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Squid Vicious

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Posts posted by Squid Vicious

  1. Consider the Mac.  I've recently installed and tested CoH on the 2018 Intel processor model Mac Mini.   i7 w/ 32 GB RAM.   Intel UHD Graphics 630.  Mini gets pretty warm but even during Hami raids, the system seems to render and perform ok.

     

    I haven't tested the new M1 or M2 processor minis, but I hear great things about them and how cool these machines perform under load.

  2. On 8/1/2023 at 10:55 AM, SeraphimKensai said:

    The issue with that is if someone has say 70 enhancements in their inventory already by passing the enhancement holder in the respec window would cause an issue in exceeding the cap.

     

    I envision the requested feature could/should move up to 70 to available personal inventory and any > 70 would remain in the 'to be discarded' window during respec for now.  Increasing maximum storage to 100 (vs. current 70) would certainly be a long-term help.

  3. On 8/2/2023 at 2:46 PM, lemming said:

    I'm in the "Ugh, respec"  especially if it's just moving a couple slots around.   And yes, that whole needing to drag the enh up to the tray if you're swapping all the generic IOs out.

    Though really the whole thing could be done in a cleaner fashion, but that would require some new UI design and a few things.

     

    In the meantime, bumping enhancement inventory up to 100 and the ability to just say "Shove all into inventory" would at least make it more bearable

     

    Respeccing for slight tweaks to optimize slots sure is a pain.  Usually, I do these sorts of tweaks AFTER I have sets and don't need to worry about surplus IOs in inventory after moving things around.   Where a revamp to the respec process would come in handy for me is when a fresh new toon is about to hit 50.  My characters use generic IOs until they reach level 47-ish for sets.   I repurpose many of those generic IOs for the next alt I make - storing them in SG base storage until needed.   So instead of destroying these expensive IOs, I respec my toons to retrieve them when appropriate.

     

    I do like the idea of increasing the enhancement inventory to 100.   It's a quality of CoH life thing, for sure.   Not sure how hard it would be to add three additional tabs/rows of storage though.   Meanwhile, I manage my respecs carefully by ensuring I will never finish a respec with more than 70 slotted enhs - since that's the maximum that can be stored in only 7 tabs/rows of inventory trays.   I often purchase a dozen+ unslotters to retrieve IOs to inventory BEFORE the respec.

  4. Can we add a feature to the respec process / screen whereby we can just GET ALL enhancements that have NOT been slotted OUT of the 'to be discarded' window and into available inventory please?  

     

    IOs and Set Invention enhancements should never be 'discarded'.   :)    I think it's so tedious to drag and drop all of my Workbench Invention IOs to inventory in the respec process.

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  5. Hey JJ!   Hope you are well.  

     

    I may have missed it ... but for at least a dozen pages, I haven't seen a Blaster or Blapper:  Storm Blast - Ice Manipulation.   I'm mostly interested in a 'Blapper'-specific build, but I would love to consider 'Hybrid' and 'Blaster'-specific builds too.

     

    Cheers!~

  6. On 2/18/2023 at 10:29 AM, Americas Angel said:

    Put the attached file "FarmPro.mnu" into your C:\Games\Homecoming\data\texts\English\menus folder. (Or whatever the path name is for your installation)

     

    Thank you very much, AA!

     

    So my game directory data folder doesn't have the "texts\English\menus" subdirectories in the 'data' folder.   Am I missing something?

  7. 12 hours ago, QuiJon said:

    According to what I can find, a trade mark can be considered void if it is no longer in use. As such every 5 years you have to apply for a renewal and every 10 years you have to provide proof the trademark is actually in use in commerce and not just being preserved. 

     

    I don't know the dates of all the original filings, however being the original game came out in 2004, and we are heading into 2020, it could be very possible this filing was simply the 5 year mark of needing to file for the renewal of the trademark and really means nothing more. I mean yes I am sure with negotiations going on that they would not want to see the trademark drop, and being it is the odd 5 year and not the 10 year mark all they have to do is file the mark is still in use not provide proof so why not file it and keep it in play for the next 5 years. 

    This is the most probable explanation (with spelling correction made).

    Our Homecoming team is probably bound to secrecy about this and the current negotiations until whatever is hammered out with NCSoft is official.

