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Everything posted by Vanden
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As usual, the arguments against the change opt for a reductive mocking of the opposition, and ignore the very real argument that the cap takes player agency out of the equation and replaces it with pure luck.
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I'm honestly not seeing how this would be the case. Nothing about the math or mechanics behind tohit would change; you'd still need to do everything you currently have to do in order to ensure your chance to hit is as high as possible. You actually could have to do a bit more, since it raises the performance ceiling. Large teams would be able to unleash their AoEs knowing their controls and damage will land, sure, but that's virtually already true. A high-end team full of maxed-out characters already wipes out enemies with ridiculous speed and safety; this wouldn't change anything for them at all. The barrier to entry thing for new players is a new one, though. I can't imagine how raise the performance ceiling a little makes it harder for new players, unless you're talking about the new defensive options that you say the enemies will have to have to allow this. I already talked about this earlier - making it possible to reach 100% chance to hit raises player DPS by roughly 5.3%, so just raising enemy HP by a similar amount should compensate for any increase in clear speed. Not sure if I should call this a slippery slope or strawman, since it fits both pretty well, but either way it's not what we're talking about.
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It's a lot better on Stalkers. You get Build Up and you get to have Form of the Body at all times without spending a power on it.
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If we're gonna have badges based on memes, they should be CoH memes, or at the very least timeless memes that will never get old that's what I'm talking about
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Like I said in the OP, I want Foot Stomp to play footstomp3.ogg on activation, instead of footstomp2.ogg, which is what it currently plays.
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I think it's a little too sci-fi and energy-y for what I'm after. Regardless, my suggestion is to make Foot Stomp use a different sound file than Takeoff, and it should be easy to do since a fitting sound file already exists in the piggs.
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Have you heard footstomp3.ogg? It sounds way more powerful than footstomp2.ogg. Check it out: footstomp3.ogg
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I know how to install mods, but you need to tell me where you posted the file. That is the whole point of my suggestion. I want Foot Stomp to use a different sound, Takeoff is already totally fine by default.
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...how?
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Takeoff uses psionicmelee_hit.ogg, not Foot Stomp. psionicmelee_hit.ogg plays on top of footstomp2.ogg when you use Takeoff, but Foot Stomp only plays footstomp2.ogg. There's no way to add sound to Foot Stomp without it also showing up in Takeoff.
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It's not something that can be done by just editing the sound file. Foot Stomp and Takeoff both use footstomp2.ogg, anything you put into it is going to play for both powers. And the whole reason I replaced it was so the power didn't sound so wimpy if I used it without hitting anything, so changing the hit sound effect won't help.
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Foot Stomp uses the file footstomp2.ogg as part of its FX. This file ends with kind of a lame buzz sound; if you don't hit any enemy targets with the attack it ends up being an anti-climactic sound. However, the .pigg files also contain footstomp3.ogg, which sounds the same as footstomp2.ogg until the end, where it contains an actual crash sound tapering off into a long, low rumble. Much more epic and fitting to the power. So a long time ago, I replace footstomp2.ogg with footstomp3.ogg and called it a day. However, Homecoming went and added the Force of Will pool, along with Takeoff. Takeoff uses footstomp2.ogg as well, but it also has a second sound effect on top of that, a quick thud at the moment of impact. Since it's not as powerful an attack as Foot Stomp, footstomp2.ogg with its lack of the loud crash sound fits perfectly. But since I replaced footstomp2.ogg with footstomp3.ogg, Takeoff gets that loud crash too. This leaves me with two imperfect options: either Takeoff or Foot Stomp has to have a sound effect that doesn't fit it. So the suggestion is simple: make the mod official, and have Foot Stomp play footstomp3.ogg. Then both powers will have fitting sound effects.
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I don’t think Gauntlet functions at that low a level. The old version I know didn’t, that was probably kept for the upgrade.
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Why don't you point out where I said we should have 100% chance to hit at all times, including when we're completely outmatched?
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If you're in a situation where an enemy mob is over 100% chance to hit you and the tohit cap is coming into play, you are losing the fight. Your only options are to run away, win the fight immediately, or massively change the enemy's chance to hit with tohit debuffs or defense buffs. Player survivability in this game relies on the AI either missing more often than it hits, or dying before it can make very many attacks. That fact is, that cap is of virtually no benefit to the player when the roles are reversed and it's the AI that is having its tohit capped; defeat for the player is still very much on the table.
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The difference is that I’m not making an argument based solely on opinion while simultaneously mocking another argument because it’s based on an opinion. What are you talking about? There is no benefit for me from having tohit capped at 95%. All it can possibly do is make my powers miss.
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Hah, so, funny story about this. It turns out you can't normally one-shot the Knives in the final encounter with Judgment. Even at -1 No Bosses, with +3 level shifts, and a 45% damage buff from Musculature, they'll survive with just a little HP. What happened was, I was running the mission with a VEAT, and had the Superior Spider's Bite proc slotted. This affects every power you have that takes damage enhancements, which includes Judgments, and with their 90s recharge the chance of proc is 90%, so that was adding that last little bit of damage I needed to one-shot the Knives bosses. Now, even with this new knowledge, I still fight the Knives at the end. It just takes a couple AoEs to knock off the last bits of HP Judgment leaves behind; just make sure you focus on the Conquerors first (the ones with the icy aura), because they can MoG and you want to finish them off before they do.
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This isn't an actual argument. You're just saying that we should miss because you say we should. https://en.wikipedia.org/wiki/Circular_reasoning In other words, you're consistently disparaging my argument because it's affected by my feelings on missing, while simultaneously championing the status quo entirely because of your feelings on missing. That's pretty hypocritical, man. These things are already accounted for with actual in-game mechanics like subpar accuracy enhancement, tohit debuffs, and defense buffs. If that's all accounted for and the final tohit chance is over 100%, then the attack should hit. A miss at that point is just punishing the player for being unlucky.
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I like a good challenge myself, and I'm always the guy saying the team should up its difficulty if we're just steamrolling enemies with no trouble. But missing despite being at the hit cap isn't a fair challenge, it's just my attacks failing through no fault of my own.
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By all means, elaborate on what you said. If, when you said it would make "zero sense" for attacks to reach 100% chance to hit, you weren't basing it on logic or physics, in what way does it make "zero sense?"
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Well now, hold on. You were the one who first said it would make zero sense for attacks to be able to become auto-hit. But now you say that it's fine for the game to be unlike reality in certain aspects. Which is it? Should the game only do what makes "sense," or be willing to disregard that for the sake of fun?
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I was finishing up the badges for controlling Heavies in Recluse's Victory before /ebfp goes away, by grabbing a Heavy and going straight to an SG base so the Heavy despawns (since you can't dismiss them). On the last one I needed for the badge, when I came back from the base the Heavy had not despawned, it was still alive, but not showing up in my pets window. I couldn't grab a new one from the same platform, so I decided to just run to another platform and grab the last Heavy I needed. After I did that, however, the not-despawned Heavy suddenly showed up in my pet window, too. I found myself in control of two Heavies at the same time. The second one seems a bit lackadaisical about following my orders, though.
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Well that's not really the same thing as removing the cap, is it? Suppose you roll a 98, but your final chance to hit outside the cap would've been 96.5%. That should still miss, but if the code is to just force a hit in a certain situation, it would be giving you a hit you didn't need.
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So Infernal's Behemoths in that one Maria Jenkins mission should no longer become nigh-invincible if both you and Ms. Liberty have the gall to be in melee range at the same time?