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Everything posted by Redlynne
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Help?
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Forced to clean load. Island Rum has downloaded everything into the CoH package in my Applications folder. Ready to Play. Click to play and get ... Instructions please. This is extremely anti-intuitive. Wineskin simply refuses to accept that there's a CoH package there with everything in it ready to go.
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Homecoming Hero Designer on macOS
Redlynne replied to TXG Sync's topic in Tools, Utilities & Downloads
Still wishing this kind of functionality could come "built in" with Island Rum ... -
I've given up on using goto_tray commands and instead just keep all 9 trays open at all times in the bottom right corner of my 2560x1440 screen. Tray 1 is for alternate powers ... like Kheldian Forms (both of them) and Dual Pistols ammo types and so on ... while trays 2+ are used for the (regular) Human powers on every alt that I play. That way I can use a common "base" bind file as a default starting point for all of my alts, and then just have individual character "modifier files" to adjust things on top of that base. These are the bind files I use on my Kheldians. Note that the keybind files are rigged to work no matter which form you're in, thanks to how some powers are invalidated by which Form you have active at any given time. Since the powers with execute in reverse order (effectively), what the binds do is check for Dwarf form first, Nova form second and Human form last. The only adjustment that is needed with this layout is that I've got the "q" on my keyboard bound as Follow and so need to do a double click in Dwarf form of tilde+q in order to Select target and Follow target for melee stickiness to $Target. Other than that one bit of bother, everything else works using a single bindloadfile with no need to function call additional bindloadfiles dependent upon form shifting. PB.txt t "powexectoggleoff Bright Nova$$powexectoggleoff White Dwarf" y "powexectoggleoff White Dwarf$$powexectoggleon Bright Nova" g "powexectoggleoff Bright Nova$$powexectoggleon White Dwarf" tilde "targetcustomnear enemy alive$$targetcustomnext enemy alive Quantum$$targetcustomnext enemy alive Void$$targetcustomnext enemy alive Cyst$$targetcustomnext enemy alive Sapper" 1 "powexectray 2 2$$powexectray 1 2" 2 "powexectray 2 2$$powexectray 1 1$$powexectray 5 1" 3 "powexectray 3 2$$powexectray 2 1$$powexectray 6 1" 4 "powexectray 4 2$$powexectray 3 1$$powexectray 7 1" 5 "powexectray 5 2$$powexectray 4 1$$powexectray 8 1" 6 "powexectray 6 2$$powexectray 9 1" 7 "powexectray 7 2" 8 "powexectray 8 2" 9 "powexectray 9 2" 0 "powexectray 10 2" right "powexecname Energy Flight$$powexectoggleoff Quantum Acceleration$$powexectoggleoff Jump Pack" shift+right "powexecname Quantum Acceleration" down "powexecname Combat Flight$$powexectoggleoff Energy Flight$$powexectoggleoff Quantum Acceleration$$powexectoggleoff Jump Pack" shift+left "powexecname Quantum Flight$$powexectoggleoff Jump Pack" lshift+lbutton "powexecname White Dwarf Step" WS.txt t "powexectoggleoff Dark Nova$$powexectoggleoff Black Dwarf" y "powexectoggleoff Black Dwarf$$powexectoggleon Dark Nova" g "powexectoggleoff Dark Nova$$powexectoggleon Black Dwarf" tilde "targetcustomnear enemy alive$$targetcustomnext enemy alive Quantum$$targetcustomnext enemy alive Void$$targetcustomnext enemy alive Cyst$$targetcustomnext enemy alive Sapper" 1 "powexectray 2 2$$powexectray 1 2" 2 "powexectray 2 2$$powexectray 1 1$$powexectray 5 1" 3 "powexectray 3 2$$powexectray 2 1$$powexectray 6 1" 4 "powexectray 4 2$$powexectray 3 1$$powexectray 7 1" 5 "powexectray 5 2$$powexectray 4 1$$powexectray 8 1" 6 "powexectray 6 2$$powexectray 9 1" 7 "powexectray 7 2" 8 "powexectray 8 2" 9 "powexectray 9 2" 0 "powexectray 10 2" right "powexecname Shadow Step$$powexecname Black Dwarf Step" shift+right "powexecname Shadow Slip" down "powexecname Shadow Recall" shift+left "powexecname Nebulous Form" lshift+lbutton "powexecname Shadow Step$$powexecname Black Dwarf Step"
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I've noticed that Twinshot in the Level 5-9 part of the arc is especially susceptible to this issue ... and by that I mean RELIABLY ... as in every single time, on every alt I've run through Proton's lab, Twinshot does this EVERY time. Curiously enough, the other NPCs don't have this problem (and there are multiple who ride the elevators with your PC). I'm thinking that the scripting on Twinshot's pathing might offer a useful clue for resolving this issue, if anyone is brave enough to go down into the guts of the coding with a flashlight, a #2 pencil and a surplus 286 processor (or words to that effect).
