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I'm talking about Edict of the Master, Sovereign Right, Call to Arms and Expedient Reinforcements... they all have an Enhancement that provide you with an aura boosting your pets' defense or resistance. On Masterminds, they're all basically mandatory, but do they work on the Crab Spider's pet spiderbots? The wording seems *really* inconsistent. It's described as a 'Pet Defense Aura', in-game, which SHOULD work on any kind of pets, and half of them are from the 'recharge-intensive pets' sets, which are pointless for a Mastermind. But the DESCRIPTION then specifies that they only apply to HENCHMEN, which I believe is ONLY the Mastermind-pets. So... is there any point in taking those on your Crabbermind? Or not?
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The last patch-notes said this was supposed to be fixed, but... I think they missed some! Doc Buzzsaw's 'The Freakish Lab of Dr. Vahzilok', Part 2. In the first mission of this Level 30-35 arc, you're meant to infiltrate a Council base to steal a bunch of materials from them. I ran it at level 31, with no level-adjustment. The very first room of this very first map was filled with groups of Council, led by Level 35 Eclipse Nightwolf Champions. There were a few such groups deeper inside the base too. All the other mobs on the map, the boss at the end included, were level 31-32, as would be expected. Rather lucky I was playing it on my Stalker, alongside a friend's Fortunata Widow - we were able to just stealth past all these Purple-conning mobs and finish the mission anyway. Had we been on any other AT, it would've been effectively impossible...
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Two things I wanna mention here... firstly, the 'single Contaminated' is still spawning at the tram-station in Recluse's Victory, so any villain who wants to earn it the oldfashioned way still can. 😛I wouldn't RECOMMEND it, but it's there! Secondly, you don't need to use Flashback to do the 'heroic' version of the Ouroboros introduction-arc, even if you've already done the villainous one. Despite SEEMING like they're identical (except for that one, very relevant, mission), the game regards them as two separate arcs. So you can run one of them, switch alignments, and go back to the contact to start the other version of it. 's what I did to get both the Jailbird and Isolator badges on my Praetorian Badger.
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AR holstering problems (Arsenal dominators, Weapon blasters)
BlakeTheDrake replied to knifeheadmcgee's topic in Bug Reports
Can confirm - I've noticed this with a few friends who wield various flavors of rifles. They go through the motion of pulling them out, but then just revert to 'bare-handed' combat-stance, while the rifle remains on their backs. -
Why is it that some mission NPCs...
BlakeTheDrake replied to Techwright's topic in General Discussion
You're not kidding. Ever try to run either of them on a team/with x2+ as your set difficulty? The interactable consoles you run into at some points apparently count as MOBS, which means that on larger team-sizes, they'll have an 'escort' of blue-conning soldiers, just standing around and scuffling their feet while all the characters run through their scripted lines and studiously ignore them. In Graves' first arc, it's particularly amusing since A: They're ARACHNOS soldiers, despite the whole affair ostensibly being a secret from Arachnos and B: They all spontaneously drop dead when a console self-destructs. -
Its one of the level 40-50 rogue-to-hero Alignment Missions. You need to save 3 heroes who are held hostage, and then face the boss. Trouble is, one of those hostages has been coded as a combatant, but with 'civilian' HP, meaning they die if someone so much as breathe on them. They con as allies, but the mob that's keeping them hostage is always a Freakshow Tank, which means that under any normal circumstances, they're near-certain to be killed by AoE from the Tank before you can rescue them. If they die, the mission breaks and becomes impossible to complete. Only way to actually complete it is to pull the tank away with a ranged attack before engaging. Oh, and the objective-bar is also messed up for the mission, regardless, probably because one of the hostages doesn't properly register as a hostage. Empty lines followed by a comma, the objective suddenly turning into just the number '2' and nothing else... stuff like that.
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There's plenty that'll be a pain - the no-death 'Masteries', several of the iTrial badges that require tight coordination... the ski-slope? Plenty of ways to cheese those, even without respeccing into high-speed flight. I did it just by having a friend with Teleport Target help me skip the slowest checkpoint on the bunny-slope, and having Athletic Run activated for better air-control and sharper sliding control. (That, alone, is enough on the Expert Slope, really.) The hardest has to be those two Arena-badges, though. Pentad Victory requires you to coordinate at least 10 people, though at least it's fairly brief and painless once you DO. Tournament Victory, though... good GOD. Sure, you 'just' need 8 people, but they have to be willing to stick with it through a whole bunch of matches just to get ONE person the badge... AND it's all kinds of glitchy on top of that. I mean, the whole ARENA is pretty glitchy, but the Tournament is notorious for it. That one, I despair at ever getting without transferring to another server...
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Why can't we have briefs with Monsterous Legs?
