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srmalloy

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Everything posted by srmalloy

  1. Is it possible to increase the frequency with which rescued civilians check your position for their pathing? It's not a huge issue, but it's annoying to watch civvies running off in some random direction when you blow away the mobs threatening them just because you're airborne when the last mob goes down, and even if you land immediately, they'll still go running off in whatever direction the server decided was the best route to get to you for ten or fifteen seconds before it recognizes that you're not in the air any more and turns them around.
  2. Mud Bath is a toggle in the Earth Manipulation secondary for Blasters; it cannot be activated unless you are on or close to the ground. However, it can also not be deactivated unless you are on or close to the ground. This seems to me to be a defect in the way the power is managed. Being on or near the ground is fine for activating the power, given its description, but you should be able to turn it off at any time, without having to be back on the ground.
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  3. Malta and Sky Raiders, it can happen if a turret or force field generator has the summons complete, but the summoner goes down before pet appears.
  4. The problem I have is the one specific case of a bunch of the same SFX kicking off simultaneously. Getting louder with more stacks is fine, just make the volume increase nonlinear -- say, the volume is 1 plus the log of the number of copies of the SFX triggering at a particular time.
  5. I don't want the sounds removed; all I want is a volume cap for multiple instances of them. If ten Lost all whip out shotguns and fire at once, the sound effect does not need to be ten times as loud.
  6. That the hostages can't use any powers that affect others until they are rescued. The example from the OP is a good one -- LT Sefu Tendaji has his Dispersal Bubble on when you find him, and if you get close enough (i.e., a Melee character) when attacking his captors, you'll be affected by it, gaining defense.
  7. When doing Montague Castaneda's "Cure the Lost" mission, doing it in Perez Park, where you can find a single lieutenant in a group of eight or nine minions, if you cure one, the rest will attack him. Sometimes all the minions will pull out shotguns and all fire at the same time; the sound of them all firing at once is physically painful.
  8. This ties into one of the things that disappoint me about redside -- you never get agency of your own; you start out as a legbreaker for street thugs, and work your way up to being a legbreaker for more and more powerful villains, but you're still a legbreaker. It would have taken a significantly different design for CoV to allow you to move up in rank in the power structure, acquiring your own henchpeople to send out on jobs.
  9. They're not supposed to be targeted by the mobs around them until you defeat the guard spawn, at which point all their powers would unsuppress.
  10. It didn't help that you could create some amazingly close reproductions of his costumes in the character creator; before Marvel stepped in with their suit, it was hard to go anywhere without seeing at least one Claws/Regen Scrapper named "xXxWolverinexXx" or something similar.
  11. I'm not sure that it would help any, but one thing I would like to see changed is that when you have a mission with combat hostages (i.e.,they fight alongside you after rescue), the hostages have all powers that aren't self-only suppressed until they're rescued.
  12. You can open the incarnate window (the one with 'equip', 'create', and 'convert' tabs) at any level; there's just nothing you can do with it.
  13. The version of this that always gripes me is the one where you have to capture the Family boss -- I think the name is usually Draco -- and the map is one that has two different paths to the back room where he spawns. No matter which one I pick, he always seems to run via the other, and when I manage to spook him before getting to the place on the map where the paths split and position myself upstream of it so that he'll have to run past me, I'll get a 'fail' without ever seeing him about half the time.
  14. From the various sources available, if you have 75% resistance, and you get hit with a 20% resistance debuff, you resist 75% of the debuff, so you are debuffed from 75% to 70%. If you had 80% resistance capped to 75%, you would resist 80% of the debuff, so your 80% resistance would be debuffed to 76%, which is still over the cap, so your resistance wouldn't change. This is what makes some AVs such a pain to grind down -- their resistance to a particular type or position of damage may be capped so that they do take damage, but their 'natural' resistance is high enough that they mostly ignore any resistance debuffs.
  15. SuXxOrZ. Use StUdLyCaPs properly or not at all. 😁
  16. Because it's a ranged AoE power, even though it has the long interruptible animation time of a snipe, it doesn't have the 'fast snipe' mechanics, nor does it take Sniper Attack enhancements, so it's only a snipe-like power. That said, my AR/EM/Mun Blaster I recreated from Live (she was the first character I made when I joined CoH on May 8, 2004, and the one I was playing, down in the bowl in an MSR, at shutdown) has both Snipe and LRM.
  17. It's not moving through them that's the problem, it's that the ten, twenty, or thirty people and/or lore pets clustering around the portal makes it difficult or impossible to click on the portal, even if it's still visible in the pile. The more correct equivalent of your suggestion would be to make mobs untargetable with the mouse when within some radius of the portal.
  18. And turning design decisions into popularity contests is how we got Boaty McBoatface and all the spinoff spoofs.
  19. Most ranged powers do this, firing off in some random direction when you miss. IIRC, electric attacks always 'hit' their target, even when the attack qua attack misses, so you can't use the visuals to tell whether you hit or not.
  20. Actually, no. Çerenkov radiation is the result of a charged particle attempting to move through a medium at a velocity greater than the phase velocity of light in that medium. A radioactive material active enough to heat itself -- such as Pu-238 -- will glow according to the black-body spectrum for its temperature. A sample of pure radium, on the other hand, emits enough alpha particles to excite the nitrogen in the air, causing it to glow: High-energy gamma photons and cosmic rays interacting with the atmosphere create electron-positron pairs with immense velocities, which produce Çerenkov radiation that can be detected to determine the energy and direction of the gamma photon or cosmic ray. Since Radiation powers are pushing enough energy through the atmosphere to produce prompt radiation effects (as opposed to delayed radiation effects, such as cataracts and cancer), so they should be producing Çerenkov radiation for their visuals.
  21. I understand that the default colors should be consistent with the other Radiation powersets, but it still gripes me every time I see the "radiation is green" meme. The preconception that radiation glow is green comes from the color of the phosphor used in radium paint for illuminated dials and indicators; any glow directly from radiation is Çerenkov radiation, and it's a cyan blue color:
  22. I remember the all Kinetic ITF that Kay ran back on Live; it was insane, with all the pets zooming around like hummingbirds on meth.
  23. I always thought that leaving it as just another boost to regeneration didn't do justice to the power name, and still think it should be changed so that it makes all incoming damage act the way Spectral Wounds does -- you take all the damage, then after a short period of time, an enhanceable fraction of that damage 'instantly' heals (i.e., if your IH was enhanced to 35% and you got hit for 100 points of damage, you would 'instantly' heal back 35 points). Because this would be applied once to each incoming hit, rather than healing you again and again until you are completely healed, it would make it easier to balance against the other defenses.
  24. It would probably go over like a lead balloon, but putting a timer on any mob that enters a, say, 10' radius of the portal (and is cleared when you move outside the radius or zone out) that, when the timer runs out, flings you over the edge of the platform (to reappear in the pool as you do now if you fall off) is subjectively hilarious... And there would undoubtedly be people who do it for the lulz.
  25. And reducing the utility for the people who are affected by the characters and pets clumped around the portal. People are complaining about the congestion around the portal, because it hinders their use of it as a transfer point -- zone in to Ouro, and the portal is right there to zone out to somewhere else... except when there are twenty people and/or pets clustered around the portal waiting for the BAF they're leagued up for to fill, or some such. Move the arrival point away from the portal, and while it does address the problem of people stacked up around the portal, it also destroys the purpose people want the portal clear for -- jumping right back out.
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