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srmalloy

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Everything posted by srmalloy

  1. SuXxOrZ. Use StUdLyCaPs properly or not at all. 😁
  2. 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.
  3. 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.
  4. And turning design decisions into popularity contests is how we got Boaty McBoatface and all the spinoff spoofs.
  5. 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.
  6. 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.
  7. 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:
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. IIRC, you can access Ouroboros the zone at any level, but the missions you get there won't start until level 15. It's like taking the Tunnel from Atlas Park to Peregrine Island -- the zone is 40-50,but you can go there at level 1 (and grab the exploration badge behind the Longbow officer shilling for Recluse's Victory without much risk, so you have the zone when you unlock LRT).
  13. Exactly; the power is working as designed. That it needs to be examined and modified is a topic for the Suggestions board, not this one.
  14. This is an artifact of the cleanup that the HC staff (or SCORE) did to the SG portal drop locations -- it was much less painful getting to Indigo when the base zone drop for Founder's Falls left you at the traffic loop just east of the gate to Eden, and she was a short jaunt east from there. Having the SG and LRT drop points being at the base portal near the university makes it much slower.
  15. See, this is what happens when you don't read the title carefully; I originally thought this was about getting miniature Nova and Dwarf forms as noncombat pets.... 😄
  16. They tried, but the Council kept showing up, beating the bellringers unconscious, and taking all the donations.
  17. In the 'rescue the homeless people' mission you get around levels 6-9, what I generally try to do is clear the captors for each hostage, but stay far enough away from them (with stealth if I have it) as I go deeper into the sewer map until I clear the last room, then turn off any stealth and head back to the entrance, sweeping by each hostage as I go to trigger their follow logic. Depending on the map layout, I may be able to reach the entrance before the ambushes show up, or duck far enough into a side branch that they run past me without aggroing, but in any case, it's only one trip out, not three.
  18. The early-game example of this being Lady Jane, who will happily run off and engage any CoT she sees after you rescue her and are trying to lead her to the chest.
  19. 'Loan' is both a noun and a verb -- the OED says that it has been used as a verb since about 1200AD -- so 'loaned' and 'lent' are equally correct in that case, although 'loan' as a verb has largely drifted out of British English. The only significant difference between the two is that 'loan' can't be used in figurative instances (i.e., "Friends, Romans, countrymen, loan me your ears' is improper).
  20. Except for staying in the stance when you attack, this is the same bug I reported for using Upthrust from the Seismic Blast set when airborne; you complete the attack animation, but fall back into the combat stance and then fly around in that stance until you activate another power, turn off your flight power, or zone.
  21. This would be a recurrence of the existing issue with how damage and resistance enhancement work -- if I'm remembering the original issue correctly, damage and resistance were the same stat, just applied differently, because there was no power that could enhance both damage and resistance. The exploit that turned up from this was slotting HOs that enhanced a slottable aspect of a power, but the other component of the HO would act as an enhancement even if it wasn't normally enhanceable.
  22. I went a little differently, setting them up as popmenus: // Ice Storm Menu "Storm" { Title Ice Storm Option "Ice Storm &1" "powexecname Ice Storm" Option "Here &2" "powexeclocation down:max Ice Storm" Option "Target &3" "powexeclocation target Ice Storm" } //------------------------------------------ // Blizzard Menu "Blizzard" { Title Blizzard Option "Blizzard &1" "powexecname Blizzard" Option "Here &2" "powexeclocation down:max Blizzard" Option "Target &3" "powexeclocation target Blizzard" } So I create a macro for the popmenu -- "/macro Strm popmenu Storm", for example -- and then I can click or hit the key for the macro, and I get three options -- '1' works like the power does normally; I designate a location with a mouse click; '2' drops it centered on me (and straight down if I'm hovering over mobs); '3' drops it on my current target.
  23. If there is to be a display of incarnate status in the character list, I would prefer to have something like a row of boxes with the header "A J I L D H", and the box in each column having a green background if the character has unlocked the slot, and a number in the box giving the tier of the boost equipped in that slot. If you wanted some additional chrome, make the background for the Alpha, Lore and Destiny different if there is a tier-3 or tier-4 boost equipped in those slots, so you'd be able to see at a glance which characters were at +1/+2/+3.
  24. Perhaps, but if so, he didn't understand the mechanics, because he would have capped his debt long before he hit 62 defeats back-to-back.
  25. That's why you make the badge for destroying X number of spawned portals (with the additional caveat that portals that despawn because the Communication Officer that spawned it is defeated don't count; you need to destroy it while the Comm Officer is still fighting; this may involve tricky coding, because the game isn't set up that way); you have to wait for the portal to spawn and then destroy it. Or make the badge for destroying some number of portal-spawned reinforcements, which would mean you'd want to keep the portal -- and its creating Communications Officer -- alive to hold the portal open so more reinforcements could arrive.
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