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Everything posted by Jacke
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I'm familiar with issues like you've encountered, @tidge, though I didn't realise that some Powers suffer from it directly. My Ice/Cold Controller has two click-binds and macros to deliver 2 Location patches: /bind LCTRL+LBUTTON "powexecname Ice Slick"$$macro tIS "powexeclocation target Ice Slick" /bind ALT+LBUTTON "powexecname Sleet"$$macro tSlt "powexeclocation target Sleet" I normally uses the macros. Sleet always works. My experience with click-binds is they always work too (though with your experiences I wonder now). The macro for Ice Slick often doesn't fire. Good example is during MSRs: Ice Slick only fires in well under half the times I try. Because I think whatever code is used to turn the location of a target into a location for Ice Slick to be cast leads to an illegal location for Ice Slick. Also, I used to use "powexeclocation cursor ...." macros but they were harder to use and often didn't work in a similar fashion to the problems I had with the target macro for Ice Slick. The next paragraphs are my conjectures of what's going on here. It's likely down to the definition of the ground and how that compares to the location of a mob walking upon that ground. The code for "powexeclocation target ...." likely in the cases that fail for Ice Slick somehow return a location that's above or below the ground. Considering the massive number of maps with multiple defined ground surfaces, this would be impossible to fix by modifying maps. It may be fixable by changing the code for "powexeclocation target ...." to be better at getting that location for the Power. That could be easy or very hard. Alternately, it could be fixed by changing the Location code to allow for a greater range of vertical space for legit locations for them to be cast. One way or another, they would involve being better at placing a pet at a nearby location, even a short distance above or below the surface, just correcting it to the actual surface.
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I agree. Without transformations, HEATs wouldn't be so hot. 😺 There's also several experienced HEAT Players who are Testers on the Gold Standard Discord to provide thorough testing and feedback on HEAT proposed changes whenever they come up.
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By crafting IOs for my own uses and for sale, I've already maxed out 2 Toons on all Invention and Auction House Badges. Have 2 others doing the crafting now, one of whom has maxed out the Auction House Badges. Currently splitting sales across most of my Toons to have them get the 4x 50ea AH Badges.
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If you take a look at the HC Wiki--most content of which was copied from the much older Paragon Wiki--the enhancement values are always referred to as aspects. https://homecoming.wiki/wiki/Invention_Origin_Enhancements
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It's cheaper still to Market-Attune own crated IOs (ideally minimum Level) as much as possible and save dropped Catalysts to make Superior ATOs, WOs, etc. Market-Attuning uses the binning in the Auction House to turn non-Attuned IOs into Attuned IOs. Alas, there's no good reference for binning and it's rather easy to understand but complex to explain.
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ATO, WO, Universal Damage, Purple, and PvP sets always keep their set bonuses, no matter what. https://homecoming.wiki/wiki/Exemplar_Effects_on_Enhancements PvP sets only have pure Procs and Globals without any enhancement aspects, so I get the PvP Procs and Globals at L10 for ease in slotting. Like the set bonuses, PvP Globals always provide their benefit. https://homecoming.wiki/wiki/Set_Enhancements_with_Special_Effects I would suggest you have at most 2 sets of Attuned PvP IOs for use by Leveling Toons. Then at L47+, use Enhancement Unslotters to remove the Attuned PvP IOs and replace them with L50 PvP IOs. Please don't use the term "aspect bonuses" as it is confusing. All IOs and Special Enhancements (ATOs, WOs, etc.) have multiple enhancement aspects (Accuracy, Damage, etc.) as well as set bonuses.
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There's several dozens of Powers packed into this Popmenu, including some Emotes. Take a look at the Usage section of the 3rd Post (the one above yours). That's just 3 submenus of this Popmenu. Nearly all those Powers in this Popmenu I no longer have to put in my Tray Slots. Even with this Popmenu, for my L50 Toons, I still have 70 Tray Slots or more of the 90 possible filled with Powers or Macros. To me, having this Popmenu is a vital part of my UI. Also at the bottom, I have menus allowing me to see what Zones a particular Toon has unlocked for the LRTP, without needing to use it.
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INSTALLATION USAGE To select powers with the mouse, hover your mouse in the upper left of your screen, then press the key to trigger the bind. You'll then see the main menu with each entry cascading to a submenu or a power. If a power is available, its name is bright aqua. If not available, either not owned, not recharged, or disabled (as are self-rez powers if the toon isn't defeated), its name is greyed out. The White Letters are the menu entries' Hotkeys, allowing quick entry of commands. For example, to invoke the Ouroboros Portal Power, I press "P T O". To invoke Rest, I press "P R R", then after recovered, press "P R R" again to turn it off. At the bottom are extra entries and menus to show by being bright aqua whether the Long Range Teleport Power is unlocked ("LRT Available Zones") as well as what Zones are currently unlocked for LRT access.
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To access common commands shared by most or all my toon alts without having them take up slots in Powers Trays, I've brought them together into a Commands Popmenu. Issue 27 Page 1 added Popmenu features to show icons and recharge state in Popmenus. Version 20250528a release for Homecoming Issue 28 Page 2, 2025 May 28 Wed Download the Popmenu file here. Commands.20250528a.mnu The popmenu file has its version in its name. New version releases will just require replacing the file without any need to change binds or macros. 2nd post below contains the CHANGELOG. 3rd post below contains the INSTALLATION and USAGE instructions. Previous post for earlier versions of this popmenu located here. https://forums.homecomingservers.com/topic/25097-commands-popmenu-including-long-range-teleport-available-zones/ Corrections and suggestions are welcome.
