
Fira
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Posts posted by Fira
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Tips are 20+ anyway not 10+, i believe, no?
Where's the bug? Do you mean there should be a 8-20 tip bracket?
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3 minutes ago, Rudra said:
Counter-argument: It also serves to help keep teams intact when launching from co-op zones like Kallisti Wharf since some missions take you out of the co-op zone and requiring everyone to be the same alignment means they can all go to the next mission together without getting dumped.
Ah, well, that makes sense in a way... Then that'd mean keeping it and removing it are both flip sides of the same wrong coin.
I guess Vigilantes could get the Villain pass, and Rogues the Hero pass, as they do in the rest of the game.
Though that'd also affect the other arcs I listed above, so I'm not sure how practical it is to "just change"... -
Tried to join a team doing missions from Alexander the Great as Rogue, was unable because the mission maker zealously tagged them as Hero missions.
This was apparently already a thing with i27p7 Striga arcs too and got later fixed:
I could write several pages to detail the reasoning leading to why this is obviously a mistake stemming from legacy technical choices, and unintended, but I'd just waste everyone's time. But the bottom line (i'll keep it short i promise) is that this tagging is inconsistent across the entire game, does nothing in normal zones except kick people going to Ouro / SG Bases out of their teams, and only actually locks people out in Coop Zones, including grey alignments (Vigilantes/Rogues).
If anyone from HC Team actually drops by, I beg you to rip the entire "mechanic" out, it serves no purpose anymore - except keeping things obtuse and confusing everyone. In standard content, there are also a few arcs affected by this, such as both Silos TF, the DA intro (Captain Nolan, and probably the Arachnos message), and the side specific Cimerora arc (Daedalus, and i suspect Sister Airlia aswell)
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As per original game code, the "OEM 102" key that is present on many foreign keyboards (including non-US QWERTY) inbetween Windows/Super, Z key, and Left Shift, and traditionally map on 102-keys QWERTY keyboards to some of | \ < > is not properly put in.
It is listed as INP_OEM_102 in allowable_inputs define, which makes it possible to be bound via the Options menu, and will work that way.
However it is absent from the matching key_names define. This makes it so it can't be used in /bind, and exporting keybinds marks it as "(null)" which obviously won't work.
I'd be led to believe just adding it properly to key_names would fix that.
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13 hours ago, Maelwys said:
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I believe "Boosts are copied to entity" refers to the enhancements slotted in the power
There is a second tag on City of Data which is "Entity has creator's modifiers" which is probably what you mean
Edit: Check here for example: https://cod.uberguy.net/html/power.html?power=mastermind_pets.assault_3.incendiary_swarm_missiles
It's quite funny, because in the reverse fashion, you're the one that taught me about that on Discord one year ago 😛
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22 hours ago, Maelwys said:
FWIW it's quite possible for a Primary like Bots/ to end up with softcapped personal and henchmen Defenses regardless of your Secondary powerset (and in Bots' case you only really need either Power Boost or Radial Clarion Destiny; with both being total overkill)
Why Power Boost?
You can't snapshot the Protector Bots bubble
So that works if you play like, FF, but, what else do you use it on?
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It's not entirely true but AFAIK for practical purposes, the TL;DR is you're stuck with your T1s having 600 HP and getting oneshot by Boss+ AoEs, unless you get good enough amounts of Resistance, or Absorbs. You can also use Rebirth or Marinestuff for Max HP but, honestly, I don't believe in it...
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This is so weird, why is it all in localization files if they're essentially not used in the end?
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I haven't tried since 54 Pylons, but with level-less pylons of before, it was actually quite easy to solo ALL the pylons to do the raid alone on a MM, by virtue of them having the "insp the pets" feature that you can damage-insp Lores, Temp EBs, and Sig Summon.
Also, this isn't the case anymore, but there was a very real usecase before Bots rework to NOT upgrade them to avoid them having Flamethrower and Full Auto with ridiculously high activation times if you use them to pull, because they'll be sitting ducks for a long while. Of course this isn't relevant anymore since rework, but i suspect there are other such usecases.
Edit: Another usecase I've ran into is to not grant missiles to Assault Bot at lower levels, like 27-32, where you'd have them just due to the exemp bonus. Because it can just be too impactful when you're exemp'ing with lower level people. But then you can just not summon it i guess..
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Ah, I thought maybe you could get in Portal Corps employees hallway that way, but I don't think they are "actual doors"...
By the way, if you go around Grandville for example, there are many Arachnos patrols that spawns some doors.
