850)970-1200 is a major spam bot, judging from the number of completely unrelated sites that return hits on the phone -- sites in the US, Germany, the Netherlands, Italy, Poland, etc. Doing a few reverse phone searches identifies the number as a rewards scam.
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Which I sometimes refer to as the "See that dot?" combination, as my AR/EM Blaster can actually snipe targets that are a bit outside visual range. Back on Live, before MSRs got popular enough that you could trivially get a full league and hit the render limit with just the mobs in the middle of the bowl, she would pull mobs off the rim with Full Auto while standing in the middle of the bowl.
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There are a couple of contacts where the "drag out play time" decision by the devs whacks you hard upside the head -- finishing your first mission from a contact, and immediately on mission exit you get a second mission where, if you actually read the mission briefing, says something like "you call your contact, and they tell you..." -- but they (at least back on Live) don't give you their phone number for three more missions, so you couldn't have called them to get the automatic follow-on mission.
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One of the things that I have noticed, particularly as your character advances into the higher levels, is that missions -- particularly the first mission from any contact, where you have to physically go to that contact, and then physically return to them to turn it in -- are almost always in a zone distant from the contact. While this made sense when the game was live, in that increasing travel time increased the engagement time of a player, extending the time required to gain the same measure of experience. With Homecoming, though, this isn't a particular concern (especially with the ready availability of powers like Mission Teleporter and Team Teleporter), so I would like to ask that this be removed. Now, I'm not asking that the first mission from contacts always be in the same zone; what I'm asking is that, when looking at how contacts assign missions, if there is some code that excludes the current zone from the possible locations of a mission, that this code be removed. So if you, say, went to Anton Sampson for his first mission, you could still be sent to any 30s-and-lower zone for the mission, but Founder's Falls would also be in the choice list for the mission door, rather than automatically being sent to any zone other than Founder's Falls for the mission.