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Everything posted by Solarverse
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Yup, found it here. Wish I had known this before...all that investigating, like I was actually helping or something, HAHAHA. Energy Blast > Sniper Blast: Fixed sound sync issues with the tintable fast cast version of the power.
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I don't know for sure, but I think they are actually two different animations, besides just color. The reason why, is because I have noticed back when CoV came out, that the animation is not as crisp as the original animation. It's like the bubbly part of energy is not as shiny or something. So I am taking an educated guess when I say that they are actually two entirely different animations, but the original one was used as a template for the villain/colored version.
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And I have figured out the cause. As long as you use the original animations for Energy, the timing is spot on. However, if you customize the color (which oddly enough is not the same animation, the animations are far less detailed than the original) and change it to Bright and color it yourself, your snipe will now have the sound effects off from the animation. Revert it back to the Original and it fires correctly again. This can be reproduced. So the bug is with the custom Energy powerset, not the original. Which explains why some Energy Melee players are experiencing this and others are not.
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Now I am super confused. I just rolled a brand new EN/EM Blaster, snipe is perfect. But yet on my other EN/EM Blaster, snipe's sound effect is broken. The only IO's I have in that build are in the Cone and the AoE, they both have the KB to KD IO in them, but only that one IO, not the whole set.
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I'm rolling another EN/EM now, gonna PL him to get Snipe for another test. I'll get back with you shortly.
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My En/En is not IOed out. He's level 26.
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My Stalker's Snipe is fine. My Dominator is not yet high enough.
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That makes sense now, since I have only recently made my Energy/Energy Blaster. That's why I did not notice it on my other Energy Blaster, because his secondary is AM. So yeah, I have to take your word for it on that, since I did not have an Energy/EM before the Tank patch.
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My post above this one should help shed a little light on this.
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Odd, I have several Blasters and this has prompted me to check all Blasters with Snipe. So far... Fire Snipe on my Fire/Fire Blaster is instant cast again without a pause. Timing matches the instant snipe, however as far as I know, no Snipe is supposed to be instant cast anymore. Electric Snipe on my Elec/Elec Blaster is spot on. It has the Pause and it's timed correctly. Beam Rifle has a correct Snipe and timer on my BR/Dev Blaster. My Energy Snipe is correct on my Energy/AM Blaster. Snipe is timed correctly and not instant cast. So apparently, not all Energy Blasters are experiencing this. My Archery Snipe works and sounds as intended on my Arch/TA Blaster. My Energy/Energy Blaster Snipe is NOT working correctly. It animates normally, at about a half second pause before sniping, however, the sound effect is activating instantly before the half second pause of the animation. So out of all my Blasters with Snipe, only one of them are wrong. Can anyone else check to see if the only Blaster they have affected by this is an Energy/Energy Blaster?
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Actually, the timing issue did not start until after this latest patch. The patch that adjusted snipe did not cause the issue....at least from my perspective. I never noticed it until after the Tanker patch. Please correct me if I am wrong.
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Same here. Sound effects are a huge deal to me, so much so that I have actually stopped playing certain powersets due to sound effect nerfs throughout the years. And yes, this bug (I came here to post about this bug, found this so posting here) is enough to drive me nuts. I am actually finding myself avoiding using snipe because of it which gimps my character. So as far as I am personally concerned, it is game breaking. It's using the old snipe sound effects back when snipe was instant without the pause, even though the animation doesn't fire off until a full second later.
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I cringe every time I am on a team with somebody and they speak so highly of the no aggro cap days. I just think to myself, 'then why are you not on the forums giving your opinions?'
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Edited first post. Please read the edit for new changes and additions to the SG.
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I never wanted a 'no aggro cap,' personally. I did however in previous posts (not in this thread, but many others) stated that I wish the aggro cap was raised to triple of what it is currently. I feel I have given very good reasons for this that fit not only mechanically, but also fit realism. But this is a topic I honestly gave up on, it's just something that people will never agree on. Personally, I think what the original Devs did with the aggro cap was way overkill. It's like they did it as a statement and had a point to prove. The aggro cap as it stands now IMO is just silly and makes the game very unrealistic even in an unrealistic game. IE; you have NPC's that just stand there oblivious to your existence, even though you are a few short feet away laying waste to their buddies. Suddenly, after laying waste to some of them, all of a sudden they realize you are there and attack you. They literally wait their turn like some cheap B-Rated movie. That honestly irks me.