This lets you occasionally see the opening animation of the big Arachnos garage doors, which are practically never used otherwise. -
13 minutes ago, srmalloy said:
You can also use it to enter an Ouroboros portal, although the necessity of having coordinates renders that less than useful for dropped Ouro portals. I created a macro for the main return portal in Ouroboros, removing the problem of clicking on the portal through a six-deep morass of characters, lore pets, and archetype pets stacked up around the portal for five, ten, or even fifteen minutes while their players get drinks, use the head, or wait for their request for an iTrial invite to be responded to and for the trial to kick off:
/macroimage "WheelofFortuneFortune" "LvOro" "enterdoor 259 670 -764 P"
As long as you're within range of the portal when you activate the macro, you'll get the pop-up destination list.
Interesting usecase! Thanks for sharing!
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Doctor Doors sounds absolutely hilarious!
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11 minutes ago, AboveTheChemist said:
Doors appear as NPCs in demo files. I used that fact to help map connections/locations in the Labyrinth when it was in beta, and to help find secret doors.
Really? That's pretty cool! Bit of an odd design decision...
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I'm bored!
So, here's some Doors Fun Facts you probably didn't know you didn't care about, or likely already knew anyway:
- When you log back in, the game will often make you enter the game world from a nearby door.
- Door opening anim has separate delay than entering. Let your friends open it and click right after to get in before them!
- Timing Jumping/Strafing off a door when opening it to move away forces your character to walk through air/objects to enter it!
- If you do that from a very big distance eg Mark & Recall across a zone, this can end up with a softlock and blackscreen requiring relog.
- /enterdoor can let you macro/bind entering specific doors by coordinates without having to click on them.
- A lot of doors are awkward to click. If you click Arachnos Fliers further down ground, and elevators further up, you'll have an easier time!
- Some doors are LINKED. This means unmarked nearby doors also function as the same door, sometimes surprisingly so! Notably helipads.
- Some doors aren't. That one warehouse in Grandville confuses everyone because the adjacent doors aren't the same ones.
- Some doors have in-world activable volumes. If you walk to the back of a CoT portal (eg in Nerva, or Virgil's), you enter it.
- All helicopter attendants have a tiny volume in air above their head. Stand in front of them and jump, and you'll get in, with style.
- MM Pets resummon on zone change, and the upgrade buffs are reapplied to them in AoE. So you can save time by letting zoning make some of your upgraded pets upgrade those that aren't.
- Pets have special handling for doors, and will routinely get stuck strafing and teleporting to elevators in a loop.
- Pets will sometimes work as normal, but simply fail to open the door, requiring someone else to come open the door for them!
- You can't cheat death changing zone. Queued debuffs, damage, projectiles etc still follow you, and you may die to UnknownSource on arrival!
- You can get into almost all AE buildings through a door on the roof.
Do you have more stupid, useless, yet fun door facts to share with me?
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Eh, I think everyone here seems to have a different view of what it is. So i'll add my 2cents.
To me Toxic Positivity is not being blissfully clueless, the term "Toxic" is important.
Some said that calling something "Toxic Positivity" is belittling people, and that's important, because to me it's exactly the core of the problem... in the opposite way.
If I'm in a team and i randomly say "Damn Howling Twilight is so loud it saturates my speakers" and I get answered "I'm just happy to play the game :)", my immediate reaciton is "What?"
If I do the same, and THREE people in the team answer that way, I just die a little inside.
And when this happens 30 times in two weeks... Well... Maybe it's just me, but I feel it as downright patronizing and oppressive. Makes you reconsider where you're playing quickly. Even if this is just oversensitization on my part for getting so affected by it, I think you can agree it is blatant of some sort of deep, DEEP community mindset problem.
Also, some have mentioned the dev team. To me the main factor of it is, in fact, not Homecoming. Despite Homecoming's moral high ground and pedestal, it doesn't come one TENTH of the height of the fabled "dramatic City of Heroes shutdown" one. I'll rant about Homecoming things constantly, but to me, the HC team *actually* has nothing to do with the majority of this problem.
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Believe it or not... Toxic Positivity has actually been my #1 problem since HC launch and represents the cause for well over half of my game hiatus. I could give more details but it's just going to come out as a boring rant.
However whatever the reasonS (personal or community changes) I've been feeling this weight less and less this past couple of years. But I think especially the early 2024 player influx post licensing washed away a lot of it.
Even been actually finally able to discuss this (or similarly 'touchy' subjects) with people in-game, directly or indirectly, where I'd have just gotten straight into a firing squad before. It's somehow refreshing and an important reason I started playing more often again since late 2023.
So, can at the very least see where the writers' coming from about this especially if they played a long time back...
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It's not just a matter of models. You also need animations for things like summon/dismiss/upgrades
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After the changes to Group Fly and pets few years back, despite a patching pass being done to iron out some issues, some still seem to remain, ie:
* Rarely, issuing commands to airborne pets will have them very rapidly skim toward the ground, or outright teleport to it, before resuming course
* When deactivating Group Fly while moving, some pets will soemtimes fall down like bricks and remain there. They won't resume movement on the ground until you turn Group Fly back on then cut it off again.
