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srmalloy

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Everything posted by srmalloy

  1. That one I fell back on an obvious solution a while ago. Exit your base portal to Striga, then park your character on top of the mausoleum just NW of the base portal; problem solved.
  2. You're right; I must have missed the fine print on all of the 'use on defeated opponent' powers that says that they can't be used on any BP except bosses... Oh, wait... And while we're at it, we can have the HC staff go after all of the other inconveniences in the game. CoT ghosts are resistant to Dark damage; this handicaps characters with Dark-based powers, so they need to be changed to remove that. And mobs that attack with powers that go against AoE defense, and all you have is Ranged defense? Can't have that, either. In fact, let's just grind the game down to where nothing is different except visual effects between powers, and the only difference between NPC mobs is the model.
  3. Heaven forfend that you might have to display some vague acquaintance with tactical decision making, the same way that characters with anchored debuffs need to pick an anchor that leaves a body on defeat if they don't want the debuff to turn off instantly when the anchor is defeated.
  4. Most of the Council missions have the potential for this -- I've seen lots of "Archon Archon [name]" or "Adjutant Archon [name]". I think the problem may be that the list of possible Council boss names has some with the rank attached in the list, so that when the server picks a mission boss, they get a rank -- either Adjutant or Archon -- and a random name, which sometimes already has 'Archon' attached, so the rank gets doubled.
  5. It's a stock aspect of most games that the NPCs have different effects and costs for their abilities than PCs; this is done as a crutch to make them more competitive against PCs, because the preprogrammed 'AI' for the NPCs can't compete on an even basis with a human-controlled PC, so the NPCs get to 'cheat' to one degree or another. One place this is easily seen in CoH is endurance use, where NPCs with only a tiny sliver of their End bar are able to fire off abilities that would take a noticeable chunk out of a PC's End bar, which makes a character focusing on End drain harder to do, because you can't just drain most of their End -- you need to drain it all the way to zero and keep it there, preferably with recovery debuffs to inhibit their getting any End back.
  6. How dare you suggest that a group of people on the internet should stop pounding a dusty reddish brown spot on the ground that used to be a dead horse before it was beaten into mush, then to a liquid that, with additional beating, soaked into the ground and dried up? It goes contrary to the established norms of the intarwebs.... 😉
  7. The game also doesn't try to execute powers a character doesn't have. As part of my stock bind file, I have a bind that has powexecname commands for each of the possible non-P2W flight powers; since I'll only have one on any given character, the bind activates whichever one the character has; this way, no matter which flight power the character has, it's the same key to turn it on and off. And a similar one for teleportation.
  8. Not a bonus to acquiring every day job, I think, but I could see getting a bonus toward the day jobs that are part of a day job accolade with a day job badge you have. So getting the Chronologist day job badge would give you a small increase in how fast you acquired the Cimeroran day job badge, because they're both part of the Time Lord accolade.
  9. It occurs to me that it might be possible to take the old Atlas Park and Galaxy City contacts and their missions, and set them up as Ouroboros mission sequences -- temporal scaling exemps you down to level 1, and you're registered as a new hero, to talk to your origin contact in the zone, and go through the origin story, with the missions curated to have them in the Echo: Atlas Park and Echo: Galaxy City zones (removing any that would send you to Perez Park or Kings Row). I'm not sure whether the Ouroboros mechanics could handle your being handed off to the second contact in an origin story, so they might have to be separate mission sequences, the second with a prerequisite of completing the first.
  10. I think the phrase you're looking for is "Broken as designed."
  11. Depends on the Protector. The ones that fire energy blasts, for example, need to be pounded hard before they fire Elude and become almost impossible to hit, while the claws type are just another speedbump, and don't need special attention.
  12. You craft and slot Ion Judgement. It's in your incarnate screen and nowhere else, so you can't macro/keybind it, except as "powexecname Ion Judgement". Upgrade it to Ion Core Judgement', and the bind/macro stops working, so it has to be edited. If you drag your Ion Judgment to, say, Tray 6 Slot 2, you can use a bind of "powexectray 6 2" to fire it off. But if you upgrade it to Ion Core Judgement, that destroys the Ion Judgement, so it's no longer in the tray, so you have to drag Ion Core Judgement into Tray 6 Slot 2, and then your bind/macro works again. Either way it requires some intervention on your part; your binds and macros don't update automatically when the power changes. Now, I made a suggestion that there be a new type of powexec command that would fire off whatever incarnate power you had slotted (i.e., 'powexec_Judgement'), but Zepp's suggestion in his reply of creating a set of variables, like $Judgement, $Lore, etc., that could be used in the existing powexec commands is a better idea, so you would use 'powexecname $Judgement' to fire whatever your currently slotted Judgement power was, and 'powexeclocation 0 1 Lore' to drop your currently-slotted Lore pets right in front of you. You'd still want to pull the icons for the powers out into a tray so you could see the recharge timer, though, so the utility is limited except in special binds (i.e., 'targetcustomname Kahn$$powexecname $Judgement') that would 'grow' as your slotted power changes.
  13. And learning how your different powers work together, and how they combine under different situations. I can understand the mindset of the people who come from other MMOs where the game doesn't really begin until level cap, and everything before that is just repetitive grinding, but you miss so much of the flavor diving into the AE building at level 1 and not coming out until 50, not to mention having to figure out how your powers work together all at once, and not knowing how they worked together when you exemp down to do the TFs you passed up while doorsitting.