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Skimmed the list. I think the order is random. Which kind of fits the subject. 😺
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I recently saw a comment by a Code Dev. What we call Logs are actually Chat messages created by the Powers. It's all down to the specifications of the Powers as done by the Powers Devs throughout the history of City. There's some changes coming, but it's a big glacier to icepick away on.
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Somehow make Astral Merits less of a pain in the *ss
Jacke replied to Azari's topic in Suggestions & Feedback
There's also Luna in Echo Park. On the Truck just outside the Pocket D AE, click on the back doors. You end up in Echo Park near the SG Portal. Just go around the other side of the outcropping and there's Luna. There's also a TUNNEL Portal just by Luna. -
The Resistance enhancement in Cardiac and Resilient only boost enhanceable aspects of Powers. The IO set bonuses are not enhanced. For some cases, like my Spines/Fiery Aura Brute getting SL Resistance to the hardcap, I need to take Resilient Core to do so. In many cases, it seems the buffs don't do that much. For my SR/MA Tanker, I decided to take Agility Radial for the collection of buffs to Defense, Endurance Modification, Recharge, and Movement Speeds. However, the Toon is far from L50 and now I'm not sure of that choice. Tanker SR-MA.20240415.SoulM [i27p7] Infiltration TT Tough Presence [i27p7] @Jacke - Jacke Lee.mbd
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Infiltration... what the absolute frack is it?
Jacke replied to Snarky's topic in General Discussion
The RunSpeed buffs from Ninja Run and Infiltration don't stack; only the largest effect will be present. But the Endurance Costs of all the Toggle Powers running does add up. You have to be careful that all the Toggles you are running are truly worth running together. The change to Travel Power Stacking happened in Issue 27 Page 2 on 2021 Apr 20: https://forums.homecomingservers.com/topic/28070-patch-notes-for-april-20th-2021-issue-27-page-2/ https://forums.homecomingservers.com/topic/27807-travel-power-updates-in-issue-27-page-2/ -
No one seems to know what +Wet does in Water Blast?
Jacke replied to DreamingShad's topic in Suggestions & Feedback
"Wet" was a status flag that was granted by some Powers and was going to be used to buff other Powers. But the whole mechanism was dropped before the Page was released Live. Looks like some Powers still grant the flag that is now not used by any other Powers. -
Infiltration... what the absolute frack is it?
Jacke replied to Snarky's topic in General Discussion
I normally prefer to use Concealment's Stealth Power, as its Boss-Level stealth all by itself and it keeps some Def even in combat. While Infiltration loses all its Def in combat; I really wish it kept some Def. But I still use Infiltration on some Toons, who drop it completely when fighting, either ranged or melee. -
Ah, yes, running Completist Toons. Need to get back to working on mine. There's definitely Wes Schnabel that's broken. Found that out from another Repeat Offender who runs Completists and had problems with him. https://homecoming.wiki/wiki/Wes_Schnabel DO NOT TRUST those Level ranges. You unlock Wes Schnabel (and you better be still Level 9), you turn off XP and complete everything from him before Levelling again. I think he only works for sure at Level 9.
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That's the case on the Closed Alpha and Ope Beta Shards. That's not the case on the Closed Beta Shard Vanguard. It's a persistent small-population environment that provides a final check on changes. There are no massive testing advantages there like on the ones I mentioned in the last paragraph.
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Those who know, know that's a far more loaded comparison than it seems at first. 😺
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On-topic, I've seen discussion of the enemy group changes go by, haven't experienced them myself much, certainly not solo (the most intense) as I haven't soloed recently. I wonder at their balance, especially as I see a lot of discussion after the fact about the GMs and whether their changes were right. Now going way off-topic. The Secret World.... I miss The Secret World too. Fighting my altitis I knew well from City, I went with a single character in the Dragon. Only vaguely remember the very start of a character. Remember ending up in New England. And with my experience from SWTOR of seeing "WoW in Space!", I could see the gaming system in TSW took a different path to kind of end up at a WoW like system. Those initial voiced animation shorts that started a mission, amazing. (Still several on YouTube.) The game really felt like you were trapped in an Eldritch tormented world. Which was TSW problem, I think. It was just too good at being a horrific Eldritch world. I never felt safe. Sure, there were little protected areas back in the Home Cities. Much more if you were a Templar as London had those huge areas I could barely perceive because no go if you weren't a Templar. Other safe zones were added, but more after I stopped playing. No matter how bad things were in City of Heroes, there were always those well known safe spots to go. I think this is a cardinal rule when making a horrific MMO: the players need to have good places where they mostly feel safe. When I found out that all the idle TSW characters were wiped when the game was recast as Secret World Legends, well, that was it. Don't know if I could ever go back.
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Hmmm. I think that's the 5th Column in the ITF. More the "North of the Alps" fascists rather than the "South of the Alps" fascists. I think they weren't changed as TFs have their own spawndefs.
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"Hello, my name is Hans, and this is my brother Franz, and we're going to PUMP YOU UP!" And afterwards, the Cimerorians/Circle of Thorns/Council/5th Column/Arachnos were never the same. 😺 Notwithstanding my weak humour, some of these changes are definitely challenging. And I've yet to experience most of them solo....