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Hedgefund
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Everything posted by Hedgefund
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Force bomb has .67 kb, so actually a knock down effect and slotting a KB2KD piece is unnecessary. https://cod.uberguy.net./html/power.html?power=defender_buff.force_field.repulsion_bomb&at=defender
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These links should answer fundamental questions. https://homecoming.wiki/wiki/Limits https://homecoming.wiki/wiki/Attack_Mechanics
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Bumping cause this is the day! If you're unsure about the time zone you can just google "8 PM Eastern time" and it will return your local time. Please remember that VEATs need a few more minutes of prep to go to Pocket D to visit Null the Gull to switch to a blue (vigilante preferable) alignment. As ever, I'm looking forward to it and hope to see y'all there.
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The Disagreeable Dr Quarterfield and The Mortifyingly Cruel TF
Hedgefund replied to Tobogon's topic in General Discussion
Here's another line item for "why Quaterfield sucks" - unspecified kill-alls. The Wiki helps identify these at least but for a LOT of the "defeat boss and guards" missions if you run to the boss room and only defeat him and his guards, you won't see the "Exit mission" button. That's just infuriating. Just so I can provide A positive - most of the named bosses are Monty Python characters. -
Task Forces Still Setting to First Player who Enters Zone!
Hedgefund replied to Solarverse's topic in Bug Reports
From Fix a longstanding bug where missions would be launched with the wrong difficulty settings if the mission owner was not in the same zone as the door and another teammate entered it first. It's standing again and I mean consistently and not a new thing either. Thanks to OP for bringing this up, I noticed just last night on a SF. While doing a Renault set at +2, someone entered before team lead made it to the zone (Mercy) and the mobs were 30-31. For every other mission (team lead was always in zone for these) they were 32-33. -
Rikti pylon knockback - That knock magnitude ...
Hedgefund replied to EnjoyTheJourney's topic in Archetypes
If you're just looking for a way to do pylon testing w/o being knocked back get the base empowerment buff for kb protection, mag 10 for 90 minutes, that plus your normal 4 (or whatever) seemingly will keep you upright (based on info in this thread). -
The humble Doctored Wounds set is my go-to for Wild Bastion. Swapping in all 6 pieces lowers the recharge from over 70 seconds to a shade under 66.
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For me, at least, the link doesn't do anything, just 5 words underlined.
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He was a massively successful album for Soundgarden.
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The long distance clicking was also changed with the great Cavern nerf, you have to be in the usual range now. Easy enough to verify (or disprove) , crank up a cavern and try clicking from a distance. The good news is, you can get behind an obelisk and they act as an obstruction for visual line of sight so even in a crowded room you can get behind the obelisk and click. Yes, CoT can still be soloed you just have to defeat Koaga AND survive the ambushes which, after 8 glowie clicks (rate of ambushes increases with each click), will be pretty consistent.
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Please provide some means of giving players access to reward cooldown timers. One question I've seen repeatedly in help channel is "How do I tell if I've done the WST for a week already?" and the answer I have to give is "write it down when you do it". I'm sure there are some more effective ways than literally writing it down, regardless it's still a manual task performed by the player. I'm requesting for the game to provide the answer to that question (and others) on demand. Currently if you run a WST after you've already received the rewards for the week on that character, there's no warning, you just don't get the bonus merits, the PAPs or the NotW. Let's also look at the Lord Recluse Strike Force as another example. If you run one at 9pm on Tuesday, select the SHO and then run it again on the next day at noon, the SHO will not be selectable. Now this, to me at least, isn't as egregious, I know if I ran the LRSF the night before and even if I do get this I can leave the reward menu up for a period of time and select the SHO later. Still, this is an example of having the cooldown data available would allow the player to make a more informed decision. Other similar cases that I, personally, am less likely to remember is an SSA, which has a 1 week cooldown for the max reward of 20 merits. Another would be the DA repeatable missions (Ephram Sha and Maharaj) which have a 20 hour cooldown but unlike an LRSF these don't stick in my memory. Let's get hypothetical and say certain GMs get a cooldown associated with them. For this purpose let's just use Kronos Titan as an example. Speaking for myself, when I see a call for GM team and I have time and proximity, I'll go give it a punch. These aren't memorable encounters (to me) so no way will I remember in an evening session that I fought a Titan in the morning. Yet in this hypothetical I'll only know when I fight the Titan a second time within the cooldown window when I see no merits rewarded. Now currently there's one example, that I can think of at least, where a player can see exactly when a cooldown expires. That's for autocompleting missions. Here's what you see when you attempt to autocomplete while the cooldown is in effect: So I'm proposing something that lets the player see all current cooldowns in effect. Note - I suck at crafting mockups so ignore the aesthetics, but this is the data a player should have access to in order to make more informed decisions about what content to run: Just to propose a "where" I'll suggest another line item from "Menu", call it "Currently on Cooldown". Or whatever, I'll kick that can down the road, for now I just want to request access for players.
