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PoptartsNinja

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Everything posted by PoptartsNinja

  1. MM Pet Super Jump isn't player Super Jump, it's just a really strong +Jump Height (not jump speed) boost so they can get up into warehouse rafters and etc.
  2. The issue with Null is: you can't change that setting while in a TF because Null won't talk to you if you're in a TF. If Null would make an exception, I'd be a little less grumpy about the current setup.
  3. Without turning off every particle in the game. The game isn't fun with all particles off.
  4. I have several friends I team with regularly who get severe nausea from these effects (Labrynth of Fog, the Hard Mode LGTF Purple Haze, and the Dark Astoria squiggles). I can't say for sure what the "cause" is (I think it's the constant movement in their peripheral vision). It'd be great if the Homecoming devs could give us the option to turn these effects off.
  5. This comes up every so often, with people wishing for everything from destroyable buildings to being able to pop the Atlas Park Blimp. The live devs shot this down back in the day because they understood that MMO players don't live in the world. Players have no vested interest in keeping infrastructure intact, they'd just be chaos gremlins and everything that could be broken would be broken 100% of the time. The city would always look like Boomtown. The live devs were starting to do more with overworld instancing, to let player actions have more visible effect in the game world; but then the game shut down and they never really got the chance to explore the possibilities of that. The world-map instancing also came with some unintended problems, too: like your team vanishing from the map in Atlas because you moved into an instanced section of the zone without them; certain mobs being able to attack you without you being able to target or attack them back because they're in a different instance; or the fire in that Atlas Park warehouse that will never be extinguished because you completed a mission but the city doesn't have any fire trucks.
  6. Slightly off-topic, but it'd be pretty fun to add the Jade Spider as an actual GM to the Faultline Dam area.
  7. Yeah, I meant the invincible civilian ones. If they're killable they should be losable.
  8. Ok, hear me out. My SG and I were running the final mission of the Praetorian arc in PI (the one to rescue Positron), and Manticore's AI in that cannot lose its players. We had someone lead Manticore to the entrance, and teleported them back via Teleport Target? Manticore turned around and ran the entire way back to the throne room, unfailingly. Please look into that AI and consider giving it to hostages, it's incredible.
  9. CoH's XP curve isn't really a curve. It's exponential from level 1 to 40, but after that it goes on sort-of a forced reverse. IIRC it takes more time and effort to go from level 39 to 40 than any other level in the game (it might be 40 to 41), and still takes lot of effort to go from 40 to 44 or so, but beyond level 44 you're over 'the hump' and the last few levels are a victory lap. Or, to put it another way: It takes as much effort to go from level 1 to 35 (35 levels) as it takes to go from 35 to 42 (7 levels) as it takes to go from 43 to 50 (8 levels). I know this for a fact because back when AEs were bugged and giving 4x XP, I had a map that would take a character from 1-35, 35-42, and 42-50 with roughly two spawns to spare after hitting 50.
  10. Bots, Mercenaries, Ninjas, and Zombies have gotten a recent overhaul to normalize their performance. The biggest difference is the way their upgrade powers work, but it also included work on their attacks to help them synergize with the actual pet set. Demons, Beasts, and Thugs haven't gotten this overhaul yet but IIRC they're on the devs' radar.
  11. I've always wondered if the code is trying to move coliding hitboxes towards (0,0,0 (or whatever the behind-the-scenes ingame point for the top corner of the map is) in an attempt to get them unstuck. That would explain why everything usually moves in the same direction. If it is moving them towards a fixed point, I wonder if it's possible to randomize the X and Y coordinates to get them to move towards random points on the map.
  12. So, my SG and I tried out the Hard Mode LGTF for the first time. For the most part, it was fun; except for Mission 2 against the 4 Horsemen. The pulsing purple haze on the borders of the screen set off three of my (very) migraine-prone friends. They're able to handle most of the game's content, but those screen effects were just a little too much. They were able to manage with /noparticles 1, but that makes actually fighting (and spotting teammates) in the very dark murk of the abandoned sewer rooms difficult. My suggestion would be to make it possible to independently disable full screen effects like the LGTF purple haze, the sqirmy DA screen tentacles (which they've also have reported issues with), or any other similar SFX either via the menu (preferably) or a through a command like /noscreenparticles (less ideal). It should be made possible to disable just those effects without turning off every particle effect in the game. One of our SG was also running a Stalker, and was quite upset that the mission's auto-hit DoT effect completely invalidated her AT's ability to hide outside of the brief window granted by her procs and placate. It makes me wonder: could the death effect be changed to -regen for Stalkers specifically, so it doesn't completely invalidate their core gimmick?
