Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Purrfekshawn

Members
  • Posts

    468
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Purrfekshawn

  1. Yes for more options, but Minions shud be set Defensive+Follow for that to work lMO. Also: Mastermind replacement for Tankers? l don't think so. l thought devs plan was to make CoV generally harder than CoH, which is why Villain AT would deal more damage, but have weakened their secondary roles. Survivability was a lot lower back then and boss fight could easily lead to team wipe (w/out IO's and Incarnates): Corruptor - Defender with MORE DAMAGE & weaker buffs. Average between Defender & Blaster at this point. Brute - Tanker with MORE DAMAGE & weaker defenses. Average between Tanker & Scrapper at this point. Dominator - Controller with MORE DAMAGE & weaker control. Stalker - modified Scrapper, that has a bit lowered self-defense in favor of Stealth. Mastermind - purely unique AT, that has no analogue in City of Heroes.
  2. Yeah, l reckon it being extremely bad... On the bright side that means the balance of game won't likely be broken if it gets introduced. But new players who are not familiar with the game mechanic could decide to make a Tank, then attracted to a word "Regeneration", thinking "oh-yeah, this way l'll solotank any content w/out need a healer!" (not knowing that no tank in CoH requires healer). And then find out that they cannot Tank Aything, unlike any other tank (especially resistance-based, like Rad Tank, or a fortiori Stone Tank (tho latter is definitely not for newbies)). And this way be extremely disappointed! Although if the team is full of supports, those cap pretty much everyone Defenses/Resistances (to 45% def and huge +RES from something like Sonic Resonance Defender). This way REGEN Tank might become actually good... But hey, won't Empathy support (+1000% REGEN stat, plus +DEF to 45%) do exactly the same trick for Resistance-based Tank?
  3. Yeah, l think it would work. Changing Starting Player requirement is very easy, programming-wise all you need is to adjust data in "%cohServerFolder%\data\server\bin\turnstile_server.bin" file.
  4. Just checked - for Defender Soul Mastery Drain not only has longer CD, but also 10' radius instead of 15, and 7 targets max instead of 10, comparing to Darkness Mastery Drain. Dunno really why, maybe because DM Drain is the last power in that set, while in SM it starts the set. So it either devs decision assume it's bug or it's working as intended and therefore equalize or not to equalize these powers.
  5. l assume that could be pretty complicated to code, but since powers like "Swap Ammo" and "Adaptation" do it - the Hurricane may be changed in a way so purchasing that power grants access to 2 Separate Hurricane Powers, whose are: 1. Hurricane with Repel. 2. Hurricane with no Repel. They differ only that one has repel, while other hasn't. Either of them may be trayed into the power tray, or both of them could be. Slotting the "Hurricane" power boosts both powers. These powers CANNOT be activated together, exactly like "Swap Ammo" and "Adaptation". Don't know exactly how difficult doing that will be for Homecoming team, depending on level of the tools they use to create/modify powers, but l'm pretty sure it IS doable, and if it's not too complicated, it absolutely worth it. Note, that Lore Pets "Tsoo" and "Storm Elementals" have supports which has a Hurricane around them, but it can't repel. It can Knockback though, and since lore pets cannot be slotted with KB->KD, that KB might get really annoying if that Support wanders into stack of adds. Knockback chance is 5% seems to be per tick for each add, that's why on full saturation it knocks some add almost (or 2 of them) almost each second. Also Tsoo AFAIR has more potent -ToHit on hurricane comparing to Storm Elementals for some weird reason.
  6. l would like if iTRIALS get their extra versions (not replacement to the current version of iTRIALS), designed for smaller teams, not for 24 or 16 players, but up to 8, but smaller teams could enter and participate these new versions too, without being kicked for small number of players. Some of enemies may become a bit weaker (not that big incarnate shift or even level downgrade), so they wouldn't be impossible to defeat for teams of new size. Incarnate shift, of course, to players would do apply. To reflect a bit lowered difficulty - the rewards may become a bit smaller as well (like not always drop a Very Rare incarnate component, but has a chance to drop Rare too, or even Uncommon). Badges are possible to obtain through these iTRIAL versions. l think this will solve issue with amount of really challenging endgame content, in which every player could really matter, as there are not that many of them, until AE gets updated so it be used to create Incarnate-based content with incarnate component reward.