  14. I have binds like that. But the bind goes TU when you bind it to 'Robotic Drones Ally', then upgrade your Lore to 'Robotic Drones Radial Ally', because the power name changes, and the old bind doesn't work any more. But having a set of "$[slotname]" variables is a somewhat more elegant solution. An alternative would be making the various powexec commands work with a partial power name, so that 'powexec_location 0 10 Banished Pantheon' would work for any of the Banished Pantheon lore pets. But I suspect that the overhead of having to parse all of a character's power names each time that was executed would add lag, and it doesn't address changing the slotted lore ability to get a different class of pet (i.e., BP to Longbow).
  15. The miners in Sharkhead are kept sufficiently out of the loop that they're way behind on the news: [NPC] Enraged Miner: I wish Statesman would come teach these jerks a lesson.
  16. All of the incarnate abilities have the 'feature' that your slotted ability name keeps changing as you advance the ability through the tiers. For most of them, they're either automatic (Alpha, Interface), used as a regular attack (Judgement), a PBAoE (Destiny), or a toggle (Hybrid). The Lore abilities, though, are location powers -- you activate the power, then designate where the Lore pets will be summoned. You can automate this with a macro -- 'powexec_location 0 10 "Banished Pantheon Ally"' -- but every time you upgrade or change your Lore slot, the macro needs to be edited, and the macro editor can be a little flaky, sometimes making it difficult to edit the macro and leave it working. Using "powexec_tray" lets you fire off whatever power you have in a specified tray and slot, but that's no faster than clicking the Lore power in a tray (unless you have the power in a tray that's not visible, in which case you can't see if it's recharged). Since you can only have one Lore ability slotted at any given time, is it practical in terms of the 'under the hood' changes to have a command like "powexec_lore_loc" that, when executed, activates whatever Lore ability the character has slotted and targets the summons at the specified location, shortening the summons (and, in cases where there are lots of other mobs, avoiding accidentally selecting a mob instead of completing the summons)? So 'powexec_lore_loc 0 10' would summon your Lore pet(s) 10 feet in front of you, regardless of which Lore ability you had slotted at the time, and you could macro that and not have to change it when you upgraded or switched Lore abilities. The same could be done for the Destiny and Hybrid slots -- 'powexec_Destiny', 'powexec_Hybrid' (and probably 'powexec_Hybrid_on' and 'powexec_Hybrid_off', to match its character as a toggle). A lesser argument could be made for Judgement, to allow the creation of macros that have a custom target selection before activating the Judgement ability -- i.e.,'target_custom_name Kahn$$powexec_Judgement' -- but Judgement is more likely to just be dropped in a tray slot to be clicked on or selected by key command.
  17. This was reported elsewhere, and the issue identified by pigg diving -- the female Crey Field Agents are defined as having a level range of 30-30, so in any mission that spawns Crey Field Agents, the male mobs will spawn with the correct level range for the mission, but the female mobs will always spawn at level 30.
  18. Checking the various SW fansites, it's a widely-used expression indicating frustration or astonishment that may be a vulgarity (the way some people might say 'oh, fsck me' under the same conditions).
  19. There is the original Kheldian Epic Archetypes document from Cryptic; it's old, last updated in October of 2004, but it's a lot more information than you see in game.
  20. Depends on how loosely you use the term 'suit', and how cramped a cockpit you give the operator. For example, the Garland from the "Megazone 23" anime is a transformable mecha, with the pilot entirely in the upper torso of the mecha, which is less than four meters tall:
  21. We're all newly-registered heroes (or villains, recorded in Arachnos' files) when we arrive in the starting zones -- but we weren't in the 'then' that Echo: Galaxy City or Echo: Atlas Park exist in, so we're not registered there. As you describe it, that should properly start in Ouroboros, requiring you to go through the Pillar of Ice and Flame to put you back at the appropriate points in Echo: Galaxy City for you to change the events leading to the Nictus establishing a base of operations.
  22. Or the apocryphal Torpenhow Hill in Cumbria, England, supposedly the result of agglutination as different peoples passed through the area -- referred to as 'Torr' by the original inhabitants ('torr' being Old English for 'hill'), then 'Tor Pen' by the Welsh ('pen' being Old Welsh for 'hill'), then 'Torpen How' by the Norse ('haugr' being Old Norse for 'hill'), and finally 'Torpenhow Hill' by the English, making the name 'Hill-hill-hill Hill'. The story is ruined by the fact that there is actually no hill with that name near the village of Torpenhow in Cumbria, though. Update: And I ran across a video today that illustrates how much of a back-construction it is; the false etymology would have it pronounced as 'tore-pen-how', while the actual pronunciation of the village name is closer to 'ter-pen-a'.
  23. All that will take is adding the same 'float for a second or so' effect you get from Nova - > Dwarf, or when teleporting to a spot in mid-air, to the Nova - > human transition and that's dealt with. Just enough time for Energy Flight or Combat Flight to come off suppression.
  24. The Experienced Marksman recipes are showing as Rare (orange), and the set shows as Rare (orange) enhancements under the 'Crafted Enhancements' category, but as Very Rare (purple) under the 'Attuned Enhancements' category. Since this is a 10-50 set, having the attuned enhancements show as purple misrepresents their ability to be slotted at lower levels.
  25. Or, if you want a more lore-based reason, the Echo zones don't have any mission content because they're a mirror of how those zones existed in the past, and your characters weren't in their databases back then, so the contacts have no idea who you are, and won't talk to you to offer missions because you're not registered.
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