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Everything posted by srmalloy
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Fake it by rolling it into an existing bind. For example, I have the following bind in my 'keybinds.txt' file, so it loads for every character unless I specifically unbind it: W "+forward$$powexec_name hasten" This tries to fire Hasten every time you move forward, so unless you're stationary for an extended period (and all it takes to trigger is a quick tap of the 'w' key that doesn't actually move you anywhere), it should fire off when it comes off recharge. Also, Power Thrust isn't really useful as a damaging power (and even less so for jollies, what with Power Boost no longer affecting KB, and ED keeping you from six-slotting it for KB, then going to AP and punting Hellions across the zone with a Power Boosted Power Thrust shot -- "Hellion Golf"); it's more useful as a "get away from me" power that knocks an overly-insistent mob back out of melee range.
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Not to mention the current fad of "You're using [insert program name] and it doesn't have AI functionality? We'll have to fix that! Here, have a bunch of AI features you don't want that bloat your software, can't be disabled, hoover up your information, and send it to our servers so we can sell it!"
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There are quite a few missions where the mission briefing from your contact is distinctly different from the actual conditions of the mission. Take the "appear at a science fiction convention" mission from Stephen Sheridan -- you know when you take the mission that's not how it's going to go down, and the moment you accept the mission, the mission header turns into "defeat all villains in building". Or in the Wheel of Destruction arc from Dr. Cheng, when you're sent to collect a piece of the Wheel of Destruction from the CEO of Vorhight Industries; when you accept the mission, the mission text becomes "defeat cult leader, his men". It would be nice for a touch of suspension of disbelief if missions that had innocuous briefings from your contact stayed as the innocuous text until you actually entered the mission, and found that things were not as they had been presented to you, when the mission text in your nav window would change to the actual mission goals. Thoughts?
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With this year's reduction in the zone instance population limits to improve lag, an AFK MM not part of the league at the 'murder motel' is also chewing up zone population and could be preventing the league from filling.
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Yes, and? Some of the defeat badges you generally go out and street-sweep to get done and over with -- the Skulls, Skull bosses, and Hellion bosses are examples. Others are 'incidental' acquisitions, that you pick up in the process of getting other badges, where you're clearing spawns while you're getting badges, like the one for CoT mages, and you get the one for Hordelings as a side benefit.
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That's an argument for having the league rewards code looked at to change it so that, instead of XP and rewards being shared out within your team, they're shared out evenly among the entire league. This would likely need to have the reward rate reduced a bit to keep the Vmerit and other drops close to where they are now, but it would be a more equitable arrangement. Of course, this would allow leechers to benefit more from being in a league in a wide-area fight, but that's one of the tasks of the league and team leaders.
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Unfortunately, Cipher's post on the Discord states "We've also enabled Double XP on all shards until at least Tuesday (duration TBD)." so the actual duration may be longer.
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They're annoying, and they're randomly scattered across a number of zones -- Crey's Folly, Founder's Falls, Peregrine Island, Echo: Rikti Crash Site, and Rikti War Zone -- a sniper can just take exception to your continued existence and light you up for the temerity of daring to share the same neighborhood as them. I'd like to throw out for comment a proposal to create a new defeat badge, perhaps titled "Counter-Sniper" or "Spotter" or the like, for defeating 100 or 200 of the mobs tagged as snipers -- the thirteen different Comet and Tirailleur mobs belonging to Nemesis, Crey Special Agent Sharpshooters, Council Penumbra Elite Sharpshooters, 5th Column Nacht Elite Sharpshooters, and Freakshow Juicer Snipers.
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I routinely set the teleport prompt on all of my characters, because I take exception to someone else being granted the unrestricted ability to yank my character off to some random part of a map without warning. And I'm still bent out of shape over the fact that the game makes that decision for you with regard to your pets -- except for the 'untouchable' Tier 4 Radial Lore pets, every single pet a character has is unchangeably flagged as "accept all teleports" (the T4 Radial pets, presumably as part of the 'untouchable' status, can't be teleported). For most ATs this isn't too severe a problem, but for MMs, getting all your henchmen yanked away at the whim of a team/league member with Incandescence is highly irritating. A significant part of my attitude was formed during the first few months of the game's live run, where some некультурный сволочи discovered that the game as released incorporated a limited form of non-consensual PvP -- a character who was too low-level to take the power, or who had not taken Hover, was vulnerable to being teleported to appear next to the roof of a tall building, where they would fall helplessly to the ground, which, if they had even 1 point of unhealed damage, would kill them.
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Supposed to run until Tuesday, from what I understand. Probably turn off with the Tuesday maintenance.
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Both the Masters of Olympus and Monument bases were flogged in gen chat as generally accessible; the player pushing Masters of Olympus seemed particularly proud of their base, and having visited it I can see why.
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Matching it against the popmenu, which I'd originally made from that list, I find that your list is missing 'Masters of Olympus' (OLYMPUS-30352, a well-done classical-themed outdoor base) and 'Monument' (MONUMENT-33650, an indoor base heavy on the statuary), both of which I found in general chat on Wednesday. Otherwise, the spreadsheet and my popmenu agree completely.
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It was an entertaining juxtaposition -- I was in Kings Row with a Rikti raid beginning, and the warning sirens going off: [Vanguard] DANGER!: Rikti invasion forces have been spotted in Kings Row. Non-combatants are advised to seek cover. [NPC] Gravedigger Slicer: I think I hear sirens. I had the momentary thought "Your first Rikti raid, slick?"