  13. Pretty much all of the goggles / monacles / the non-helmet Cyclops visor, chest and belt gems... I'd also kill for some 'spectrum' hair options for my character whose "hair" is fire (because bald doesn't look right but colored hair doesn't look like flame if it isn't glowing).
  14. These days I think it's mostly a "sorry you deal 90+% lethal damage" thing. If it goes away, mob resistances should have an accross-the-board rebalance.
  15. 1) You can already do this by making use of your alternate build. Each player has 2 builds and can swap between them at a trainer. Unfortunately, if you take Crab powers on either build you're permanently stuck with the crab backpack in all of your costumes for both builds. 2) Male characters can get the Kheldian sash, which is commonly worn by Kheldian NPCs / PPD Awakened. IIRC this is the only Kheldian-specific costume piece. 3) There's no way to get a second Arachnos costume. Because of the way Arachnos NPCs are built, the player Arachnos costumes had to be hard-coded into slot 1 and there's no way to add more without serious Dev time.
  16. Ooh, I've been waiting for this one! Server/Shard: Everlasting Base Name: Irkalla Code: IRKALLA-26134 Builder Global In Game: @Thunderchild Other players, either partner builders or owners: n/a Special considerations: Visscale 3 is enough for everything to work, but the effect is completely lost without. There's a tour of the "exterior" of the base so you can see how the main portion was constructed. I recommend checking out the base interior first before taking the "Jank Tour." Please be sure to pet the horse!
  17. Blaster web grenade predates the VEATs, since devices was in at launch. It doing damage is the new bit, and 'web grenade' doesn't imply damage is being dealt. So it got a name change.
  18. [Removing this because I misunderstood how their self rez works]
  19. Actually, they do. Super Stunners rez based on the percentage of health damage they took while someone was in melee range (~10-ish feet?), even if that damage was entirely delivered by ranged attacks. So if someone moved next to them at any point and stayed there for more than a second or two, they'll still rez. It has nothing to do with adjacency on death. I think a lot of people don't realize how that mechanic works and just assume they rez every time. It might be worth actually explaining their rez mechanic as you go to help cut down on confusion.
  20. AMD cards can't handle the game's shadow rendering, you've gotta bump those down to minimum (dark circles under every character) or the game will lock up. Most other settings should be fine.
  21. The first is unfortunately impossible, since the secondary option on those tops is your chosen skin tone. The second I'd really like as well. The over big shoulder mantles look nice, and would work just fine without a cape.
  22. I'm asking for the emoting character's name to tint like it does for local chat and etc.
  23. As far as I know, emotes are the only things that don't use the custom caracter name color to help make them distinct. Since the custom character name colors can be turned on and off via the menu, it would be great if emotes could finally be given the same treatment as the other chat channels.
  24. "It's not so bad that you can't have fun with it, but it doesn't excel at anything in a way that makes you excited to play it." It's a good powerset with some pretty visuals, but it's effectively a DoT set in game that doesn't really reward DoT over burst damage; and it doesn't even do damage over time particularly well. I vaguely remembering BABs or maybe Pohsyb back in live commenting that Gloom breaks the normal damage calculations over its knee, because it was just the hottest of garbage when it conformed to the damage formulas. Storm kinda feels like a whole powerset of DoTs that don't break the formula at all. I dislike comparing accross powersets, because that's not a good way to balance, but let's do it just this once as a mental exercise and push everything to a silly extreme just for fun. Let's compare Storm's Cloudburst with Sonic's heavy hitter, Shout Scream. Assuming Blaster values for everything: Cloudburst does: - 9 tics of 14.2327 cold damage to targets out of Storm Cell for a total of 128.0943 damage. - 9 tics of 15.4596 cold damage to targets in Storm Cell for a total of 139.1364 damage to "wet" targets, with an additional 8 seconds of -ToHit, -20% running and jumping movement speed, and -10% recharge slow. Shout does: - 61.3103 energy and 61.3013 smashing damage for a total of 122.6206 damage. Yes, smashing is likely to be resisted, but it's comparatively rare for both smashing and energy to be resisted so there's a good