These are fairly rare but will happen regularly and can mess up airborne movement especially when herding
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To clarify this is a long-standing issue, that I've been experiencing since at least 2022
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Playing Mastermind and when staging biiig fights, notably in ITF, eg. by pulling 80+ enemies into a big blob the game starts to freak out in various ways.
One of the main way i experience is that the whole of game UI will go choppy and start briefly freezing and flashing into a black outline.
When pushing it further, my petcom keybinds will also start to randomly glitch like this:
A few weeks ago, it flat out RESET all my keybinds randomly mid-mission, as evidenced in logs:
2024-02-18 21:49:39 [NPC] Protector Bot: Affirmative. 2024-02-18 21:49:39 [NPC] Protector Bot: Affirmative. 2024-02-18 21:49:39 [NPC] Battle Drone: Affirmative. 2024-02-18 21:49:39 Pet command failed. 2024-02-18 21:49:39 Key binds were reset. 2024-02-18 21:49:39 <color #ffaaff><color2 #ffaaff><colorhover #ffaaff><colorselect #0><colorselectbg #333333><link #ffaaff><linkhover #ffd2ff><linkselect #0><linkselectbg #666666>[21:49] Unknown command: �8�� 2024-02-18 21:49:39 <color #ffaaff><color2 #ffaaff><colorhover #ffaaff><colorselect #0><colorselectbg #333333><link #ffaaff><linkhover #ffd2ff><linkselect #0><linkselectbg #666666>[21:49] Unknown command: ���� 2024-02-18 21:49:39 <color #ffaaff><color2 #ffaaff><colorhover #ffaaff><colorselect #0><colorselectbg #333333><link #ffaaff><linkhover #ffd2ff><linkselect #0><linkselectbg #666666>[21:49] Unknown command: �?@����V���_ 2024-02-18 21:49:39 <color #ffaaff><color2 #ffaaff><colorhover #ffaaff><colorselect #0><colorselectbg #333333><link #ffaaff><linkhover #ffd2ff><linkselect #0><linkselectbg #666666>[21:49] Unknown command: ���� 2024-02-18 21:49:39 <color #ffaaff><color2 #ffaaff><colorhover #ffaaff><colorselect #0><colorselectbg #333333><link #ffaaff><linkhover #ffd2ff><linkselect #0><linkselectbg #666666>[21:49] Unknown command: h� 2024-02-18 21:49:39 <color #ffaaff><color2 #ffaaff><colorhover #ffaaff><colorselect #0><colorselectbg #333333><link #ffaaff><linkhover #ffd2ff><linkselect #0><linkselectbg #666666>[21:49] Unknown command: �8�� 2024-02-18 21:49:39 Metal Swiper MISSES! Sawblade power had a 6.00% chance to hit, but rolled a 32.05.
And today, exiting a mission where this happeend repeatedly, my tray numbers were reset, some to tray number 16 (which doesn't even exist, it goes up to 9 max, and as such can't be used):
I'm guessing there's some kind of memory corruption at play around the petcom command causing all this. As funny as it is, I'm a bit worried of what else it could do 😛
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Contest is still ongoing but I counted about 70 contestants! It's great to see so many people taking part! Hope there can be more editions of such community contest planned!
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Dunno. Personally actually prefer redside because it's less "dumb concrete city", stereotypical and overplayed that Paragon tends to be.
My only gripes are Sharkhead going too far off the "overpolluted grim industry" vibe, and Grandville being somewhat "too much" but i think that one is just intended.
Is this supposed to be in Feedback forum?
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Feeling more held back by pathing / enemy bumping than by the raw speed. Diving through enemies in caves gets messy. Pathing is also awkward at high speeds.
I use Gfly to solve this (even indoors) but unfortunately they're capped to "P2W Jetpack" speed with no way to raise it (that i know of)
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Vengeance is always an option xP
Some KW Arcs do not allow cross-teaming
in Bug Reports
Posted
Actually thinking about it better, that doesn't make sense either.
Doing that avoids a Villain joining a Blue KW team and getting dumped when the zoning moves to Blue Side
But it insteads allow a Rogue joining a Blue KW team while it's on Blueside, for them to be dumped when they return to KW
Soooo, the current feature just doesn't allow doing this at all; it'll be wrong in some fashion no matter how you twist it...
I dug through the alignment source code, and it hinges on couple very visible crutches that you can 99% summarize to:
* Coop-Zones don't exist (they're the default), but regular zones are marked "Hero Only" or "Villain Only"
* If you are currently on a zone that marks you as Villain, you are redside, otherwise you are Blueside, for almost all purposes (Arc/Missions restrictions, Encounters, Alliance settings, Player counts, Search Window, ... etc)