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Solarverse

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Everything posted by Solarverse

  1. First time I had ever heard it was in 1991 in the movie The Doors.
  2. That was just awesome! Hahaha, thanks for that!
  3. Not really. AV's and GM's hit much harder and it took a hell of a lot more to kill them in those days. For an example, Clockwork King hurt like hell, you did not use Fire Tanks as your main Tank against him because Fire Tanks would drop in a single hit and his AoE at 25% health had the capability of dropping the whole team if you did not have a buffer on the team. Today, Clockwork King drops like a bad habit, quite pathetic in my opinion. In those days, going up against an AV, people typically built well rounded teams to get through the AV's or else your team was going to have a REALLY tough time. So although we were far more powerful against mobs, AV's made up for it and they had a hell of a lot more staying power. So some aspects were much easier, but other aspects were not. If you were on a team for regular missions that was not being ran by a herding Tank, then even those missions could be tough since back then, ambush mobs typically team wiped your team if your Tank was not on his toes, and there was no aggro limit, so if your Tank bit off more than he could chew, your team was toast. For me, unless you were on a team with a herding Tank, a lot of those missions were far more challenging. Let's not forget that in those days you could not play missions at +0, you played them whatever they were designed to be. Add in a high debt (which debt is just a joke now) and players struggled not to die. Everyone acts like the game was easy street, but how soon do they forget, not every Tank was a herding Tank in those days...it was a good mix of both types of Tanks.
  4. Loved those movies. At least the first two, they kind of went silly afterwards, heh. Although I did like the one about the toy maker, whichever one that was.
  5. I was hoping to have something different for all three, but two of them use the same file and the big guy uses both files depending on how soon or how long you wait before summoning him. It's a bit strange really. But it's the best I could do under the circumstances. All in all, I was happy with the results. 🙂
  6. I knew that too! I actually seen that live here in Louisville, that damn song gave me cold chills down my arms and spine...was one of the absolute most powerful things I have ever witnessed! Yeah, I left out the actual name of the song, good catch and thanks, I actually forgot the name, I mean, I knew the name, just couldn't pull it up in my brain files, lol. So thanks for that, srmalloy.
  7. People have their reasons. I was that way with Star Wars the Old Republic, they started nerfing crap, changing animations, changing the progression tree, made it simpler for little kids to play, and I was like, "F**k this, I'm out." I have no idea what the game is like now, but most of the time, once I leave a game I never look back. City of Heroes is that one exception to the rule.
  8. Considering how there is a constant wave of people looking for AE power leveling on the chat channels and how fast you can go from level 1 to 50 in those AE missions, I would say it was justified at the time, but no longer justified.
  9. New Mod! Demon Summoning Devil's Choir! If you loved the Omen movies, you'll probably have some appreciation for this mod! Available on the CoH Modder Tool!
  10. There were SEVERAL nerfs that just kept coming and coming over time. Every time the Devs nerfed something, Fire Tanks adjusted and found another way. Here is a list of the nerfs as I remember them." 1: They put a timer on the Wolves missions so that it could not be repeated. Tanks simply started using Ninjas (Chimera and his Guards) to herd, which turned out to be even better than Wolves. 2: They nerfed the ambush mobs in Ninjas to curve the mob sizes that would spawn. Tanks just started adding more taunt to their AoE to adjust so it simply took them longer to herd. Other Tanks moved to Drek. 3: They added fear to Burn Tanks adjusted by having Controllers lock mobs down, and tanks added even more taunt to compensate 4: Burn Damage was nerfed It slowed down the process, but was far from sufficient to stop Fire Tanks from doing their thing. 5: They added Diminishing Returns, no more six slotting all damage. Tanks adjusted by keeping "pocket Emps" to boost their resistance and gain heals. 6: The final nail in the coffin, The aggro nerf. This ended the reign of the Fire Tanks once and for all. The birth of Fire/Kin Trollers were born out of the ashes of the Fire Tanks. The order may be off, but that is pretty much the run down of all the nerfs made to end Fire Tankers herding and power leveling.
  11. Heya folks, this is just a little something I whipped up to add a little spice to Demon Summoning. If you enjoyed the music from Omen you'll love this mod. It's nothing real big, just adds a bit of Choral Symphony Orchestra (Devil's Choir) to the summoning SFX file of your Demons for you Master Mind. Enjoy!
  12. I think this is the primary root of what makes the game nowhere near as fun and challenging to play as it used to be....for me.
  13. When I play a Troller, I use the hell out of my Immobs...they key difference though, is that I wait until the baddies stack up on the Tank. Then I lock them down so that the Blaster can be free to annihilate with their AoE, Scrappers can focus on mobs without running all over creation and Tanks get their bonus defenses/regeneration/recovery for having large groups of NPCs within their range. No power is bad if used in synergy with the team. But all it takes is one player to disrupt that synergy. Your Trollers could have held off just a few short seconds when attacking mobs to let the Tank gain the Alpha and Aggro stack and they could have unleashed their unholy hell upon then, heh. It really depends on the team though, sometimes, you get a team without a Tank and maybe the blasters are fine with the instant immob...for me, I find that it is always best to start playing the style I typically play, get a feel of how the team plays and then adjust from there.
  14. I would be more than happy to run a Troller with you sometime. I love to let good Tanks do what they do. I don't think there is really any "right way" to play these days, may have never been a "right way" but you and I clearly have similar play styles and would get along just fine. 😉
  15. I know exactly what you mean. I was there once too. 🙂
  16. Yeah, and that is why I no longer play. Have not played in about a year now. I only maintain this account so that I can have a way to keep track on my mods that I have created so that if anyone has any issues with them or if they need to be updated, I can get a notification and fix the problem. Other than that, I don't play anymore. The game is just far too easy and I just can't play that way.
  17. Actually it does. Whenever you upgrade them to the second tier.
  18. Yes, it actually works. is that the only mod you have tried using? I just want to make sure you have directed it to the correct folder.
  19. Was really hoping to see, "Fixed Combat Stance bug that prevented your characters from going in combat stance after using certain click buffs." Maybe next time! All in all, am always happy to see bug fixes hit the table, no matter what they are.
  20. Did that resolve the issue? If not let me know and I'll double check the mod and make sure that the latest version uploaded correctly.
  21. I could have sworn I responded to this, clearly not, lol. So the issue is not the sound, I have the sounds tucked away that goes to those powers. The problem is the file that plays those sounds upon hitting the targets is simply either not active or has been deleted. The only way to bring them back is if a Dev were to take pity on me and put them back in game and direct them to a blank sound bite that can be manipulated by the players to bring back those sounds. I don't feel like this will happen though, I have made the effort as you can see in my sig, heh.
  22. I have the sounds, that's not the problem, the problem is the code that used to exist to play them is missing. If you take a look at THIS THREAD it explains it in detail.
  23. All but one was removed before Leandro was even a name I heard of, my man. This was done during live. The only one Leandro had removed was the Lighting Field...which I personally found unnecessary considering I had a mod JUST FOR that. But...it is what it is and bitching won't change a thing.
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