    • Like 1
  8. Cool.    I know 3 others.    Would you all be open to a M&G at some metro-Atlanta location?   It could be a dinner, bowling, Dave and Busters, whatever ... but it starts with Hello!  

     

    Excelsior server - Squid Vicious is my Kheldian main.   I live in Lawrenceville.  Let's plan something soon.   🙂

  9. On 10/14/2019 at 2:06 PM, General Idiot said:

    Knockback with magnitude lower than 1 is knockdown. The only times you'll see sweeping cross or spinning strike do knockback instead is if you use them on enemies I think two or more levels below you, in which case the level difference results in the magnitude being higher and thus enough to do knockback, or if you put a knockdown proc in them and both the proc and the power's normal effect trigger on the same enemy, in which case the two effects combine to produce a magnitude high enough for knockback instead. Similarly, other powers meant to do knockback can end up doing knockdown on higher level enemies for the same reason of being scaled down by the level difference.

     

    If you look at other powers that do knockdown, you'll see they all actually do 0.67 magnitude knockback. Knockdown as a seperate explicit effect does not actually exist, though I'll admit the power descriptions could be clearer on that. Regardless, none of this is a bug.

    Thanks for this.   Interesting.   So KD is really just KB-lite and level differences affect magnitude of the KB.   That's a reasonable explanation.   Descriptions are inconsistent still.

     

    You've glossed right over point 2. above, however.    I should be able to suppress or enhance the magnitude of the KB on ANY power that actually KBs with KB enhancement IO sets.   All the powers (with KB) in Street Fighting power set accept KB enhancements EXCEPT Sweeping Cross.  That's not a bug?

     

     

  10. Fellow SuperHeroes and Villains - 

     

    Are there enough of us playing in Southeast US (near Atlanta, GA) to coordinate a fan-driven, somewhat regular meet-up of players of CoX?   It would sure be nice to start meeting folks in person and inspire the Homecoming staff to hold their own M&Gs all over eventually. 🙂

     

    Cheers!~

    • Like 1
  11. Team - 

     

    1.  The description narrative for Tanker power:  Sweeping Cross in the Street Justice:  Secondary power set reads:  "At combo level 3, Sweeping Cross will also have a chance to knock down the affected targets.   But the 'detailed info' screen (in the Enhancement Management screen) shows this power has a "40% chance of a 0.67 magnitude Knockback (KB) on target".   So which behavior is intended?   The power actually KBs the target.   I think it should knock DOWN the target per description and the enh detailed information screen should be updated to reflect description and requested behavior.

     

    2.  Also - whether you decide it should be KB or KD, there is no way to change current KB behavior to Knockdown (KD) (via the Sudden Acceleration enh, etc.) AND there's no way to enhance the KB characteristic via KB enhancements.

     

    3.  Similarly, the Tanker Secondary power Spinning Strike indicates KD in description; but indicates KB in detailed info.  Power currently has varying percentage chance to KB the target (depending on combo level).  I think it should knock DOWN the target per description and the enh detailed information screen should be updated to reflect description and requested behavior.

     

    4.  Finally, while the description for the Tanker Secondary power Heavy Blow is consistent with the detailed info screen information, if changes are made to make powers in 1- 3 above to KD instead of KB, Heavy Blow should be changed to reflect KD behavior as well.

     

    Thanks.

  12. If the server community can come together and adjust to the original Hami design, that would be awesome.   There are some good leaders among us!

     

    And there are also some folks who may underestimate the importance of clear communication when leading.  I had no idea this was a thing, but apparently it was.   Can we please agree to reserve the REQUEST chat for raid leaders, for example?   This way the rest of us can better follow what our leaders are trying to do.     Kkthx

     

    The zone changes are just the beginning of a series of ‘corrections’ in store for us on the HC servers, peeps.  Up next, the ‘enterbasefromcode’ ‘fix’ for example.   You heard it here first!    There are other ‘adjustments’ coming too, I’ll bet.   (E.G. I don’t think we’ve seen the end of tweaking AE exp or rewards 😎)

     

    My theory is:  We’re close to an announcement regarding NCSoft negotiations and our HC dev friends will need to ‘fix’ a few more things before big brother begins really observing us and our ‘rogue’ servers in earnest.   Got to show our overlords that we haven’t ‘strayed’ too far from the original client as it existed before sunset, I’ll wager.   😇

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