  7. Everything in Shadow Shard defies laws of physics. Overseers aint exception, that's why nothing can dodge them!
  8. Well right now We're looking @ Blasters - what do you think about Fire Blast/Darkness Manipulation blaster? The best primary We think's Fire (except when adds got +RES to all but PSI), but what do you think about Darkness as secondary? We believe permanent +150% DAMAGE from Soul Drain might look sweet, but if you can suggest Us something that could be even better plz tell Us.
  9. Illusion/Traps controller. Use Superior Invisibility, do NOT use ANY offensive powers. Only summon various pets! May even take some Villain Epic powerset which contains a pet. No enemy is going to notice u. Preferable to have AoE defense on maximum as well.
  10. @Captain Powerhouse could alter enemies' AI so they start to run away from you once they see you, as well as altering their speed so they run away from u at 92.5 mph. And call it a day. AND THEN CALL IT A GAME.
  11. CTRL+C / CTRL+V. By the way: AE Enemies already can be named with special symbols, AV Beatdown Past Edition (21066) has an enemy called "Jötunn" for lnstance. While in Barracuda OP you once encounter an enemy called "Unterfuhrer" (pronounced as "Ounterfoohrer"). We were like "What the dummarschen?" It should be Unterführer (pronounced as "Ounterfewhrer"). We thought by the name of this thread that you want to increase name maximum length, which'd be Awesome for My Main, as We would be able to type in that name "My Imperial Majesty Empress Elaina Inversonia von Heidi de Nibeashe la Lerella Linda Celia Dimensina the First".
  12. We aint promoting aything. That server is NOT OPEN for public acccess.
  13. Brutes don't have access to Weapon Mastery Epic pool, nuff said! On private server We already stopped enemies' joggin-away-across-the-entire-map nonsence! Well then you MUST have plans for changing dementical enemy AI, so they won't start ride on top of their bellies like Council Warwolves, wiping floor in the whole dungeon, then enter door and wipe another floor then enter another dungeon and wipe that with their bellies as well. %}_
  14. Does presence pool have Toggle-like switch on and forget type power? Yeah and the guy who programmed AI so foes cluck away from even not the strongest characters, way not the strongest like tiny, little, scared to death little chick must have had serious mental issues, because l cannot understand how else one might have programmed Archvillains or Heroes marathonn across the map all the time? Seriously? Them demented AI which makes enemies run away from the character should be even BIGGEST mistake, and it had to be fixed WAY BEFORE any of Scrapper sets gets its taunt auras stripped off. l'm just suggesting STANDARDIZE scrapper sets, so no one is better or worse than another in regards of the basic combat mechanic, that the Taunt is. All Tanker and Brute primary and secondary sets Have Taunt, haven't they? With defense sets having Toggle Taunt Auras. All Scrapper Primaries have click taunts, havent they. But Taunt Auras - not all scrapper sets have them. Thus l state that All scrapper Secondaries must have Taunt Auras as well. And nothing like 50% have and 50% have not.
  15. Sonic Resonance's power "Liquefy" is quite useful, although it has pretty long CD, but it's one of only powers with effect that is not +RES or -RES, but the speech is not about that. Its projectile launched from player's mouth or arm IS color-customizable, but its lasting Ground effect is NOT: After a bit of investigation l found that its groundwave effect actually IS customizable and the reason why it can't be customized in game. So, since "Liquefy" ground impact creates a pet, that debuffs enemies with -DEF, -ToHit, slow down, -jump, etc, the "Liquefy power" consists of 2 part. These part are (example is Defender): Defender_Buff.Sonic_Debuff.Liquefy - the power that is produced by a character. It creates a pet at its target spot. Pets.Liquefy_Defender.Liquefy - the power that is produced by pet. It lasts a while and debuffs enemies. Power customization system is built this way: each power has attached to it not only colors, but also tokens. These tokens have names attached to them like "Bright", "Dark", "Minimal FX", etc... Defender_Buff.Sonic_Debuff.Liquefy - accepts these tokens: Bright Sonic Resonance Dark Sonic Resonance Bright Sonic DeBuff Alternate Dark Sonic DeBuff Alternate These can be set up as tokens for power in Character Customization screen. But the problem is that Pets.Liquefy_Defender.Liquefy accepts only these tokens: Bright Dark l believe these powers were unchanged since Sonic Resonance got its alternate animations. Prior to that Liquefy primary power probably accepted tokens "Bright" and "Dark" and the pet was customizable. In order to fix that l decided to change within the "Pets.Liquefy_Defender.Liquefy" on my private server its acceptors names from "Bright" and "Dark" to "Bright Sonic Resonance", "Dark Sonic Resonance", "Bright Sonic DeBuff Alternate", "Dark Sonic DeBuff Alternate", having made 2 extra acceptors for each of the Liquefy pet powers in process (3 of them, their names): Pets.Liquefy.Liquefy Pets.Liquefy_Defender.Liquefy Pets.Liquefy_MM.Liquefy The result of that was quite impressive - it entirely fixed the issue with the "Liquefy" power! Here's take a look: Note that only clientside fix for that is not enough - serverside fix is needed!
