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Solarverse

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Everything posted by Solarverse

  1. Ummm, I have spoken with the Devs of Cake. I got my information directly from the horse's mouth. I'm not spreading anything and it is what it is. It's not about making our community look good or look bad, it just is. It's actually typical human behavior. Same thing happened with SWG and other EMU's of other games. It is what it is, and the information I have is neither good nor bad, it simply is.
  2. I think that is a VERY dangerous thing to say. It puts off a message that HC somehow has more right to the IP than others or the right to exist more than others. None of them is legitimate. I think at best, we can say HC is the closest thing to what we would have had on Live....even the nerfs they have created mirror's live's nerfs in the way of nerfing sound effects and xp of missions players used to level up faster.
  3. No, they seem to have a bit of disdain towards each other. It looks like they don't want to set aside their differences long enough to better each other, which I find a huge shame. What's funny is that both sides will tell you that they have tried, but both sides will blame the other side for not letting it go. /shrugs.
  4. I have personally tested it and the conclusion I came up with, is that herding is simply not worth it and requires too much time. It's still better to go from mob to mob. As per the video below that I have recorded, you will see that if I do not keep the wolves aggroed, I will lose aggro since mobs have an aggro timer. In the old days of CoH, they did not have such a short aggro timer and did not require you to continuously back track to keep mobs aggro as you herd. People who fear that if the aggro cap was raised, that it would go back to, "Wait here" while the Tank herds, are mistaken. I do not believe the game would go back to that simply because, herding is not worth it. However... What would happen if the aggro cap was raised, is that mobs would no longer stand around looking clueless if you aggroed more than the cap...they would actually attack you. IMO that is a good thing, because seeing mobs just stand around acting oblivious to my presence is my biggest pet peeve about this game. I do believe the game needs an aggro cap increase, but feel it would be pointless to make the aggro cap limitless. Tripple the aggro cap, call it a day. IMO that is exactly what is needed and fear not, as you can see from this video, herding is still pointless due to mobs losing interest fairly quickly. Watch in this video how I had to constantly backtrack and keep the mobs aggroed. The reason for this is in previous efforts, if I did not, I would only get about three mobs before they would run off and forget about me. It simply took too much time and wasn't worth it. I think we would get a few players who would try, but if you run accross players like that, quit the team. After a few times of Tanks losing everyone on their team, they would figure out pretty quickly that this play style is not worth the trouble, especially since going from mob to mob would still be a faster method of taking out mobs.
  5. So that's why they did that. I thought they were just trying to be jerks, lol. That makes sense now.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. I'm rolling another EN/EM now, gonna PL him to get Snipe for another test. I'll get back with you shortly.
  11. My En/En is not IOed out. He's level 26.
  12. My Stalker's Snipe is fine. My Dominator is not yet high enough.
  13. 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.
  14. My post above this one should help shed a little light on this.
  15. 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?
  16. 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.
  17. 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.
  18. 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?'
  19. Edited first post. Please read the edit for new changes and additions to the SG.
  20. 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.
  21. Because, reasons. Will you vote yes now? 😄
  22. Not sure why, there is another server who removed the aggro cap and nothing ended up broke. Everything was perfectly okay
  23. 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.
  24. 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.
  25. 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.
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