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I was afraid that was going to be the answer (when in doubt, CLEAN LOAD!) but was hoping there might be an alternative or useful testing to assist any research on your side of things. +1 Inf anyway. Downloading fresh copy now.
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It's been more than 12 hours and this issue still persists. I wonder if Island Rum is (for some unexplained reason) trying to connect to Justin (which is DOWN) as part of its verification process ... failing to contact Justin ... and then just completely failing to launch Homecoming at all. Which is odd, because Island Rum had been working fine since it was downloaded until this problem started cropping up this week.
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FOUND IT! Reference links: ... ... ... ...
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Because unlike the Fly/Jump/Run Stealth IOs which "disengage" when the power they're in is toggled off, the Teleport Stealth IO will persist (for like 2 minutes is it?) after use of Teleport. This means you can Teleport (to activate the Stealth IO), recover back up to full and not need to keep an endurance draining toggle (like Sprint) running in order to keep the Stealth buff in effect (for a little while). As an additional logistical consideration, since I'm playing a Peacebringer and a Warshade I didn't want to go to the trouble of trying to figure out where the Stealth IO wound up getting slotted on each Kheldian. Standardization allowed the Player a greater degree of commonaltiy (read: laziness) when it comes to knowing which options do what. Dwarf Step then becomes the obvious option since it is the one Teleport power that both (Tri-form) Kheldians share in common, freeing up Sprint for other options. Additionally I've never felt like I needed to use Dwarf Teleport for zone travel, since I'd either use Human or Nova Forms for that purpose of being able to navigate around zones. This means that Dwarf Teleport is relegated to being a short range "combat" teleport for getting out of area denial patches, for which Range (and to a lesser extent, Endurance Reduction) are not as necessary ... meaning that the Stealth IO can fit into Dwarf Teleport to provide a "stealth on demand" performance at the cost of Form shifting into Dwarf and using the Teleport power, after which the Stealth effect persists for a couple of minutes and can therefore be "used" by ANY Form, not just Dwarf Form, including stacking with any Human Form Stealth powers and offering an additional safety margin to flying around in Nova Form (just in case). However, you're welcome to slot something (anything) else into Dwarf Teleport should the need strike your fancy.
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You're missing 3 (okay, 4 really) things: SO strength enhancement values Enough slots for your Defensive powers (and your attacks, let's be honest here) Lucky Evasion Super Reflexes is something of a "late bloomer" as a set. It's going to be blood, sweat, tears and more than your fair share of faceplanting until you start getting 3 slots per level up instead of only 2, and can finally start adding 2 levels worth of slots between power picks so as to finally start rounding out your build. SO strength enhancement values don't really arrive until Level 22+. Level ups that yield 3 slots instead of 2 don't start happening until Level 31+. You don't start getting 2 levels worth of slots per power pick until Level 33+. Realistically speaking, you're basically "doing penance" until Level 22 when you can finally start to get your footing/grounding with Super Reflexes. It then takes you getting through the 30s and 40s to finally round out and finish all of your slotting, both for base enhancement levels but also for set bonuses to close the gaps you'll have, before you can become REALLY powerful. So stick with it. You're almost up to the first major breakpoint where things start (finally) looking up for you. The funny thing is that if you come back and exemplar the content that has been kicking your butt up to now after reaching Level 50, you'll be left wondering what it was about this time that was so difficult for you. Answer: enhancement strength and having enough slots in your powers
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QoL: Create a 2nd Control + Left click auto power
Redlynne replied to Nezix's topic in Suggestions & Feedback
Hehe, really though, should not be challenging assuming they have full client/server code base. Just because something is easy to SAY in a forum(!) doesn't ipso facto mean it's easy to program(!) when dealing with spaghetti code this ancient (and poorly designed to begin with). -
QoL: Create a 2nd Control + Left click auto power
Redlynne replied to Nezix's topic in Suggestions & Feedback
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As of the time of this posting, my Island Rum client refuses to launch Homecoming, even though the Homecoming Status page shows all servers are up except for Justin. Launch Island Rum Using https://forums.homecomingservers.com/update/manifest.xml in manifests, as per GM Widower recommendation (see link) Ready to Play Click Play button Launching Homecoming ... ... ... Ready to Play Click Play button Launching Homecoming ... ... ... Ready to Play ... wash, rinse, repeat ... This also happened earlier this week, but since that was associated with server maintenance, I figured that the behavior was due to the Homecoming servers simply not being available. Is there an explanation for this behavior by Island Rum? Should I be concerned that the launcher doesn't even throw an error message for failing to launch the City of Heroes client?
