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srmalloy

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Everything posted by srmalloy

  1. And the judicious slotting of the Lockdown +2 Mag proc, which can bump your hold enough to grab a boss with one hit when it goes off (you get a 'Tesla Cage' style visual when it does, so you can tell). It's not a guarantee, though, and you'll still want to hit him at least once more to keep him held for more than a few seconds.
  2. There is In Anton Sampson's arc "Mass Duplicity", you defeat Lance Sergeant Lemleigh in an early mission; he appears later in the arc as a Warhulk and explicitly describes himself as having been put into the pod after you'd defeated him in order that he could continue serving Lord Nemesis.
  3. Just as a sanity check, when my characters got their first zone accolade, I would see a floating announcement, but nothing appeared in their trays (as it does if you get one of the accolades that awards a power), but the LRT and Fast Travel powers appeared in their Powers list, from which they could be dragged into a tray. You don't have either Fast Travel or Long Range Teleport in the right column of powers in your powers window?
  4. The never-ending quandary for Fire Blasters -- 'quick-fried to a crackly crunch', or 'baked to a delicate crunch'?
  5. Just like the high-velocity, copper-jacketed, armor-piercing arrest warrants that the Assault Rifle characters fire.
  6. I don't believe so, no. I normally use the keyboard numbers because I have my right hand on my trackball, though.
  7. Most of them are pretty simple, and set up the same way. For example, the popmenu for Rain of Fire: //------------------------------------------ // Rain of Fire Menu "FireRain" { Title Rain of Fire Option "Rain of Fire &1" "powexecname Rain of Fire" Option "Here &2" "powexeclocation down:max Rain of Fire" Option "Target &3" "powexeclocation target Rain of Fire" } To use it, I drag the actual Rain of Fire power icon into one of my peripheral trays, so I can see the recharge state. Then I create the macro with the command: /macro Rain popmenu FireRain So now I've got an icon in my tray that says 'Rain'. Let's say it's in Tray 1, slot 7. To use it, I hit the '7' key; this causes a menu to pop up on the screen with the three options above. To use Rain of Fire like you would clicking its icon, I hit '1', and then get the targeting cursor to put it where I want it. If I want to toebomb it because I have mobs around me, I hit '2', and then it goes off at my feet. If I want to drop it on my target, I hit '3', and it centers on my target. For either of the last two, it's faster to hit '2' or '3' than have to use the mouse to locate where I want it to go, and in a crowded fight, it's harder to target accurately behind all the VFX.
  8. Given that enhancements that utilize existing mechanisms in the game are more likely to be implemented than something that requires entirely new code and UI changes, we're much more likely to see it as a mailable item than a completely new storage system.
  9. If you've used the Fast Travel 'power' that we get now, that's a popmenu. Basically, a popmenu is a command that loads a list of choices from a file in the game directory that can be called up in a number of ways, like a bind or macro. The choices can be pretty much anything you can do with a command in the game -- power activation, chat, etc. It's called a 'popmenu' because the menu pops up under your mouse pointer when it activates. It can be simple or complex, and it's worth reading through the available instruction before trying to make your own.
  10. Here's the Wormhole section of the menu file I'm building location power popmenus in: //------------------------------------------ // Wormhole // Wormhole will attempt to teleport the current target and the mobs // around it to the location specified by the targeting cursor; this // popmenu adds some predefined options // 1 -- standard power activation // 2 -- teleport to in front of character // 3 -- teleport straight up over character to max altitude // 4 -- teleport in the direction the character is facing to // the maximum range of the power // 5 -- teleport behind the character to the maximum range of the // power. Because Wormhole does not appear to generate aggro, // this can be used to pull all or part of a spawn far enough // back to be defeated more readily, after which the remaining // mobs can be attacked. // 6 -- Teleport to the left of the character to the max range // 7 -- Teleport to the right of the character to the max range Menu "Wormhole" { Title Wormhole Option "Wormhole &1" "powexecname Wormhole" Option "Here &2" "powexeclocation 0:10 Wormhole" Option "Zoom &3" "powexeclocation up:max Wormhole" Option "Boom &4" "powexeclocation cam:max Wormhole" Option "Pull &5" "powexeclocation back:max Wormhole" Option "Left &6" "powexeclocation 90:max Wormhole" Option "Right &7" "powexeclocation 270:max Wormhole" }
  11. Join a Hami raid; once per character per day, you can select four Empyrean merits as the completion reward. Then take your 'excess' threads to Luna in Ouroboros and buy some huge, dual, or team inspirations with them.
  12. There's a homeless guy by the door just north of the theatre in Talos Island; if you click on him, he'll tell you that the PDP is gone, and to go away: [NPC] Bum: Hellooooo! Resting here! No Paragon Dance Party if you didn't notice. Go to Pocket D. Now kindly LEAVE.
  13. I have a loosely similar popmenu for Wormhole to take advantage of the fun things you can do to a spawn with it -- a 'go away' max distance shift, a 'come here' to bring a spawn close (useful when you have two spawns close together and don't want to fight both at once), a 'pull' (back:max) for greater separation, 'left' and 'right' when you just want them out of the way, and 'zoom' (up:max) -- that one rains mobs, but it has a bug; sometimes the mobs you transport 'forget' to fall afterwards, and remain standing in mid-air above you, oblivious to their Wile E. Coyote status.
