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Posts posted by WumpusRat
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On 9/16/2019 at 3:04 PM, Force Redux said:
Recharge enhancement in pets only affects their summoning recharge time. It will not reduce their own attacks. Still useful to have. Especially for your tier 3 pet.
On my demon/time mm I've been experimenting with she's got perma-hasten and perma-chrono boost, so sitting at about 200% recharge speed, plus a bit of recharge in the pet powers from various ATO pieces. Means if I summon a pet and it dies, I can replace it very quickly if necessary. I think the tier-1 pets can be resummoned every 17s or so.
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I actually made a macro for that the other day, though it's only for base teleportation. It's for my alien crew, who can use their ship to transport themselves around the city.
/macro SHIP "local Ship, one to transport.$$cce 7 cclightmagic$$enterbasefrompassword <password>"
Costume slot 7 is just a copy of their primary costume, so you don't actually seem to change outfits mid-teleport. I had a friend watch me use it, and unless it lags a bit during teleport, the costume change animation starts, and about midway through it the character vanishes. Just like they were being beamed up. :)
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I'd be up for that. Would be nice to have a number of other options, as well. A sword and shield, maybe, to be a necromantic knight. A staff so you can wave it around and throw energy bolts like a wizard. Energy, fire, lightning, cold, or other sorts of attacks. Even if it's just cosmetic.
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Yeah, I remember fighting them for the first time way back when.
Back when Arachnos and Longbow were considered kind of rough to deal with at times on higher difficulties, and Malta was the "ugh, no, not a Malta mission!" group. Then you run into Vanguard, and it's like every horrible thing the other groups have rolled into one.
To paraphrase Family Guy, "You think you are tough, you think all is well. But kiss my green ass, I shall see you in hell."
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1 hour ago, Hedgefund said:
Just curious, was that a Croatoa mission with Fir Bolg? It seems in most missions trapped citizens are in main rooms, maybe in a corner but for that one particular mission they can be in those side rooms you just don't even bother entering since there are never mobs in them (except for this).
No, this one was doing "The Vahzilok Pollutant Plot" flashback. First mission has you go into a huge office building and try to find a ton of hostages. I'm 99% certain I searched every possible corner of the building, but it's possible the hostage was tucked into a TINY corner somewhere in an office.
Hence why I'd love it if hostages actually announced their presence. Seems dumb that they stay completely silent when there are heroes running around right nearby. Or villains, if they think the villain might be better than their current predicament.
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I was doing a flashback to one of the lower-level arcs this morning, and ran into an issue that really frustrates the hell out of me. It's a mission where you have to go in and save 7 hostages. The problem is, it's in a massive 6-floor office building, with tons of little offices, nooks, and other places for the hostage to be "hiding", which requires you to carefully search every tiny nook and cranny of the entire building. After 30 minutes of slogging around and still being unable to find the last hostage, I gave up and aborted the mission (and the story arc). It wasn't worth the frustration.
Can we please make it so that hostages have some sort of indicator of their presence like other objectives do? Make them ping, or give them the same noise that glowies have, or hell, just have them say "help me!" when a player gets near them. Because there are far too many times both solo and in groups where people are stumbling around going "where the hell is the last hostage?"
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12 minutes ago, Steampunkette said:
It's definitely a problem, yeah. Thank you for understanding!
Though if there -is- a simple fix? You'd think one of the Devs would've just flipped the switch. Or maybe there is a simple fix, but it's just SO SIMPLE that no one has thought of it in a serious manner. One of those "It can't be -that- easy... oh shit... CAN IT BE?!"
Exactly. That's why even silly little suggestions can sometimes make people look at something and see if maybe there is something so stupidly simply it'd work. Like adding a zero to the range, I sincerely doubt it's that simple. But, you never know!
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1 minute ago, Steampunkette said:
None of us know exactly how it works, sure. But it definitely isn't as easy as add a zero or delete brawl. Otherwise that would have been done years before City of Heroes shutdown or months after it shut down with the private server happenings.
I'm not trying to express a deep and arcane understanding of the engine that no one else has. I'm trying to express reasons why it's almost certainly not as easy as people seem to think based on what I've learned about AI design.
It isn't as helpful as digging through the code and getting you guys answer, but I don't have time for that and everyone here could do it just as easily.
I remember the original devs saying that REMOVING brawl kind of broke the pets, just like fiddling with recharge on them tended to goof with their AI. It does leave quite a few "what ifs", however, that we won't know without looking through it. I'm not saying just adding a zero the brawl range is the obvious and perfect fix, but given what the original devs would dig in their heels about sometimes, it could be that there IS a very simple fix for it, just not one that they were willing to do. For the 'ranged brawl 'example. they might have considered the pet just swinging at the air and hitting something 60 feet away an "absolutely not" solution, because they didn't want the pets to do that. It would be a kludge, to be sure, but it might work.
