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srmalloy

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Everything posted by srmalloy

  1. The rewards you get from opening presents both do and do not stack, and this fills your trays with useless duplicates. Say you start with tray 1 full of powers, and tray 2 completely empty. If you get an Instant Snowstorm, the icon will appear in tray 2 slot 1. If you get Instant Snowstorm again, an icon for it will appear in tray 2 slot 2 -- but both icons will say "2 uses left". Get it again, and a third icon will be created in tray 2 slot 3, all saying "3 uses left". Each time you get any of the temp powers -- Instant Snowstorm, Build Snow Beast, Mystery Gift, Duplicating Gift -- it creates a new icon in your trays until they fill up, at which point you stop seeing new icons. This has been an issue since Live, with no remedy in sight. Having multiple icons in your trays for the same power is wasteful, and the presents jamming up your trays with redundant icons wastes space, and if you're not paying attention can cause a power that you get from training to not appear in your trays because they're already full of winter-event temp powers.
  2. Also remember that any changes will be used on you as well as by you -- if changes like this are made, your characters can find themselves stuck in the 'recovery-of-the-month club' by being hit with multiple sleep effects. If you can't accept the chance of being on the receiving end of these effects, you shouldn't be able to cause them.
  3. IIRC, Irradiated Ground spawns a pseudo-pet for its effects, moving it to your location each time it triggers. I think what happens is that the IG was shifted right before you got close enough to the hostage for it to 'latch on' to you, and it picked the IG pseudo-pet to follow. You should be able to turn off IG for long enough for the hostage to transfer their follow to you, after which they should follow you even if you turn IG back on. A better long-term solution would be to exclude pseudo-pets from the entities that a hostage will follow.
  4. Cherimoya uwhiuwhi. 😉
  5. For quite some time -- I believe back into Live -- if you use a group teleport like ATT, pets are teleported automatically regardless of the setting of the 'Prompt Team Teleport' flag. This can be used against any pet-using class, although it is more crippling against Masterminds, due to so much of their combat ability being tied up in their pets. An illustration of the problems this causes occurred during the midday MSR today. I was playing my Demons/Ice MM, and we were performing the bomb setting. I had been running petless to that point because the pets don't keep up, and had stopped at the top of the upper rim of the bowl to summon and buff my pets when an ATT to the middle of the bowl was activated. Despite my declining the teleport, my Demonlings and Demons were automatically summoned (before either upgrade could be put on them) into the center of the bowl, where they were defeated within two seconds. I don't know if it's practical to make the pet response to group teleport subject to the confirmation check the character gets if they have the confirm option set, but I feel that being able to yank characters' pets away could be considered to be griefing.
  6. There are 10 types of people in the world. Those who understand binary and those who don't.
  7. Just until the next time you go to the character selection screen -- click on the character, then the pen icon in the top right, and you can rename the character if the name you want isn't already in use.
  8. Are the Council and 5th Column wolves throwing presents? I remember that being one of the winter event changes, too; that may be part of the same setting change that got missed.
  9. It's not a direct effect; if you arrive at a present location and there are snowmen still alive at the spot, the fact that you are there extends their time-to-despawn because there's someone in range, and over years of winter events I haven't seen a present respawn until the snowmen fall over and despawn. So if you avoid a present location for long enough that the snowmen spawned by the person who came through last and ran off rather than clearing them despawn on their own, there's no delay. But if you show up before they despawn, they'll hang on longer -- and you can't tell when the last person to hit that present came through, so you can't 'schedule' your route, and abandoned spawns will interfere with your present collection.
  10. Not as bad as the torrent of "xXxWolverinexXx" variations from back on Live that started about five femtoseconds after someone noticed that you could create almost perfect copies of the Marvel character's costumes in the costume creator. I remember using the stopwatch feature on my wristwatch to time how long it took me to see a Claws/Regen Scrapper with a 'Wolverine' ripoff variant name; is don't think I ever got past a minute until Cryptic got hit with the suit from Marvel.
  11. If you stealth into the Longbow base in Nerva to get the exploration badge by the cells with the Devoured, you'll get the opportunity to see the Longbow shooting up the pop-out turrets in the wall outside the cell block.
  12. The CoT Madness Mages when you get sent to Kings Row to hunt the Circle, because you generally don't have the defenses to keep from getting locked down by them and fragged by the rest of the spawn they're in.
  13. I should expand the image and add a word bubble "I can't take you anywhere, can I?" And I should have added a screen capture zoomed back so that the demonlings doing the 'cheer' emote were visible, but that would have been unnecessary for illustrating the issue.