  14. This will be useful for a side project I've been working on -- creating small popmenus for location powers, so that I can add macros to my characters that have them to make them a little faster to use. For example, the Rain of Fire popmenu gives you three choices -- '1' fires the power as normal, giving you the stock targeting marker, '2' toebombs it, locating it at 'down:max' (puts it at your feet if you're on the ground, or straight down if you're flying, such as working the monster wall in a Hami raid), and '3' centers it on your current target.
  15. Given that the design predated the split from the 5th Column (Steel Valkyries), it wouldn't be original with the Council.
  16. No single-target ranged attack, but every Blaster ancillary pool has an AoE attack: Cold Mastery: Ranged AoE slow Electric Master: Cone damage Fire Mastery: Location AoE Force Mastery: Targeted AoE Munitions Mastery: Sniper AoE
  17. We shouldn't get hung up on foolish consistency. After all, the base portals to Echo:Galaxy City were removed because the base portals aren't capable of sending you across time, just space. Never mind that, when defeated, you can teleport to your base to rez from Cimerora or any of the Echo zones, then teleport back using the base entrance portal.
  18. I don't think PEGI cares what the game has you gambling with; if it 'teaches gambling' it gets the PEGI-18 rating.
  19. Now, if you'd just cut your slats for each wood from a single 8-inch-wide piece, you'd have had a much smaller amount of error, since the cuts to make the slats would have trimmed each one, and could have gotten it dead on with a tiny bit of edge plane work.
  20. It would need to be added as a 'standard' channel with its own tab in the default chat configuration, and even then you'll have people who keep flogging requests for a farm in LFG because "nobody listens to the Farm channel", and if you don't make it part of the standard chat configuration, no one will use it because they don't know how to set it up, or again "nobody listens to the Farm channel".
  21. What is more disturbing about the PEGI ratings is that they conceal more than they warn. One article (here) describes Overboard, which has PEGI-12 ratings for "Mild Violence, Suggestive Themes and Use of Alcohol" -- but because there is a scene where you can play blackjack with another character, the game gets a PEGI-18 rating for "Gambling", and the PEGI-12 ratings aren't displayed at all. A VSC Games Rating Board spokesman stated "The purpose of the descriptors is to explain the issues that led to the rating in question, rather than to highlight all content that’s present in a game, it’s inevitable that raising a rating will lead to the loss of any descriptors that relate to material that would have been acceptable at a lower rating." So potential buyers, or parents overseeing the games their children get, are denied information about the game because only the highest rating is displayed, even though one of the lesser ratings is one that they would be concerned about -- essentially deciding for everyone else that a single rating for one small aspect of a game is all anyone needs to concern themselves with.
  22. There is a built-in formula for what enhancement values an IO gives, based on the stat type and the number of stats the IO boosts. If you have a Taunt/Recharge IO, each aspect gets 26.5% at level 50. Change it to a Taunt/Rech/End IO, and by the established formulas, each aspect gets 21.2% at level 50. No matter what you add it to, adding an enhancement aspect to an IO is going to reduce the enhancement value of each aspect of the IO. You'd do better by arguing for the creation of new Taunt sets that had EndRdx built into them, the same way that new Endurance Modification sets were added that had Damage built into the sets for powers that did both damage and endurance drain/transfer. That way you'd get the effects you want without affecting all the people who already have the existing taunt sets slotted.
  23. Early on after the release of AE, it was possible to create missions with boss or higher mobs that didn't actually have any attacks -- you've probably seen the bug report post about Cimeroran Immunes Surgeons not giving XP; this was a change implemented because they have no attacks, so you could create an AE mission crammed full of Immunes Surgeons and blow through them with no more risk than having to work to overcome spawns full of healers (and if you had high enough DPS, particularly AoE DPS, this wasn't a problem). People started to advertise in chat for people to pad out teams to get the maximum-sized spawns for these missions, and the devs imposed keyword filters on chat to make any messages soliciting for these missions simply not appear, so the players started using euphemisms to get around the keyword filters. 'Meow mission' was one of those euphemisms. I'm just personally tired of the rampant star-ducking for it, where I'll see a dozen or more "LF DFB" or variations on it from different people, with no one stepping up and actually starting one, or the person who'll spam "LF DFB" every thirty seconds to a minute for fifteen minutes, when they'd likely have a full team quickly if they announced 'Forming DFB, send tell'.
  24. Being able to apply filters to a channel for yourself would be nice -- for example, tell your client to ignore any messages in the LFG channel with 'farm' or 'DFB' -- but these should be strictly client-side, or we'll just get the same situation as back on Live before the devs stomped on the the various broken AE opponents, and tried to ban specific terms in chat, so we saw euphemisms like the "meow missions" pop up. Telling your client to hide messages is one thing; trying to get them eradicated everywhere is a lost cause.
  25. This whole situation needs to be flushed.
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