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There is also the issue that at least one attack only uses one pistol, so it immediately raises the additional overhead of deciding whether that pistol gets ammo type A or ammo type B. It doesn't seem to me as if it would add enough to the game to be worth the significant coding work it would involve.
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Knocking down the pylons drops the shield; as far as I know, breaking the grates and setting bombs just summons U'kon G'rai — I think summoning and defeating him is peripheral to the raid proper, and you can carry on with the raid without setting any bombs; you miss out on the merits and badge progress, but it won't affect the rest of the raid.
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Is there a list of the base names and codes somewhere? Should be simple enough.
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I've been accumulating publicly-accessible bases and their passcodes, and have created the attached popmenu file. Save the file and place it in your Homecoming\data\texts\[language]\menus folder (replace [language] with whatever your installed language is, such as 'English'). The next time you start your CoH client, use the command /macro_image "Apparitions_Dissipate" "Bases" "popmenu BaseCodes" This will create an icon in your power trays that, when clicked on, will give you a menu listing the four bases that I've seen used as instanced MSR assembly points, followed by individual bases grouped in alphabetical clusters that can be expanded to show the bases in that cluster. Clicking on any entry while near a base portal or while in a base will transport you to the selected base. If you have any additions or corrections, feel free to respond here or message me in game. Update: Added Masters of Olympus base, Monument base, and corrected a format problem preventing access to some of the base entries. NewExcelBases.mnu
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Is it time to address divergent PvP rules/settings?
srmalloy replied to Troo's topic in General Discussion
Many of the changes made to the way PvP works were done to make PvP less of a "Rock, Paper, Scissors, Lizard, Spock" game, where one AT can routinely curbstomp another particular AT, but gets curbstomped by a third. I remember (although I forget the terminology; it's been a while) the 'accumulating mez immunity' mechanic that was added that makes characters more resistant to mez effects after being mezzed, to prevent them from being chain-mezzed and pounded while unable to do anything as a specific example of this. -
Account alt transfer from one server to another
srmalloy replied to MsSmart's topic in Suggestions & Feedback
The report from the HC staff on the Discord is that the problem is being caused by an issue with the connectivity between the game servers and the database server, and that it's something that the hosting service will have to correct, not anything that the HC staff can fix. -
Particularly when there is often a knee-jerk reaction to the term "open-world PvP", which for quite a few players with experiences in other MMOs, is a term that implies that your characters will be vulnerable to depredations from the sort of players whose sole measure of their "leet skillz" as a gamer is how fast their level-capped combat monster in BiS gear can gank newbies fresh out of the tutorial zone, and who will run away from anything that even suggests that it might be an even fight. It is unfortunate that the term has become poisoned this way, but short, oversimplified descriptions can't accommodate subtleties.
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That's a significant contributing factor, since you essentially have to level a character in PvE, then create a significantly different build for the character to fit the differences between PvE and PvP mechanics, and then learn and internalize those differences as they affect play, for you to be effective as a PvP player. It sets a fairly high hurdle, and having the experienced PvPers repeatedly tear you a "structurally superfluous new behind" when you first venture into a PvP zone (assuming that you actually encounter someone in the zone) can be discouraging to potential new PvPers.
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To steal from the video clip posted earlier, "...with my speaw and magic hewm-- AIIEEE!"
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Depending on the AFKer's AT, it can bugger their leeching. There is a quirk with at least ATT and the Incandescence Destiny powers (and maybe the regular Teleport Other as well; I don't have experience with that one to say for sure) -- except for the untouchable Tier-4 Radial Lore pet, all of a character's pets auto-accept teleports, regardless of the character's teleport setting; this can (and has, from my personal experience) bugger MMs with ten feet of wrought-iron fencepost wrapped in curare-dipped razor wire and no lubricants, where if they're stuck in fighting mobs they can suddenly find themselves all alone trying to get their mouse to the 'accept' button on the teleport prompt window before they get flattened. Other ATs can survive well enough without their pets to have time to click the accept teleport prompt, but MMs get the short end of the defenses/HP stick. As soon as the pets arrive at the Incandescence target, they'll take off back to their summoner if they delay long enough in accepting the teleport, but the 'teleport when out of range' pet movement doesn't appear to kick in right away, so you're setting up a window of vulnerability by yanking an MM's pets away from them. You can see this in action in a relatively neutral setting during a Hami raid in the Abyss -- when the league gets Incandescenced back to the form-up point once Hami spawns, the raid leader will direct two (or all, for the final run) teams to summon lore pets, and shortly after that one of the other core raid leaders will fire off another Incandescence to cluster people up for AoE buffs, and every pet but the afore-mentioned untouchable T4 Radial Lore pet will automatically be ported, regardless of the individual characters' team/league teleport settings.
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This can simply be an artifact of where you are in the league, since a league is functionally a social construct to allow up to six teams to work together to complete content -- each member of a team in a league receives XP and other rewards only for the mobs damaged by the members of that team, so if your friends got invited to a ToT league, and one got put on a team that they filled out to eight, while the other was in a team of four, the one on the short team wouldn't be getting as much XP, even if they were individually dealing out the same amount of damage.
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PvP players got their game back; the rogue servers got reinstantiated from the SCORE code as it was, including all of the PvP zones and content. What they didn't get back was enough other PVPers to make PvP worthwhile spending the time to build and level characters for PvP -- the vast majority of the people returning to Homecoming were the PvE players, of whom only a tiny fraction had any interest in PvP, and generally entered PvP zones only for grabbing the exploration badges (for the 5 merits per zone for grabbing them all) and the PvE-useful content like getting Shivans.