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Because, reasons. Will you vote yes now? 😄
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Not sure why, there is another server who removed the aggro cap and nothing ended up broke. Everything was perfectly okay
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And while we're at it, a fix for Placate
Solarverse replied to Wavicle's topic in Suggestions & Feedback
I for one take Placate on all my Stalkers. Nostalgia, and to me, a Stalker just doesn't feel like a Stalker without Placate. This has nothing to do with functionality and everything to do with nostalgia. If others are like me, us taking that ability to most assuredly obscure those hard numbers...which makes them inaccurate. In other words, I did not take the power because it's good...I took it for reasons. -
Abilities like Shadow Maul at one point in time, worked much better in City of Heroes under some of the older mechanics. One such mechanic is the collision of NPCs and characters. The collision at one time was set very small, it was set that way to make it easier to get through doors and prevent players from pushing other players and interrupting snipe, or pushing them out of melee range of AoEs, or even the dreaded being pushed around by Non combative NPC's as they walk by. The collision mechanics in those days were much better in my opinion, but unfortunately, the collision mechanics were changed as one of the first attempts to stop power leveling due to Fire Tanks herding entire maps and being able to wipe them all out with such ease. This was because mobs were tight on the Tank, very tight, making it simple for a Tank to keep all of them within range of their AoEs. Other attempts were made by making herding missions timed, such as the famous Wolves mission. Then other nerfs came along to stop it by adding fear to Burn, which players fought back by adding taunt to Burn to combat the fear. Later came nerfs to the ambush mobs, which is why we no longer get ambush mobs on many maps that used to be surprisingly difficult without Tanks on your team. Then, the Devs finally put a stop to it when they implemented the max aggro nerf. Tanks could no longer do what they did, and all the previous nerfs that were made, even though no longer needed due to the aggro cap nerf, remained. Previously, abilities like Shadow Maul would hit a great number of targets. The number of targets were uncountable, because there would be many NPC's within the same space. Now, because of collision mechanics, I actually get all excited if my Shadow Maul hit's three targets at once. Some cone abilities were changed in recognition of this, such as Eviscerate. It was changed from a very useless cone attack, to a single target attack with the damage values increased to compensate. I suggest we do one or two things to the rest of these cone abilities. Either... A: Give them a wider cone and a tad bit longer range, so that they act more as a reliable ability to hit more than just a couple of targets. B: Change them from a cone and turn them into a harder hitting single target attack. Either one would work in my opinion and I personally think the change is needed, as the mechanics they were originally intended for simply no longer exists. Basically, nerfing the mechanics, inadvertently also nerfed the powers, making the mechanics of the powers obsolete in today's version of the game.
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Instant healing Toggle instead of click
Solarverse replied to TheMuna's topic in Suggestions & Feedback
It's been done on another server. IH as a toggle is not the power house it used to be. It's nowhere near as good and still lacks compared to other sets. It need work and lots of it. The set is very sad IMO. I only play it for nostalgic reasons and always end up feeling "meh" afterwards...even on the server that has it back as a toggle. -
And while we're at it, a fix for Placate
Solarverse replied to Wavicle's topic in Suggestions & Feedback
It once was an AoE placate/Stealth. They nerfed it because nobody wanted to pick up tactics to counter the Placate. But yes, I think it's time to revert it back to it's original state. I +1 this idea. It's long overdue. -
Henchmen suck! (Advice needed thread with a hyped title)
Solarverse replied to Solarverse's topic in Mastermind
Oh I never said it wouldn't be overpowered. 😄 -
Henchmen suck! (Advice needed thread with a hyped title)
Solarverse replied to Solarverse's topic in Mastermind
Not entirely true. For an example, Scrappers picking up the Fighting pool will hit harder than a Tank who picks the same powers, so the pool powers adjust per AT. Of course it's also fair to say that Defenders wont get a bigger heal from the Med pools than the other AT's either. So it's a bit biased in the DPS department. -
Henchmen suck! (Advice needed thread with a hyped title)
Solarverse replied to Solarverse's topic in Mastermind
Masterminds are also the only ones that can command their pets. Not saying it should be done, just saying I wouldn't complain if MM's could use vengeance on their pets. It would sure help with the constant summoning of pets because it would increase their defense. It's a pipe dream though, so I digress. -
Knockback Attack! What cool stuff could KB do?
Solarverse replied to Galaxy Brain's topic in Suggestions & Feedback
I would rather treat it like a turd in the toilet and flush it into oblivion. But, to me, if they would just remove KB from AoEs and Cones and leave them be on single target attacks I would be fine with them. It's not that I hate KB, I just hate how most players use it on teams.