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/em polite cough Spiderman does not have Hulk or even Kryptonian levels of super strength. Stronger than an average human? Sure, by a good bit. REALLY super strong? There are plenty of comparisons that put Spiderman towards the "lower end" of the super strength scale. You even provided one. If anything, I'd argue that Spiderman would translate to City of Heroes as more of an Electric Control/Electric Assault Dominator ... with the special effects swapped out for webs instead of electricity/lightning ... for that playstyle of preferring to neutralize foes by binding them up with webbing rather than going for the fist to the face as a first answer to every confrontation or for a knockout blow display of physical power. Besides, the Dominator TAUNTING their victims for being helpless against the Dominator really fits in with Spidey's habit of taunting/critiquing his adversaries while he makes them look like fools in combat. That kibitzing/commentary on how the fight is going while the fight is in progress is totally a Controller/Dominator habit.
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If you're going to put Overwhelming Force into Ninjas, you are FAR better off slotting the KB>KD proc into Genin, because Genin will throw a LOT more attacks than the Oni will, resulting in a Chuck Lots Of Dice! response to being able to get the Knockdown proc to happen. It's even funnier with the Exploding Shuriken the Genin will throw with the Level 32 upgrade.
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/em polite cough Guts ... not a Scrapper. Just FYI ... ^_~
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Counter-proposal. I'd settle for adding a -Range Debuff effect to all of the Force Field powers that can attack/affect Foes, forcing them to "get in closer" than they otherwise would have wanted to and offering an asymmetrical Range Advantage to the Force Field bubbler. That's because if you can successfully outrange your opponent(s), you can attack them while they can't attack you. You'd want to rig it, game mechanically speaking, so that each Force Field attack power would have a Effect does not stack from same Caster modifier on the -Range debuffing attribute so as to encourage a repeat use of those attack powers in order to refresh/sustain/deepen the stack of -Range debuffing on your $Target(s). Note that this would open up an opportunity for a variation on a them with the Sonic counterpart, in that you could rig the Sonic counterpart to NOT have the Effect does not stack from same Caster modifier on its attack powers, but the Sonic versions offer a lower -Range debuff amount which has a longer duration ... meaning that Sonic would need to "ramp up" to reach (and surpass?) the amount of -Range Debuffing that Force Field offers, placing a greater "load" on the Sonic version to cast those attack powers (repeatedly) in order to achieve a comparable "depth" of debuff stacking. Either way, design with an intent for getting the -Range Debuff stack up around -50% or so on a Defender (less on other Archetypes, of course) with a full rotation of attacks and call it a day (from the Powers Design standpoint).
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Scrappers are ... too strong ... for Super Strength. For a more "thematic" and comic book-y answer, Super Strength pretty much always shows up on the Brick Types ... not on the La Machine whirling dervish of death and destruction types, even even the "finesse" fighter types who win through "skill" rather than just raw (overwhelming) power.