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It's an open world and the GMs are fair game and you're frankly wasting support time submitting a petition. What you can do, if you've got teammates in transit, is make an appeal either locally or in broadcast, that whoever is attacking back off for a few seconds while teammates get there and urge those teammates to hurry. There is a 10% chance this will work but it's > 0% for not asking. If they don't back away, then I'd advise your team to begin attacking, as is, and it's unfortunate for those in transit but better for those that are ready to get the rewards than wait and get nothing. If it's truly a solo/duo then they're not going to defeat the GM THAT quickly. There is still a 10% damage threshold, with the notable exception for Jack and E, for getting the badge awarded.
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I have an old ice/fire that I used for farming when I was of a mind to actively engage rather than afk. For yucks just now I decided to see how it fared in a p5 world. I'll let Pete Campbell summarize:
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I happen to be focusing on a Necro MM (just hit 50 an hour ago) at the moment. Dark Empowerment has 3 Numis slotted (Heal, Heal/end, Unique) and, because each henchie spams a heal attack (either Siphon Life or Life Drain) the regen/recovery from the unique is always in effect, not counting being out of combat for >2 minutes. Anyway, I'm of the mind that "enough endurance is enough" and I've never ever had an issue with endo bottoming out for any of them, so I won't be changing things up in Dark Empowerment.
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I was curious about this so I conducted a quick n=1 test so I would not submit this to a scientific or professional journal but I wanted to get a quick feel for the results to see if "gosh this is dramatic" or "meh". The test itself was 60 seconds attacking a drone in the RWZ base. I used an old Bots MM that I had modified for P5. My Upgrade Robot slot had a +5 heal and that's what the first result shows. I happened to have 3 Golgis (Synthetic and regular). I unslotted the heal from Upgrade, slotted a Golgi then combined the others to make a lvl 52. Here's the results after 1 minute of non-stop attacking a RWZ drone. So, my n=1 conclusion is not "gosh this is dramatic" it's "meh". If this Golgi "trick" is working, it doesn't seem to be doing much. ETA - just to be thorough, I want to add some additional details. After the first test. I unslotted the heal, slotted the Golgis, dismissed all the pets, resummoned and reupgraded. Just wanted to make that last point clear because not resummoning would mean they were using the original slotting the second time. Also the point is to show the difference in blue (endurance) bars, which I'm sure you folks get but one can't assume everyone does.
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I did not say I did the arc's intro, I did the contact's intro, in other words the initial mission they provide. To be specific, what she offered me (and I completed) was this mission, which, as the Wiki page clearly shows, is not part of the "On the Run" story arc https://homecoming.wiki/wiki/Janet_Kellum#Investigate_the_Crey_lab That page details the missions that are part of the arc and the missions offered by Kellum that are not part of the arc. I'm emphasizing this point because this shows a fundamental lack of understanding of most contacts and their story arcs. You can look at almost any contact, they'll have a story arc and they'll have a "Missions" section which are not part of any story arc. I showed you Janet Kellum's above. Here are others for you to familiarize yourself with: https://homecoming.wiki/wiki/Tina_Macintyre has "The Anti-Matter Collision / The Instant Army" and "Missions" which are not part of that arc. https://homecoming.wiki/wiki/Unai_Kemen has "To Save a Thousand Worlds" and "Missions" which are not part of that arc. I could go on but I'll let you look up other contacts to see. There are some examples that don't follow this pattern, Levantera for one example, all missions are part of her arc. If I do her first mission, then I'm in her arc. Kellum though, has non-arc missions, which I'll say again.
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This seems to be an old school hero contact issue, for the most part (I'm sure there are some redside) but let's take Janet Kellum for example. I just did the introductory mission, not a part of any arc, when I went back to turn it in, I choose the "Ask about available missions" option and saw two options, the first the usual hunt, the second option was for the "On the Run" arc. I decided I did not want to take on that arc so I just selected leave. Later when I looked at my contact list I had the story book icon beside Kellum and I was in the arc. So, my suggestion is that you only put someone in the arc when the first mission of an arc is chosen, not when it simply becomes available.
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Make Cold Domination Shields work with Power Boost
Hedgefund replied to Raikao's topic in Suggestions & Feedback
Prior discussion. One of them at least, this comes up every now and then. -
Here's my Thugs/Cold getting well in excess of soft cap.
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That's correct, you can look at City of Data to see if there's a flag to ignore boosts, such as: The why boils down to, Cold Shield have enhanceable resistance and boosting resists has weird consequences that includes boosting damage. I saw this in action for myself when Fade was affected by PB, my damage would increase. Fade, needless to say, is not affected by boosts now. ETA - oh I didn't see a new page with answers when I posted this. Not gonna delete it though.
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Today, with SOs, there is no 1-22 "slog". I'm sure SOs are out of reach to a new player that doesn't know alternate means of inf generation but my latest lowbie blew through those levels, fighting +2 AVs in Faultline, for example. I wasn't even expecting to be able to do that but SOs just are a huge advantage at low levels.
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DFB has already been nerfed to give signifcantly lower xp at or around level 20. Limiting the number of runs has already de facto been done.
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I'm not motivated to type out a long response so I'm just going to +1 this. I welcome new players, they are important but this is a game for old vets and efforts to attract new players at the expense of the old would be a net negative. All I'm looking for is occasional new content/ new encounters, some powersets, tweaks to underperformers and QoL, QoL, QoL.
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