  16. Then good luck playing the game when you'll be melee and everything will cluck away from you. l don't think someone else will play that.
  17. But will it prevent Archvillain from Headless Chickenning away? l somehow doubt it will, need to apply exact Taunt status.
  18. l think all Scrapper Secondary Powersets must have one power that generate Taunt at surrounding enemies. Because they are listed in character creation screen as those who can "Tank", along with Tankers, Brutes, Peacebringers, Warshades, and what is the tank w/out Taunt Aura? Right now because of demented AI programming enemies (AV included) begin to marathonn away across the map like tiny, little, scared to death chicklings. That means Scrapper with Shield Secondary (has Taunt Aura) can stop that nonsense, while with Super Reflexes for comparison (has no Taunt Aura) cannot. Primary Powerset Taunts are gimpish because they are single-target only, and after a while the Taunt wears off, so a reapplication of that is required, which means loss DPS and they require to spend Power Point specifically to. Why some Secondaries must be better than other EVEN in regards of basic combat mechanic that the Taunt is? Thus let all Scrappers taunt everything around them, anyway Tankers & Brutes have bigger Threat values and will outaggro them.
  19. Seriously, what level of stupidity must one had having, so Attack Activation times are attached to Character Amination times? It's the same dumbness as if they attached these times to Sound Effect play times! That leads on practice so one attack that has 1.33 activation period is on practice has 7.33 activation period, because the character redraws the "nullifier mace" extra 6 seconds. Thus l think all attacks those involve Weapons in game should have "No Redraw" option. Maybe with exception of some temporary powers, like Void Rifles or Dimensional Grounding Ray. But Epic Mace Mastery's powers must have that option, nuff said!
  20. Mace Mastery has HORRIBLE Animation Redraw times, so add in mind +5-+6 seconds to all attack Activation Times. Tooltip said 1.33s, but it's actually 7.33 s because you redraw the mace 6 seconds! Generally one of devs back on live must have been screwed lMO that they attached attack activation time to character animations. But hey, also one screwed & severely demented bozo made AV run away. So only Mu Mastery!
  21. Well that needs to be seen, as the reason of this is found and it proved itself that it's easy to fix!
  22. So once l ran ITF on a toon that was Defender, with Time Powerset technically (not Kinetics or something that you could expect pull that kind of stunt from) and some of team was just Melting Minions and Lieutenants in 1 second, and in 1 more second Bosses were going down. Cyclops, Minutaurs were activating their DCD (unstoppable) and become molten before finishing their DCD animation finish. That was coming definitely not from my Defender, who is surely not the Deeps king. Even with Slowed Responce Achilles' Heel slotting. That's luckily -50% res, -56% to bosses due to Time Crawl. No damage buff except Assault. Thus l wonder what exactly could cause that everything-Melt? l know there might be not 1 OP player, but several incarnated DPS, but still... After Titan Weapons Scrapper OP damage is gone what would you recommend now for a toon that would have the ability to Melt All and Every Single Thing to the ground in one-two moments?
  23. Well, Splash term may be complete synonim of AoE, but sometimes it may refer to powers those deal more damage to primary target rather than secondary OR their area effect strength fades as the distance from the epicenter to target increases. That is common in RTS. Example of that may be Electrical Melee Thunder Strike power, which damages the main target more than other targets. Fluff term may be complete synonim of AoE, but sometimes it may refer to powers, those damage the main targets mostly, but secondaries - only on occasion and its damage to secondary target is not nearly as big as to the primary. Example of that may be Radiation Melee single target powers, which on occasion generate burst of AoE damage when they hit Contaminated targets. Both Splash and Fluff terms may be considered to be complete synonims of the AoE term. Thus sentence: "Order is: AoE -> Splash -> Fluff" refers to the request to teammates to go to town with attacking all and every target!
