Jump to content

GlaziusF

Members
  • Posts

    39
  • Joined

  • Last visited

Everything posted by GlaziusF

  1. With the addition of the show_bind_all commands I thought I'd give this another go. The JOYMOD and EXTRAMOD binds work appropriately when loaded but don't show up in show_bind_all after a logout and login. I've included both the basic joybinds file and the pre-and post-logout results of show_bind_all_file, in the hopes that someone can work out what's going on here. joy_base_final.txt pre_logout_binds.txt post_logout_binds.txt
  2. I was looking into setting up controller support and came up with a prototype setup that sort of mimics the bumper/button chorded D-pad and face buttons setup you get in a certain other critically acclaimed MMO with a free trial and award-winning expansions: Here's the bind file that sets up my knockoff XBox controller to work like that: This was generated with bind_save_file after I'd used a mix of the in-game control window to set some joystick options and loading in a file for the powexec_trays using the rbumper/xbutton friendly names. And I'm glad I did it, because when I logged back in, none of the binds chorded with JOYMOD or EXTRAMOD had actually saved to the database. The binds to single buttons still worked, but the others were just gone. This is repeatable. I can load in the bind file and have it work to activate the tray elements accordingly, but when I log out any binds chorded with JOYMOD or EXTRAMOD either don't save or are thrown away on logging back in to the character.
  3. Elec affinity gives you a faraday cage for mez protection and energizing circuit to charge your own end back up. Storm/elec corruptor maybe?
  4. For future reference, it's probably possible, though not easy, to pull out all the stops and punch out Hami even through the green heals. This should make it a little less stressful to take out the greens, though you'll also have to hunt down all the buds from when the nucleus pops.
  5. So, Farsight says it adds to "all defenses": but it doesn't add to toxic defense: This is inconsistent with other powers like Maneuvers or Hover which also say they add to all defenses, but do add to toxic defense: I'm guessing it was just missed after you had to add toxic defense as a thing, so just a heads up.
  6. I'm all for a suggestion made earlier in the thread to allow AE to charge up patrol XP once you hit 50, either directly if the hooks are there for it or indirectly through buying charges of Experienced with tickets.
  7. No Toxic Defense on Stone or Bio Armor? The existing resistances are considered enough mitigation?
  8. /showwindow combatnumbers Everything's additive.
  9. The secret to finding Clockwork in Atlas Park is to enter from the Perez Park gate and then turn the forbidden direction: left.
  10. You can find out more, though tangentially, through the Devouring Earth's third major mission arc, the 35-39 "The Terra Conspiracy", given by Ginger Yates in Founders' Falls. It's possible to see "the human Hamidon" in the Incarnate arc "Praetoria's Last Gasp", which unlocks at Doctor Orts/Number Six after you open your alpha slot. However, this depiction may not be accurate, as
  11. Happened to me today. I've got a theory, no idea how true it might be. If you beat Praetorian Duray first and Primal Duray's running around, Praetorian Duray will spawn in a backup clone to keep you busy. This doesn't happen right away, it goes into some kind of delay queue, the way the skiff backup is on a delay. If you beat Primal Duray first there is no backup Praetorian Duray clone, the mission completes when Praetorian Duray goes down. This suggests Primal Duray stops the backup from spawning when he dies. I think this might happen if you beat them too close together and drop Praetorian Duray first. The game queues up a clone that it expects you to beat to complete the TF, but when Primal Duray drops it disables the clone spawn, so now the game is waiting on something that'll never spawn to complete the mission. This is a complete guess but it fits what I've seen happen every time this mission hung. Whenever we focus down Primal Duray first I've completed this mission with no problem.
  12. Mate, I have literally no idea what's happening to you. I pulled an old level 24 psi/rad stalker out of mothballs and decided to just see how long it'd take me to get comparable numbers. The answer was two missions and half an hour. Not even solid stomper missions, I was just doin' normal contact stuff (at +1, because stalkers roll deep, not wide) and ran into an outdoor hunt and a hostage escort. And not comparable numbers either - the inf count was a bit close but when I sold off the enhancements and common recipes that dropped I'd already pegged over 100k. The only way causing damage matters is if you're rolling with a crew that's like 25% confuse powers by volume and your opposition's beating themselves into the turf before you can even get there. Confused enemies taking each other down does absorb a proportional percentage of the inf and XP, but I have a tough time imagining it somehow accounting for a 15x difference in payout. What the heck kind of missions were you running, and did you maybe misplace a number somewhere in the adding up?