  14. With the missions in the blue cave maps (and presumably in the rarer brown cave maps that use the same geometry), I have been encountering a high rate of pileups of the tier-2 and tier-3 Demon pets in the 'nook' that makes up the entrance: While this is easily worked around by dismissing and resummoning the affected pets or waiting to summon pets until after entering the mission, it wastes time and defeats the utility of dragging your pets around from mission to mission.
  15. I was running the last mission of the Revenant Hero Project arc on my Demons/Ice MM, and I had outrun my pets and gone up the first elevator when I decided to stealth through to the end room, and dismissed my pets; the pets window went empty, as I expected, but when I had gone about halfway through the next-to-last floor, my demons showed up: Note that the pet window is showing "No active pets". I verified that issuing petcomall and petsayall commands would control them, which told me that there was a disconnect between what my client thought was going on and what the server thought was going on. My best guess is that, if you issue a '/petcomall dismiss' command in an instanced mission when your pets are not on the same floor as you, the client assumes that your pets are dismissed and empties the pet window, but on the server side, the pets don't get the command and aren't dismissed. Giving the dismiss command again after taking the screenshot above properly dismissed them, so it's not a sufficiently game-shattering bug as to warrant fixing while there are more serious bugs out there (at least until your pets aggro half a map and pull them to you). And it's a particularly specific issue that I don't think it will occur with any real frequency.
  16. I renamed my 'data' folder to 'data.disabled', and lost all of my chat popmenus (I have a number of various 'stock response' popmenus in foreign languages to match characters with foreign origins), so what I did was create a new 'Data' folder under Homecoming, then copied the 'texts' folder from the 'data.disabled' folder to the new 'data' folder, and all the popmenus are back. So yes, if you have anything in your data directory under Homecoming, it will continue to work as long as you don't override them in City Modder (i.e., if you replace a sound using the data directory, and install a mod with City Modder that replaces the same sound, the one City Modder installed takes precedence).
  17. Look at the power icon; Vines is a hold, which I referenced as an alternative to immobilize. The power description cites the hold as the primary effect, the immobilize is secondary: "Creates a field of Strangler Vines that can Hold multiple foes at range. The affected targets are held helpless by the massive root-like vines. Some are likely to free their arms and attack, but will still be unable to move."
  18. False-to-fact. You made the sweeping declaration "for blasters, they can use their T1 immob from the secondary" with no qualification, as if all the secondaries had one. And this ignores the fact that the T1 secondary immobs are single-target, while Ignite is an AoE, so using one reduces your potential damage as the other mobs in the patch run out; the only AoE immobs Blasters get are in the patron pools, although you could use an AoE hold for the purpose.
  19. ... if you picked a secondary with a T1 immobilize. Sonic, Martial, and Energy all lack a T1 immobilize, and their T1 would punt the target out of the fire. And with the recent change allowing the T1 power in the secondary to be skipped, even a Blaster with one of the other secondaries may not have it. So that sweeping generalization is invalid.
  20. No... Seismic Blasters, with their orbital coal delivery systems...
  21. Particularly as the game doesn't distinguish between factions in missions -- I tried, on several missions where the mission objective was "defeat all [faction]", to defeat only the mobs from that faction, and the mission wouldn't complete until I'd cleared the map.
  22. Sanity check? Sorry, can't cash it; it's from out of state. 😉
  23. No... They should take extra damage based on the difference between how much knockback you did and how far they flew before hitting the wall -- so a mob knocked back 50' that hits a wall 10' behind them takes more damage than if they hit a wall 40' behind them.
  24. Not all of the Blaster primaries had nuke crashes, but AR was the only one from the initial powersets that was crashless. Archery, Water, Dual Pistols, and Beam Rifle all had crashless nukes.
  25. Full Auto also had the distinction of being the sole original Blaster T9 that didn't nuke either your End or your End recovery or both, and is the only Blaster T9 that isn't a full-circle AoE; with the removal of the crash for all the Blaster T9s and the effect delay on Rain of Arrows (I'm sure players from Live remember firing off Rain of Arrows on a group of targets, only to see them move out of the target area before the attack landed), it leaves Full Auto having both a restricted area of effect and a restricted target cap within that area, disadvantaging it against the other sets. It is also, despite the reduction in animation time, the only Blaster T9 that roots the attacker for the duration of the DoT (anecdotally, my AR/EM Blaster, back on Live, could, with Build Up or Aim, expect to take out a double-row spawn of even-level Nemesis with Full Auto and only lose about half her HP in the process from the return fire while she was locked in place). The changes that have been made to the Blaster T9 powers have significantly increased their utility in their respective powersets, but I feel that the single change to reduce the animation time for Full Auto does not constitute an equivalent increase in utility for Assault Rifle; increasing the target cap to match the other T9 powers would address that.
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