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Everything posted by Jacke
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What @Frozen Burn and @tidge said (I skimmed the thread, so I may have missed some good advice). What @Psyonico said.... HAHAHAHA HAAAAAAA!!! If you only knew the power of the AR/Devices Blaster....mu hahaha ha!!! (My main since late 2005/early 2006. 😺 )
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Hey Psy, it's been a while since I played my Kins, but the last time I did, they were just as awesome as they always have been. I suspect what is the case here is @Ultimo is just unfamiliar with how to run Kins well: bouncing into melee range, then back out, rince repeat. Or if the Toon is tough enough, the Level is high enough, and the Toon is well known, familiar, and practiced, live at close to melee range. It's why I have a Kin/Electric Defender, a Fire/Kin Corruptor, and a Kin/Rad Blast Defender. 😺
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[OPEN BETA] Patch Notes for April 15th, 2025
Jacke replied to The Curator's topic in [Open Beta] Patch Notes
EDIT: I see @lemming already pointed this out. Like last year with these Badges: Gardener for defeating 25 Old School Circle of Thorns Zeta Reticulan for defeating 25 Old School Rikti I think they spawn from the Anniversary Time Capsules that are opened. Like with the new Anniversary Badge, Cheers!, those TIme Capsules probably show up when the flag that indicates it's the May Anniversary Event turns on for the month of May. It can be switched on independently, especially for testing, but appears to still be off. Seeing that Anniversary Badge will be the sign that the Event has been turned on. -
[OPEN BETA] Patch Notes for April 15th, 2025
Jacke replied to The Curator's topic in [Open Beta] Patch Notes
I just logged in on Brainstorm and I didn't get the "Cheers!" Event Badge. Nor did I see it in my BadgeReporter Popmenu. Is this because it's technically not May yet? -
Scaling Resist Damage; how does it actually work?
Jacke replied to Scarlet Shocker's topic in General Discussion
What @Snarky and @Andreah said. Also, have to remember the opportunity cost of boosting increasing Resists, especially when the Resist values are low. What else could that Extra Slot, containing that Resist-boosting IO, what else could that Extra Slot do elsewhere in the build to add to another Power with the effects and bonuses from adding a different IO. It's complicated and judging between different variations of a build is hard. But that is the route to making the build better for how a Player plays it in game. -
I'm just waiting until someone with Ion Judgement knocks out a Star Destroyer. 😺
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Welcome! I've had my main as a Blaster since late 2005/early 2006. Assault Rifle/Devices. Which nowadays brings its own Tanker in the form of /Devices' Gun Drone. 😺
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How can Radiation heroes justify using their powers?
Jacke replied to Zombra's topic in General Discussion
"Great Scott!!! Marty, we've gotta go back in time and prevent this long discussion about comic book radioactivity versus radioactivity in reality. You see what the consequences are in 17 years time!?!" "Doc! That's horrible! What were they thinking?!?" "Sometimes it's not obvious what the consequences truly are. Always in motion the future is." "But what about the danger of unforeseen complications from changing what happened in the past?!?" "Marty, sometimes you've got to try no matter what! Risk is our business!" "Let's go! .... Doc, what are you doing?" "Just getting some extra Plutonium. I'm sure I've got some in one of these cupboards...." 😺 -
The second point is very interesting. In a similar case, I'd likely carry Large Dual Def+Resist Inspirations and pop 2 of them. But your point about keeping Def over softcap to allow for Def Debuffing (especially without Defence Debuff Resistance) is very important too. However, the duration values for break frees in some of the in-game and external documentation do not match what is current in the game. I've just tested all of them in the last 2 days and submitted a text bug report for the /linkinfo Info tab, which is in-game and at the top of their pages in CoD2. I submitted a similar typo report to the HC Wiki and it has already been fixed. There are 3 durations for Break Frees: 30s for the Small Break Frees available from Nurse and Contact stores, which also drop frequently 60s for the Medium Break Frees (Emerge) 90s for all other Break Frees: Large and Super, as well as all Team (Medium, Large, Super) https://homecoming.wiki/wiki/Inspirations