But then again, there could be all sorts of nested what-ifs that cause the pets to have numerous issues no matter what you change. Without digging into the code, we just don't know.
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52 minutes ago, Steampunkette said:
If the brawl AI contains an if and then with movement in it that would need to be removed, too. It would also need to have its priority rearranged, and potentially aspects of targeting.
Just adding a zero to it wouldn't necessarily fix anything, if it's a is told you have to run up and hit somebody with brawl. It would just run into melee range and then hit somebody with a 40-foot distance brawl ranged attack while standing right next to them.
As to copy pasting an AI it doesn't always work right. Not all of the same conditions will apply to both characters.
Given that none of us know how the code actually works, speculating that "it wouldn't work, because it might have X" is kind of pointless. Sure, IF there are a bunch of other if/then's at work, then it might not be an easy fix. However, it might BE as simple as adding a zero to the range of the melee attacks. We won't know until one of the coders digs into it and takes a look. Hence the suggestion.
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How about just changing the ranged pets so that their "melee" attack has the same range as their ranged attacks? All melee attacks have a "range" stat, so just adding a zero to that should be something the game would allow, shouldn't it? Sure, it might look a little silly to have a robot swing its arm and "slap" someone 70 ft away, but I think the vast majority of masterminds would be fine with their pets occasionally seeming to "twitch" instead of stupidly charging into melee like a drunken scrapper who forgot his toggles.
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If it's only happened once, it may be that you were clicking on something else and the game registered the click elsewhere. I have that happen fairly often when I'm shift-moving objects up and down. Or it may simply be that you moved it at some point and forgot about it. I had that happen to me the other day as well, I moved some tables around, lowered the stuff on them, and came back later to find one object was hovering. I realized a few moments later that I couldn't remember having lowered that object to the table; I'd just forgotten to do so.
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4 minutes ago, PaxArcana said:
.... the sole and only thing that can keep a Mastermind alive during an ambush, while soloing. Which is why Bodyguard exists.
Well, I wouldn't say the ONLY thing. Inspirations can let you survive pretty well too. But yes, I would be quite displeased to lose bodyguard mode. I've survived way too many things I probably shouldn't have due to aggro juggling and being able to spread the damage out.
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1 minute ago, Weylin said:
Just generally higher AoE resistance would be great as well. Sure you can slot some pet auras, but that gets you what... 30%?
Wont mean shit when an AV is doing 2000-3000 damage in a single strike.
And have fun wiping out a whole tray of inspirations to keep them from dying instantly for 1 whole minute.
If you opt for the superior versions of the ATOs, you can get your pets up to +35% resist, +10% defense, and +15% aoe defense (which stacks with the other +10, so +25 total). If you have a set that offers +def or +res to your pets, you can generally softcap them pretty easily. They can still die if the enemy gets a lucky shot with a massive attack, but that's what the insta-kill protection would be for.
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On 9/14/2019 at 6:09 PM, Razor Cure said:
That is a fair point..but MMs already get Supremacy, teh support of their secondary and the distraction factor of all the pets. Using a single Luck on any other AT is nice. Using it on an mm, and ALL your pets getting it is gonna make them very tough. Not saying it wouldn't be nice but..I'd be more inclined to suggest than when in SUp range, pets get a % bonus of any active inspirations. The 25-50 you suggest would be a good start!
Supremacy is the equivalent of a 10th level IO in accuracy, and a 20th level IO in damage.
Yes, that would mean that popping an inspiration would make the pets tougher. That's kind of the point. A blaster popping 3 defense inspirations becomes a nearly untouchable juggernaut of destruction. Those 3 inspirations are protecting him defensively and keeping his offense from suffering any reduction due to getting hit by cc, etc. In order achieve that same effect, a mastermind would have to pop 3 defense inspirations PER PET, as well as for themselves, or 21 inspirations total. That's...excessive.
I think allowing pets to gain the benefits of inspirations while in supremacy range probably wouldn't be gamebreaking, especially since pets have a lower damage cap than players.
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6 hours ago, Steampunkette said:
Group Fly does work on pets, it just takes a few seconds for it to get them. The problem is their Follow AI keeps them on a bungie longer than Group Fly's area of effect so that they don't crowd doorways as bad as they otherwise would. So once you start flying it's only a matter of time before they plummet.
What about instead of trying to dig into the pet code, just look at the Group Fly code, and see if it could be adjusted to increase the radius when it comes to pets. Or even just give it infinite range when it interacts with pets. That way you wouldn't constantly run into the issue of the follow code causing the pets to lag behind and drop out of the GF radius and falling.