  24. Storm? Lahl!!! 😀 That's the absolute worst Support set in the game because its lot of annoyin' Knockbacks/Repels, which also can't be slotted for KB -> KD (because they're repels). We generally found something for Splashing. It became Stone Armor/Savage Melee/Mu Mastery Tanker, that uses Teleport to move around & Fold Space. The latter allows it to cluster enemies, so teammates with AY splash power layouts can go to town with splashing them, and which is why it's even more than DPS king. Normal splashes're Rending Flurry, Savage Leap, Ball Lightning, and Banished Pantheon's Support damaging AoE power Enervating Storm in addition to the constant damage from the Mud Pots, which also slows. That' the real candy that is also nearly invulnerable as l managed to bring ALL Resistances (including PSI) to 90% at all times + ALL Typed Defenses (except PSI) to more than 45%.
  25. Horrible Game Breaking Design Flaw - Protector Bots first shields Everything and only then Caster - reason found! The reason of this has been found, and since that requesting IMMEDIATE fix (as We're always Nice n.n, so Fix it #RITENOW!!! Protector Bots first shields literally EVERYTHING - Other Bots, Seeker Drones, Acid Mortars, Incarnate Pets, the Demon, the Devil (also the whole list down)..., gracefully ignoring the only thing - its owner. It has been known for so long time, and now l looked in Dev files and found the actual reason of this Atrocious, Horrendous, Horrid code error: It's located in "%CoHDevSourceFilesFolder%\coh-server-original-master\MapServer\ai\entaiCritterActivityCombat.c" 1835 Entity* aiCritterFindTeammateInNeed(Entity* e, AIVars *ai, F32 range, AIPowerInfo* info, int targetType) 1836 { 1837 Entity* weakest=NULL, *myowner; 1838 F32 dHP; 1839 F32 weakestdHP=0; 1840 F32 rangeSQR = range*range; 1841 F32 distSQR; 1842 1843 // myowner only allows owner as target. This section tries to buff teammates 1844 // the following section, targets the owner. it is after so that it can replace the teammates 1845 if(ai->teamMemberInfo.team && (targetType != kTargetType_MyOwner) && (targetType != kTargetType_MyCreator)){ 1846 AITeamMemberInfo* member; 1847 S32 isTitan = ai->brain.type == AI_BRAIN_MALTA_HERCULES_TITAN; 1848 1849 for(member = ai->teamMemberInfo.team->members.list; member; member = member->next){ 1850 // valid ents to buff are entities that aren't self and alive. 1851 // targettype_mypet requires that the ent is a pet 1852 Entity *entMember = member->entity; 1853 int isValidEnt = (entMember != e) && (entMember->pchar->attrCur.fHitPoints > 0); 1854 if (targetType == kTargetType_MyPet) 1855 { 1856 isValidEnt &= (entMember->erOwner == erGetRef(e)); 1857 } 1858 else if (targetType == kTargetType_MyCreation) 1859 { 1860 isValidEnt &= (entMember->erCreator == erGetRef(e)); 1861 } 1862 if(isValidEnt){ 1863 AttribMod *pmod; 1864 AttribModListIter iter; 1865 bool bActive=false; 1866 const BasePower *ppowBase = info ? info->power->ppowBase : NULL; 1867 1868 if(isTitan){ 1869 AIVars* aiMember = ENTAI(entMember); 1870 1871 if(aiMember->brain.type != AI_BRAIN_MALTA_HERCULES_TITAN){ 1872 continue; 1873 } 1874 } 1875 1876 if(info) 1877 { 1878 if(!aiPowerTargetAllowed(e, info, entMember, true)) 1879 continue; 1880 } 1881 1882 1883 if(info && !(info->groupFlags & AI_POWERGROUP_HEAL_ALLY)) 1884 { 1885 EntityRef myRef = erGetRef(e); 1886 pmod = modlist_GetFirstMod(&iter, &entMember->pchar->listMod); 1887 while(pmod!