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Forum Moderation - give me suggestions and feedback
Jacke replied to GM_GooglyMoogly's topic in Suggestions & Feedback
@GM_GooglyMoogly, I'd like to have a Thinking/Hmmm feedback emoji, if that's possible. -
While digging around in my links to the Olde Forums (via the Wayback Machine), I discovered these I'd found and saved a while back: Alty's profile back then, @Altoholic_Monkey: https://web.archive.org/web/20120904055043/http://boards.cityofheroes.com/member.php?u=359630 2nd page of a post discussing the winners of the 2010 Loading Screen Contest back in 2010: Alty's reply is the 2nd on the page. She won a runner up prize. I remember Alty submitting for the contest. I can't remember for which Zone she got the runner up. https://web.archive.org/web/20120904054948/http://boards.cityofheroes.com/showthread.php?t=242531&page=2
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[ TT Go Robin ] I AM NOT INSANE!!! 😺 https://homecoming.wiki/wiki/Inspirations As Team Inspirations have their niche, so do Dual Inspirations (and even Team Duals). It's all about packing more benefits for a Toon or the Team/League into the limited Inspiration Slots on a Toon. Example: Accuracy and Damage: 2 Team Dual Inspirations of a given size (no Small Team or Team Dual Inspirations, so just Medium, Large, Super) have combined more Accuracy and Damage than an Accuracy and a Damage Inspiration of that given size. Or a Team Accuracy and Team Damage Inspiration of that given size. And 2 Dual Inspirations have combined even more Accuracy and Damage. If you're using macros to combine into desired Inspirations from the unwanted, I can see leaving off/turning off Team and Dual Inspirations to get more of what can be combined. Also if a Toon particularly needs much more of one aspect of a Dual but not really the other (eg. Health on Toons with good -End/-Rec Resists and very good net Recovery), then it can be better to focus on that. But otherwise Dual and Team Dual Inspirations are a good way to potentially pack more buffing into that 20 Slot box.
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@Sovera, was looking at adapting your Stone/Fire Tanker build to my own idiom. How well does it run without Hasten? I prefer not to take Hasten unless there are critical very long recharge Powers (think Phantom Army or many Nature Affinity Powers). I figure the most affected Powers would be the 2 AoEs, Combustion and Fire Sword Circle, and Build Up and Earth's Embrace.
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I think you're right, Camel. When doing a Scrapper build, I look to put the Critical Strikes +50% chance to crit ATO in an attack that is followed by strong attacks. Example: In a Dark Melee build with a ST attack chain Midnight Grasp - Smite - Siphon Life - Smite I put that ATO in Smite.
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Better be good L50 builds and very good at Triple Boxing because Apex and Tin Mage II TFs are locked at +4 (the only reason they've kept those Reward Merit returns). Have fun! 😺
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How can Radiation heroes justify using their powers?
Jacke replied to Zombra's topic in General Discussion
Just wait. That drummer will explode in Spontaneous Combustion! -
But 2 Dual Inspirations should be more than 2 Regular Inspirations of the same size (Small, Medium, Large, etc.).
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You can sell them at the Auction House.
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Thank you everyone for your kind words. Alty was short for @Altoholic_Monkey, which may have been was her handle on the pre-Shutdown forums. Repeat Offenders is running on Homecoming much as we did pre-Shutdown. Global channel is "Repeat Offenders". Mostly on the Everlasting Shard. Your characterization of RO is spot on, as it was pre-Shutdown and as it is now. There's usually always someone from RO on and in the channel. The active members are the ones who chat more often. 😺
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With the appropriate soundtrack.