  13. It just feels weird to Crushing Uppercut somebody when all I've got is the same kind of stick-arms all the Female body types have, you know? I don't have access to the modeler, I have no idea how many costume pieces would rip into shreds under the new geometry. All I want is - well, you know how the least muscular Huge body has as much muscle definition as the average Male body? Can't the most muscular Female body have at least as much muscle definition as the average Male body?
  14. If somebody's asking for help in the help channel I'll sometimes volunteer if I have the time and alignment necessary. If somebody's asking in LFG or another global I treat it as more a "nice to have" than a cri de coeur. And when it's one of those "nice to have"s, well, I could put in the time and get on a team that paid out a small bonus to one person, or I could put in the time and get on a team that pays out big bonuses to everybody. (I usually end up assembling the team, so that throws things into even starker contrast - I can invite people along to get myself a small bonus, or I can invite people along to get everyone a big bonus.) Would I do the same thing with story arcs if there was a weekly rota of the things I could put together in Ouroboros and make sure everybody got the merits, with maybe a bonus kicker and an extra XP chunk/empyrean merit when the whole thing wrapped up? Hecka yes, I would love the variety.
  15. I think pretty much all of these temp powers are in the P2W system right now, for what it's worth.
  16. I don't team up for story missions, pretty much ever. The reason is simple: unless somebody is exactly story synced with the leader, they get bupkis. Their contact doesn't progress, they don't get to see the story as it shows up in clues, and they don't get the merit prize at the end of the arc. I feel either selfish or shortchanged, depending on if I have the star or not. Those few story missions I team up for are the ones that do have a prize for all participants at the end - unlocking Karsis or Katie Hannon or Ernesto Hess as a contact. Trials and task forces pay out to everybody equally. When I team, I play those.
  17. I think it's still happening. I somehow talked to Twinshot when I was a newb and missed it - when I went back as a 50 to clear out the story arc icon, I wound up with a level 50 training enhancement.
  18. Probably less of an asset in the Sutter TF. Shivans don't know about the CHEVRONS OF DOOM. Signature summons probably have the same limitations. Also since they're not commandable, keeping up with teleDuray is going to be a challenge.
  19. I think that now that you can be CCd without dropping toggles, Domination and Hasten should both be time-limited toggles with long cooldown times (just not as long as the current click downtime). Going through essentially a phase change with enough +recharge was OP back when you could six-slot Hasten with recharge and it's OP now.
  20. We were supposed to deal with Hami repopping its organelles at 75, 50, and 25 instead of having everybody spam holds on the nucleus so it didn't respawn them. These days Hami's been revised so it always does that but back when it was holdable it would spawn an antibody on top of everyone in the jelly. I suppose we were intended to pull back when it started reaching the breakpoints?
  21. I can help you with these two. For #1, l/r alt, control, and shift by themselves will bind to individual presses of those keys, but when it comes time to chord they're only recognized as alt, control, and shift; the side doesn't matter. For #3, does it help or hurt to use a single 6x2 tray? You can arrange power icons on it like: This will at least reduce the amount of screen real estate your overlay takes up. Also as far as #2 goes, have you seen the experimental controller binding stuff that was up on the test server? You may not need Joy2Key at all.
  22. Terra Volta, the Abandoned Sewers, and Eden are all trial zones, in addition to the former Faultline, and the trials for those three are actually in game. The other difference is that the overworld spawns in hazard zones are tuned for 3-6 players, while the overworld spawns in trial zones are tuned for 5-8 players. Let me tell you it was real real fun as a stubborn fire tank in the beforetimes when I didn't have hold or sleep protection to try and fight on-level Lost in Terra Volta because some contact said so.
  23. Haha, yeah, I've made that Katie mistake. A purple-cliff storm defender AV is one heck of a wind wall.
  24. Those commands manupulate the three stacked trays (primary, secondary, tertiary). Gototraystray as well, it only recognizes numbers from 1-3. I'm looking for some way to set the tray number in the extra floating trays you can get when you press + on the tray menu.
  25. With controller support still in development, I thought it might be nice to have a couple of 6x2 popup trays to be a reminder of the dpad and face button layout, but I'd need to be able to rotate through multiple copies of them, ideally with a controller input. But I can't find any documented slash commands for messing around with which tray an alternate tray is, only for making assignments in the three stacked trays. Does anybody know if Homecoming has added anything like that, or am I going to be playing tricks with the main trays instead?
×
×
  • Create New...