chance Shout will always be able to do at least half of its damage unresisted. Shout also applies -13% res for 8 seconds after a hit, so subsequent uses against the same target will do slightly more damage. Cloudburst doesn't significantly outperform Shout despite its: - longer animation time - higher end cost - longer recharge - 3 second DoT compared to Shout's instant damage - reliance on Storm Cell to have any secondary effect - inferior secondary effect - Almost certainly slower projectile speed (I can't confirm this since projectile speed isn't listed in City of Data) and the final kicker: Shout is available at T5 compared to Cloudburt's T8. Apples and oranges though, Storm has a good snipe and Sonic doesn't. Exceeept I just remembered that Shout isn't really Sonic's heavy hitter anymore, Screech is. Screech does: 71.3201 energy and 71.3201 smashing damage for a total of 142.6402 damage and has the same advantages Shout does (good secondary effect with no preconditions, mainly) It has the same end cost as Cloudburst, a 60 foot range (20 feet less), recharges 1 second more slowly. So the range is the real tradeoff there--except Storm's range is dictated by Storm Cell, which... has a 60 foot range, reducing the advantages of Cloudburst's longer range to "better than Screech at picking off runners" which it needs, since DoTs are more likely to make mobs run away. So in order to maximize Cloudburst, you have to move within 60 feet of the target, cast Storm Cell (2.03 seconds), wait for Storm Cell to spawn and start doing its thing (which takes about 2 seconds, but Storm Cell's casting animation eats a second of that), then cast Cloudburst (1.67 seconds), after which it deals 128 damage over 3 seconds. And we'll say it procs Storm Cell's single target lightning and does an extra 31.2808 via that. So for 3.7 seconds (discounting Storm Cell's spawn-in time), you can deal 159.9014 damage to one target after an additional 3 seconds pass (6.7 seconds in total). In slightly less time, Sonic can step within 60 feet, cast Shout (1.5 second cast time) and cast Screech (1.5 second cast time), and deal 265.2608 up front damage. But that's not fair, because you only have to cast Storm Cell once per fight, and it lingers. So you set it up and Cloudburst should catch up, performance wise, thanks to its faster recharge and Storm Cell procs. Except it doesn't. So let's perform a hypothetical 'vacuum' test, with the following assumptions: Sonic and Storm can use a single other power one time right at the start of the fight (Storm Cell for Storm, Shout for Sonic), assuming every attack hits, the enemy has 0% resistance to any damage type, and assuming both have 2 SO recharge enhancements (putting Cloudburst at 6.6 seconds and Screech at 7.2 if I've done my math right), and after the initial cast cycle both can only cast Cloudburst or Screech on cooldown for the duration of Storm Cell (60 seconds). - Storm casts Storm Cell and then casts Cloudburst 9 times, proccing Storm Cell's bonus damage each time for (9 * 159.9014) = 1,439.1126 single target damage over 60-ish (because it might take slightly longer for full DoT duration) seconds - Sonic casts Shout, then casts Screech 8 times for 122.6206 + (159.9014 * 1.13 = 180.688582) + (159.9214 * 1.182 = 189.0270948) + (6 * (159.9014 * 1.13 = 180.688582)) = 1,576.4677688 single target damage over 60 seconds Now, don't take that as a "Storm Blast sucks" or anything like that. This was a mental exercise perfomed in a vacuum, and testing in a vacuum doesn't resemble real conditions. Storm pulls ahead of Sonic pretty comfortably when fighting multiple targets (because Sonic's AoE is pretty dire and Storm's is, like everything else in the set, mid tier); but otherwise the two sets are pretty comparable considering they're both mixed damage sets that excel at doing damage over time. Sonic's smashing and energy damage is more likely to be resisted than Storm's smashing, energy, and cold; but Sonic's -resistance actually does a really good job compensating against anything that isn't bright purple. This also isn't proof that Storm needs a buff. It's just why "aggressively mid" is a really apt way to describe it. It's like someone picked a midpoint on every graph and found Storm Blast just sitting there. Storm doesn't do anything egregiously bad, but it also doesn't do anything particularly well and requires a lot of setup to reach peak "doesn't do anything particularly well." It doesn't lack shine, it just doesn't shine especially brightly in anything but the visuals (which are fantastic). When they were passing out gold, silver, and bronze medals, Storm got well-polished cast iron.
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