BlakeTheDrake replied to Wolfboy1's topic in Suggestions & Feedback
Just putting my voice behind a general "More options for Monstrous Legs" call. Wouldn't need new art, just the ability to add existing 'bottom' options to Monstrous Legs. I made a were-tiger dressed in Roman armor, but he can't wear the armored skirt with proper cat-legs, so I have to either let him Winnie-the-Poo it up with a breastplate and nothing below the belt, or give him incongruous human-legs and booties... -
Ooof... must've missed that line, my bad.
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I was referring to the help-file that pops up when you try to use the Log Parse. It's clearly outdated - both assumes that your game is installed in the directory 'CoH' rather than 'Homecoming', and that the logs are found in '<CoHDirectory>/<username>/logs' rather than Homecoming/accounts/<username>/logs as is the case today. But as I said, I managed to straighten all that out pretty quickly. More importantly, that suggestion worked! Very nice, looks like a handy tool indeed. Thing is, there's NOTHING in said help-file that suggests that you need the 'login' message in the log for it to work. Once you KNOW, it's a simple fix, but it really isn't something you'd guess at yourself. Maybe it's time to just... update and improve the help-popup in general?
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So, I finally got around to trying this thing, after being repeatedly badgered (no pun intended) to give it a chance. Trouble is... I am NOT going to enter 1147 badges into it by hand. If I'm going to use it, it'll be with the Log Parser, at least for a start. And that thing just... DOES NOT WORK. At least, not for me. I followed the Help-file, adjusted for the different file-structure of Homecoming versus original CoH, and I HAVE a chat-log with a full list of my badges in it. I've checked it manually. It's ALL THERE. But when I hand it over to the Log Parser, it just goes "Beep boop no new badges detected." There are no options, no toggles, no switches, nothing I CAN do differently, from what I can see... so, I really don't know why it seems to work for everybody else?
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I mean, base storage - as a whole - is just kind of a mess right now. Your storage-space is sharply limited, and all your storage-objects will randomly rearrange their contents whenever you try to use them. From what I've gathered, there's some extremely inefficient legacy spaghetti-code at work there. But surely, there is no plate of spaghetti so tangled that a suitably motivated (and caffeinated) nerd can't untangle it, is there? Basically, rather than some arbitrary 'fixes', the way storage is handled clearly just needs a full revision. Maybe salvage-storage needs to be managed by the stack instead of the individual, maybe storage needs to be shared between all the storage-racks you make, maybe it could be set up to be manually sorted according to your desires, etc. etc. Either way, the system has to be rationalized so that the current - and rather restrictive - storage-limitations either go away entirely, or at least become MUCH higher. I know of people who have entire (otherwise empty) bases on alts or secondary accounts, purely for storage overflow. Of course, some may argue that with the AH starting to approach something resembling full functionality, there's no NEED to store that much stuff. Just sell whatever you don't immediately need, and buy whatever you DO need, WHEN you need it! Why bother to muck around with 'storage' at all, when just-in-time delivery is an option? To which my simple reply is: OWNING things is NICE. And increasingly rare, in this world of subscription-services! Let us, at least in this virtual world, enjoy the simple pleasure of just having a bunch of STUFF, that you and your friends collected themselves, meticulously sorted by the resident OCD-suffered, ready to be used when you need it. Of crafting your enhancements in the comfort of your personalized SG-base, instead of in a busy University-hall with the AH-window open at the same time. Mind, maybe it's just me, feeling that way. Which is why I wish it was an option on the poll - no doubt, dealing with the mess of a base-storage system WILL be a major project, so the devs will need to have some idea of how many people WANT it, if they're gonna know how to prioritize it...
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This mission is part of the hero-side version of the 'Who Will Die?' Signature Arcs - Episode 6, specifically. The basic layout of the mission is simple - you head to Portal Corp, which is heavily defended by PPD Awakened and Hardsuits due to recent events, head inside to meet Akarist who provides you with a key Clue, only to then be alerted to the fact that Nemesis is attacking the facility. Your objective then becomes to clear out some Nemesis invaders from the Portal Corp building, as well as the Nemesis groups that are fighting the PPD in the grounds above... Except, that's not the way it worked out when I ran it with some friends earlier. Instead, the PPD were immediately hostile on arrival, forcing us to fight through them to get to Akarist - and when we returned to the grounds after having a chat with him, we found the survivors hanging out peacefully with the Nemesis invaders, standing in formations that were clearly MEANT to be pitched battles but instead looked like an awkward workplace meet'n'greet. A pretty obvious, and simple, error - designating the PPD as 'hostile' instead of 'friendly - and while it DID add some challenge and amusement to the mission, it's also very clearly a bug. (And/or a Nemesis plot.) Possibly this is caused by some sort of 'cross-pollination' with the VILLAINOUS version of the mission, where you arrive DURING the Nemesis invasion, with both them and PPD understandably being hostile to you...