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Mind Control - Mass Confusion recharge time
Redlynne replied to Zumberge's topic in Suggestions & Feedback
Counter-proposal. If you're talking Pie In The Sky wishful thinking about Mind Control, and how to "advantage" the powerset using some of the more modern techniques available long after Issue 0 so as to synergize the powerset at bit better ... I'd want to rig a way for use of Confuse to reduce the recharge time of Mass Confusion by a little bit ... for use of Domination to reduce the recharge time of Total Domination by a little bit ... and use of Terrify to have a chance to instantly recharge Mass Hypnosis. Basic notion being that: Confusing single targets "speeds up" how quickly you can Mass Confuse groups of enemies. I'm thinking "Force Feedback-ish" recharge bonus amount/duration applying to Mass Confusion ONLY, rather than globally, after each use of Confuse that hits its single target. Dominating single targets "speeds up" how quickly you can Total Domination groups of enemies. I'm thinking "Force Feedback-ish" recharge bonus amount/duration applying to Total Domination ONLY, rather than globally, after each use of Dominate that hits its single target. Give Terrify a chance to proc an instant recharge of Mass Hypnosis, so as to provide a 1-2-3 setup for AoE containment for Terrify. Note that this would enable a sort of "backdoor" way to use Terrify "through" a fragile mez such as Sleep (kinda sorta). Coding for the first two might be tricky, owing to the fact that as far as I know that kind of recharge buffing to a single power might require a Clever Use Of Game Mechanics Programming™ to pull off. Coding for the third one would be simply a matter of porting over the instant recharge effect from Water Blast for Water Jet or for Build Up out of the Stalker Kinetic Melee powerset. That coding already exists and is in use for known powers and powersets, so it ought to be quite doable. Oh and while we're engaging in idle wishful thinking ... it would be really nice to Unnerf Telekinesis at a bare minimum. -
I still firmly believe that this is the most elegant solution to resolving the structural problem(s) with use of Telekinesis ... Repel On Demand. The only other thing that needs to be done to Telekinesis is allow it to affect 16 Max Targets instead of only 5.
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So the only valid answers are supportive of the proposition?
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achilles heal proc breaking Surveillance?
Redlynne replied to kendo339's topic in Arachnos Soldier & Widow
Most of the builds you're going to see here on the forums are going to be ones intending to run Incarnate Trials ... which means $Target Rich Environment. In those situations, no one has time to wait for a sneaky setup with Surveillance. Instead, it's all about the beatdown, meaning "more dakka" and bigger debuffs to resistance. VERY difference circumstances than playing solo (and wanting to be sneaky). -
It varies by power. Look at EACH of the powers for details. You can do this by creating a new Sentinel and using the Show Info option when picking your powers during character creation.
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Huntsman (pre- and post- 24 branch leveling builds)
Redlynne replied to Redlynne's topic in Arachnos Soldier & Widow
Because the web grenade will suppress Knockback. With this slotting, I can do web grenade then frag grenade, or do frag grenade then web grenade. That then gives me an "option to toss" a pack of $Targets on their butts before I web them. It just allows some flexibility. I also wanted the AoE Defense bonus from the 6 slots (plus the 2-5 set bonuses). The difference in damage production is like about 30, which I considered a fair tradeoff at the time. I may review the builds and update them later, once I've put in more playing time. Yes. I needed to fill a hole in Ranged Defense and this was the lucky power to draw that straw. Let's put it this way ... they'll make a difference when they get used. How often you use them is up to the Player to determine. Yes I wanted the recharge set bonus. That means either Entropic Chaos or Decimation for the 5 slot bonus, unless reaching for Level 50 Purple sets. As for the heal not being useful ... given how many times Single Shot and Burst get used as part of a standard rotation for an attack chain, the amount of healing derived will certainly help you out on the margins. I look at the procs from that as being "free" regen ticks and let the dice fall where they may. So sure, they aren't the most heavily damaging set in existence, but those Entropic Chaos procs help fill a hole for being able to recover from damage taken. And yes, there's Serum for the Crab builds, which because Serum makes your green bar "deeper" also means that the Entropic Chaos procs will heal you for even more per proc. So there's that. EVERYONE and their little brother asks me this question on pretty much every build I post. The "real" answer is ... whatever makes you happy. No seriously. Everyone has slightly different playstyles and "imperatives" for how they want to play THEIR character(s). When it comes to Incarnate slotting, you're going to be the best arbiter of what is best for you. Besides, I've got NINE ALTS TO FEED and all of them are still in the single digits on levels because I keep playing the forums instead of playing the game. . When I was making up the builds posted in this thread, that indeed was the case. The ATOs simply didn't provide a superior alternative to what the build was needing in terms of demand for set bonuses and so on. It is, of course, entirely possible that I overlooked some possibilities, that will become more obvious after playing the game (and the build), but it's hard to do that without a lot of hours playing behind me ... which I didn't have (yet) at the time of the beginning of May (and honestly still haven't gotten around to yet). -
achilles heal proc breaking Surveillance?
Redlynne replied to kendo339's topic in Arachnos Soldier & Widow
Achilles' Heel is a debuff proc. Debuff procs will notify enemies in powers that otherwise wouldn't notify enemies. You don't get to debuff $Targets "for free" without them knowing about it. Working As Intended.