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What would you do if you were a DEV?! (Fun Ideas Talks)
Jacke replied to SSR's topic in General Discussion
Market-Garden was just such an unusual move for Field Marshal Montgomery. He was a deliberate commander and it was a go-for-broke operation. 1944 August into September was such a weird time on the Western Front with the collapse of the German forces in France. The Airborne troops kept planning for ops that got cancelled because the rapidly moving front overran the drop zones. Market-Garden was the one that finally executed because the front was stabilising. Monty was involved in the planning (with some interpersonal fireworks). The weakest thing there was depending on a single logistical axis for a full British Army Corps and 3 landed Airborne Divisions. Monty had correctly widened the original Overlord invasion front, but that was done in 1943 (I think), while Market-Garden was being planned while forces were in motion and broadening the operation front would have been very hard, especially when the logistical needs of all Allied forces in NW Europe were still coming over the Overlord invasion beaches. (The stopping of some formations just at the northern side of Antwerp and not pushing north to cut off the north bank of the Scheldt from receiving German reinforcements was tragic. It would be dealt with later by Canadian troops at much cost.) EDIT: One point I overlooked is the responsibility of a commander for the forces subordinate to them. They are ultimately responsible for their successes and failures. From this, Monty was responsible for the failure of Market-Garden. What he could have done to improve the planning: Encourage planning in reality. There was too much of assuming since the German forces had collapsed and retreated in August, this would continue well into September. Careful attention to intelligence would have revealed that the German forces were now regrouping and fortifying their line. In light of that, the needed rate of advance of 30 Corps to relieve the British 1st Airborne Division north of the Nederrijn before begin overwhelmed was too high. Pay attention to intelligence gathered, even if uncertain. Signs of German armour in the Arnhem area (due to the refitting German SS Panzer 9th and 10th Divisions (who even understrength would be a major factor that helped doom the 1st Airborne Division) was disregarded by some. Taken seriously, there could have been better selection of equipment to bring in the first drop, including more anti-tank weapons. Also the presence of elite German Paratroopers in the defences along the Highway if recognised would have warned clearing the route was going to be challenging and slower. The objective of British 1st Airborne was to secure the bridges over Nederrijn in Arnhem and nearby. The drop zones chosen for both the first drop and later reinforcements and resupply were all too far from these objectives. They could and should have been positioned closer. Similarly, the drop zones of the U.S. 82nd Airborne Division were slightly too far from the bridges over the Waal near Nijmegen. As well, forces were not directed towards those bridges as early as they should have been. There was a lot of concern about German reinforcements from the east into the forested high ground dominating the area. This threat didn't actually happen during the battle. Better pre-op and post-drop reconnaissance and allocation of forces after the first drop would have better show this threat to not be significant as well as move troops towards the Division's objectives sooner. And likely more details I can't recall. Even with better and more thorough efforts by Monty and the staffs of 1st Allied Airborne Army and 30 Corps before and during the op, it is still likely it would have still been more or less a failure. But maybe the chance for success could have been improved. EDIT: With the responsibility of command, Monty was at fault for the failure of Market-Garden. But beyond that, his immediate decisions weren't the ones causing the issues that lead to failure. But as explained above, he could have also acted to improve the chance of success. I think the one person who can't and shouldn't carry the blame for the failures of Market-Garden was Monty (for other decisions at the time is another matter). There was pressure to employ the First Allied Airborne Army. Monty proposed the operation and was deeply involved in the planning, but wasn't directly commanding. All of the failures in the run up to Sept 17th and the start were done by others, as were those during the operation. I don't think Monty stepped in when things started coming apart, but there wasn't much anyone could do except what was done by the commanders on the ground, including at the end extracting what troops were north of the Nederrijn that could be ferried overnight. The salient was held, which was questionable, but the Germans attacked the forces there and were repulsed with heavy casualties. It'll be one of those If-only battles in military history. The greatest weakest may have not be the bridges but the ground, which is supposed to be a major requirement in reconnaissance and planning. The ground between the 2 northernmost rivers, the Nederrijn and the Waal (both branches of the Rhine as well as taking in waters from other rivers) is all polder, ground recovered by the Dutch, low lying, and at the time rather boggy. That made the road between those two rivers a long defile but exposed to observation and fire as the road was elevated. As much as the bridges, but even moreso, it had to be seized before many opposing troops had a chance to occupy positions. Market-Garden may have been doomed from start. But if only.... -
I like the Dual Inspirations because they pack 2 buffs into 1. The non-Team ones are stronger than the same tier Team ones. Tend to prefer the non-Team ones, but in certain cases, the Team loading up on Team Inspirations (Dual and otherwise) can really buff the Team for those difficult minutes.
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What would you do if you were a DEV?! (Fun Ideas Talks)
Jacke replied to SSR's topic in General Discussion
Paragon Studios was thinking about it (did some IP / domain name registrations, I think). Proposed it to NCsoft. Turned down. Later, got Shutdown. Also, I think developing a whole new MMO by the Homecoming team: Is outside the scope of the licence they have from NCsoft. Is beyond the volunteer time and skills of the team. They can evolve an existing game. But going for new is just a Bridge Too Far (and look up Operation Market-Garden to see what happens then). -
What would you do if you were a DEV?! (Fun Ideas Talks)
Jacke replied to SSR's topic in General Discussion
"My name is Hans. And this is my brother Franz. And this is our sister Heidi. And we're going to PUMP you UP!"