=NULL){ 1888 if(pmod->ptemplate->ppowBase==ppowBase && pmod->erSource == myRef){ 1889 bActive=true; 1890 break; 1891 } 1892 pmod = modlist_GetNextMod(&iter); 1893 } 1894 } 1895 1896 if(bActive) 1897 continue; 1898 1899 distSQR = distance3Squared(ENTPOS(e), ENTPOS(entMember)); 1900 if (distSQR <= rangeSQR) { 1901 dHP = entMember->pchar->attrMax.fHitPoints - entMember->pchar->attrCur.fHitPoints; 1902 // Prefer weak members, otherwise prefer those in melee, 1/X chance of just skipping a guy, so that not everyone heals/buffs the same guy 1903 if (!weakest || rand()%3 && (dHP > weakestdHP || (dHP == weakestdHP && ABS_TIME_SINCE(ENTAI(member->entity)->time.wasAttacked) < SEC_TO_ABS(5)))) { 1904 weakest = entMember; 1905 weakestdHP = dHP; 1906 } 1907 } 1908 } 1909 } 1910 } 1911 if ((targetType != kTargetType_MyPet) && (targetType != kTargetType_MyCreation)) 1912 { 1913 EntityRef owner = targetType == kTargetType_MyCreator ? e->erCreator : e->erOwner; 1914 if(owner && (myowner = erGetEnt(owner))) 1915 { 1916 AttribMod *pmod; 1917 AttribModListIter iter; 1918 bool bActive=false; 1919 const BasePower *ppowBase = info ? info->power->ppowBase : NULL; 1920 1921 if(info && !(info->groupFlags & AI_POWERGROUP_HEAL_ALLY)) 1922 { 1923 pmod = modlist_GetFirstMod(&iter, &myowner->pchar->listMod); 1924 while(pmod!=NULL){ 1925 if(pmod->ptemplate->ppowBase==ppowBase){ 1926 bActive=true; 1927 break; 1928 } 1929 pmod = modlist_GetNextMod(&iter); 1930 } 1931 } 1932 1933 distSQR = distance3Squared(ENTPOS(e), ENTPOS(myowner)); 1934 if (!bActive && distSQR <= rangeSQR) { 1935 dHP = myowner->pchar->attrMax.fHitPoints - myowner->pchar->attrCur.fHitPoints; 1936 // Prefer weak members, otherwise prefer those in melee, 1/X chance of just skipping a guy, so that not everyone heals/buffs the same guy 1937 if (!weakest || rand()%3 && (dHP > weakestdHP || (dHP == weakestdHP && ABS_TIME_SINCE(ENTAI(myowner)->time.wasAttacked) < SEC_TO_ABS(5)))) { 1938 weakest = myowner; 1939 weakestdHP = dHP; 1940 } 1941 } 1942 } 1943 } 1944 return weakest; 1945 } This function consists of 2 main subroutines - one starts at #1845 and ends at #1910 and another starts at #1911 and ends at #1943. First of them searches all targets those need the buff except for the Owner, and another one looks at the Owner. Problem is - the value "weakest" will likely be non-zero at the moment it gets to the second subroutine, and as it's coded now it won't be overwritten thus it results that Owner gets support from the pets from the LAST order, when it should be receiving buff in the FIRST order, otherwise the robots are a junk that worth only recycling. Thea'z "positronic matrix" salvage in game, so robots shud obey laws of robotics, first of which is NOT TO LET THEIR CREATOR BE HURT (2nd is obey the Creator), and only 3rd of which is NOT TO LET THEMSELVES BE HURT. Yet robots those're in game put the 3rd law above the 1st, which's total blastheadness in its crystallic solid form. Interesting to note that according to how it's coded if your character has LOW HP, the robot may prefer shield the character over other pets, you can test it on live, do major injury to yourself, then summon protector bots, they may shield you first at that case. In order to fix it Devs need to swap these subroutine places. In my experimenting on private server it did the trick. Also it's possible to make even stronger assumption, for instance if do this: 1937 if (!weakest || rand()%3 && (dHP > weakestdHP || (dHP == weakestdHP && ABS_TIME_SINCE(ENTAI(myowner)->time.wasAttacked) < SEC_TO_ABS(5)))) { replace to 1937 if (!weakest || (dHP > weakestdHP) || (dHP == weakestdHP) ) { (it's what l have on private server) then the need of buffing the Owner will be stronger, and the other members will be buffed only when they have Higher HP delta (maxHP-currentHP) than the owner (or special effect is unable to be cast onto owner, bots for instance have NOT lost ability to cast shield on other robot after this replacement FYI). If completely skip the string: 1937 if ( true ) { Then the Owner will be buffed/healed even when he (or Nice Beautiful She, or Our Imperial Majesty) has 70% of maximum HP, when there might be teammates with 10 HP and they won't receive the buff/heal that would otherwise save their lives. So it's double edged sword... But what is clear is that it IS a bug that bots cast FF on Owner in the last order, and it IS to be fixed, and it IS to be fixed this instant. It's the Merry Christmas, so letz be nice & fix it now!!! 😊
×
×
  • Create New...