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Oubliette_Red

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Everything posted by Oubliette_Red

  1. I wish there were SGs in Praetoria.
  2. Yeah, I almost never use the tech teleporters because they are so pancaking huge. I would if they had a version that was just the pad and terminal. Granted, I don't use much tech in any of my bases as much of it is really annoying to listen to and I don't feel like editing that many sfx.
  3. I usually put the multi-faction zones on their own porter as well, like First and Night Wards, Pocket D, Kallisti Warf, RWZ.
  4. Thanks @Sovera ! I will give it a try.
  5. This is one reason why I tend to use different style teleporters for redside and bluside, re-colour, or use other base objects that have distinctive colours (or can be coloured) to make an easy indication of redside porters, blueside porters, and other.
  6. See, I'll be doing the opposite and taking those sounds and swapping them out for the StJ whiffs. 🙂
  7. flurrypower.ogg has a 'woosh' sound at the end like a PPD teleport or something like it. Update: So Flurry.ogg works for Sand of Mu but not Shadow Maul.
  8. @ScarySai Shadow Maul sounds to me like it uses the same sfx as Sands of Mu prestige power. Checking on Beta to verify.
  9. @Blondeshell awesome work to have revived this, always found it useful on Legacy and even more so now. 🙂 The Doorman in Underground Imperial City does not appear to be on the map, near the doors leading to First Ward. LOC: -1725.8 336.0 1363.8 The wiki loc is way off at (-1727, 3367, 413597), they seemed to have missed a couple of decimal points and fat-fingered a 4 in there.
  10. My zoom level may have hidden the First Ward marker when I was looking before, all I found were the Hero/Villain Tunnel portals. But Doorman is not indicated on the map at all.
  11. Must be level-locked then, unless I'm missing a door. I tried both in Underground Imperial city and neither would allow my pre-20 character through to First Ward. I'm going to check on Beta, but perhaps all it will take is the devs removing the level restrictions. Update: Well pancake, finally found Doorman in the southernmost room in Underground Imperial City, not in the room NE of Access A where there are Tunnel Network portals. He's also not on the map. My L7 Praetorian can talk to the Doorman, and he'll share some dialog with her though won't giver he any missions other than to talk to Jester. She can click on the doors near him and enter First Ward. So other than @General Idiot suggestion about a Praetorian-side intro mission, seems like most of my suggestion already works. Outstanding Homecoming Devs, that was damn quick!
  12. You'd think that the Tunnel network would allow access to Praetorians. Edited original for Tunnel Network usage.
  13. I would be nice if Praetorians got an introductory mission to First Ward and Night Ward, or at least a popup contact that send them to Doorman in the southernmost room in Underground Imperial City, like Beholder or one of the other freed Seers. This would allow Praetorians clearer access to: More Day Jobs Content beyond 20 Teaming with Primal Earthers Edited, since my fellow CoH-ers said you can access via Contact tp.
  14. That would be a question for one of the Devs.
  15. Just picked up this message in Discord:
  16. Hi folks, I've got a StJ/Bio Brute that I've been playing and I'm really enjoying it but I lack any and all expertise in designing builds in Mids. 😕 I've come across a few /Bio builds in my trolling of the Brute threads, but I'm having trouble swapping out StJ with whatever primary was in use. If one of you folks has an effective build I'd really appreciate a view of it. Survivable solo would be great, though he's usually running with a team. Thanks! 🙂
  17. Bad Company - Shooting Star
  18. Just to give you an idea of some of the stuff you don't see but is generated anyway. All these objects are like Lego® blocks snapped together, but you may only see a portion of the piece. Many walls and ceilings are textured on only one side, which is why you can see into these rooms.
  19. Joined a couple of friends who happened to be playing "on a most unique map", managed to grab a couple of screenshots. Had to lighten it up because the map is in perpetual night.
  20. Anything less that 80 will take the camera in closer. I take it by changing the height of the camera you mean where the pivot point is located, so that you can say get closer without cutting the feet off, or that it's location shifts down when your character sits/kneels/etc. Sadly the only way I know that you can do that is in demo record and I know very little about using those tools. Sounds like something to put in the Suggestion section. 🙂
  21. Just the normal mobs in the zone. Nothing below the new water level. If I recall correctly, the old 'floor' was removed and the buildings that had been there, but the canyon wall were huge, going down at least as far as the war wall went up. Most of which you cannot see from above but still get generated none the less. They patched the hole I used to access it, by the way. It was kind of interesting seeing the hospital from the outside. Three identical floors that you rez in that lead to the lobby.
  22. ☝️ This. Rendering textures uses resources, which is why so many items do not have textures on the bottom/top/back. Which is why I was so baffled when I found a hole in Faultline and got to explore around underneath it and found so much of the original Faultline's canyon intact. No wonder Faultline is such a lagfest even when not that many people are present in the zone.
  23. Also announce in Discord.
  24. You can use your scroll wheel to zoom in/out but if you want a bigger view you can use a command to increase your FOV even further. /camdist 160 The standard max distance (with your scroll wheel) is /camdist 80.
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