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Everything posted by srmalloy
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How to create a keyboard shortcut for TWO powers at once?
srmalloy replied to MikeSol's topic in General Discussion
I have one file that I load at first play for all characters; it's a small file that does things like unmap mouse autorun and swap the default 'turn' and 'sideways' keys, and is only about ten lines in length; it establishes common binds for a uniform base UI. Anything beyond that is character-specific. -
How to create a keyboard shortcut for TWO powers at once?
srmalloy replied to MikeSol's topic in General Discussion
You can also do this for functionally mutually exclusive powers -- for example, I would never take both the Flight and Sorcery pools, so I can create a bind in my 'load for all characters' bindfile that does a powexecname for both Fly and Mystic Flight, and the key will toggle whichever of the two the character has, ignoring the other. -
I don't know if the HC staff has the art people/tools to do it, but you make a good point that the body bag carry is already in the game, even if the first thing the Abominations do when they aggro is to throw the body bag on the ground. You'd still need animations for picking them up and setting them down, and have to decide how to handle multiple hostages, how to work with Beast Run carrying someone, and how it would work for nonhumaniform Kheldians, though. Having the base 'shoulder carry' gives a start, but I suspect that that part will be the smallest piece of making it work.
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The CoT on the KR rooftops have been getting a bit of a scouring from a couple of my characters; it may be juvenile, but there's something hugely giggleworthy about watching CoT get turned into high-velocity projectiles when you drop Meteor on them. Although the Nemesis Jaegers come in a close second -- they don't fly as far or as fast, but watching them fly away from the impact with a cometary tail of fire is just as fun.
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I'm not talking about the hostages you rescue in missions and have to lead out, although a position check frequency increase would probably benefit them, too. I'm talking about the civvies you rescue outside in the zones -- for example, in PI near Portal Corp southwest of the water tank, if you're in the air when you rescue a scientist there, he'll turn and run up the hill to the northwest, and run most of the way up to the top even if you land immediately.
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You could argue that the "X Times the Victor" badges from the Katie Hannon Task Force were this before people got the tactics down well enough to routinely finish the final mission.
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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.
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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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"Defeat All" mission completed despite enemy left on map.
srmalloy replied to Placta's topic in Bug Reports
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. -
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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Idea to deal with Ouroboros portal congestion
srmalloy replied to KaizenSoze's topic in Suggestions & Feedback
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. -
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.