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2 hours ago, Haijinx said:
Id be for 0 float time. I tried to use teleport as an in combat thing ala Cloak or Nightcrawler but the float ruined it.
Id love for there to be a io proc or null the gull setting that let you do 0 float.
Maybe make it PVE only or something.
I tend to agree with this. Or like a half-second of float time. I know I'm always mildly annoyed when I'm on my teleporters and port right near a mission door or other place, but not quite close enough to touch it, and hover there helplessly for a second or two, then finally drop to the ground. I feel like a cartoon character that hasn't realized they've walked off a cliff yet because they haven't looked down.
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3 minutes ago, ZeeHero said:
Well bodyguard may have to be adjusted or removed for pets being immune to work out. but it would be an overall improvement to buff pet survival by a lot even at the cost of bodyguard.
I, and I suspect a lot of other masterminds, would be quite irked if they removed bodyguard mode, even if it meant making the pets invincible. Bodyguard mode is one of the things that makes tankerminding viable. It's also one of the tools that can keep a mastermind alive in dicey situations when cc is being hurled around willy nilly by some enemy groups (I'm glaring in your direction, Malta).
I'd be fine with them giving pets some sort of instant-kill protection, or even some basic resistance/defense to aoe attacks in general. But they don't need to be literally unkillable, nor should bodyguard mode get axed.
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19 minutes ago, ZeeHero said:
Some games have pets completely immune to being damaged in PVE which is something I support fully. A class which relies on pets for its damage should not have to worry about said pet dying.
If the pets couldn't be destroyed in PvE, it would make masterminds nearly invincible in bodyguard mode. They'd have the equivalent of nearly 8000hp. It would be more than a bit overpowered.
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3 hours ago, AboveTheChemist said:
I'm a fairly novice base builder and I added a similar park room to my base, complete with rocky pool in the middle. If you need any advice just let me know.
I did have a slight issue with the grass floor in that if I overlapped parts of it, I would get some serious flickering. I resolved that by making sure that I used the correct tile sizes to get total coverage without overlapping tiles.
Yeah, a lot of objects tend to flicker badly when they overlap something else, especially surface-type objects. I usually set the grid to 2x2 when I'm laying down large areas of floor, that way there's much less chance of it overlapping at all, since you can line edges up more easily.
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1 hour ago, Megajoule said:
I smell a wumpus!
That game is actually where half my username comes from. 🙂
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If you look under the "surfaces" tab you'll see square sections of grass that you can place down as floor plates. You can use them to cover the ground and then put the grassy hills and such down wherever you like, and it'll blend together. Not perfectly, as the edges aren't really that smooth transitions, but close enough.
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3 hours ago, Luminara said:
Until two years ago, I still had all three Zorks, and still played them once in a while.
It is pitch black. You are likely to be eaten by a grue.
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2 hours ago, biostem said:
But it also has greater defense and status protection values than dispersion, which I think it to make up for that fact.
So if the slightly greater defense and protections are balanced by the fact that it a) can be destroyed and b) tends to lag behind, why would it also have a further limitation that it times out and self destructs after four minutes?
I'd see nothing wrong with making it a permanent summon.
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6 hours ago, Jeuraud said:
Maybe the +Def of the set will need to be tweaked to account for the FF being able to use them, but there is no reason to turn FF into an Armor Set unless you believe that the BDs of CoH should be weak like the Support of other MMOs.
If you want to be "just as protected as a SR scrapper" as a FF character, then yes, you need to give up utility. It's about balance. It seems as though what you want is for a FF character to have more utility than a SR character AND be just as much defense. Which would be imbalanced.
2 hours ago, TheAdjustor said:Nobody has asked for anything of the kind.
Really? Because a couple comments above Jeuraud asked for that very thing:
8 hours ago, Jeuraud said:My mindset is that a FF solo, should be just as protected as a SR solo... this is fricken CoH, not a Trinity MMO.
My point is this, and after this I'm done with this thread, because I've said my piece, even if people seem to vehemently disagree with a plea for balance.
If you want support sets (yes, they're "support" sets, get over it Jeuraud) to have tons of utility AND be just as protected as a set tht has NO utility, then just be honest and admit that what you're asking for is for your character to be made overpowered, and that you don't care about game balance. The more flexibility and utility a set has, the weaker it should be at doing all those various things. Jack of all trades, master of none, as the saying goes. SR, for instance, is THE self-defense set. If you want FF to be on par with it for defending yourself, you can't also have it be just as powerful for defending other people AND have a ton of extra utility, because it ends up overshadowing everything else that has similar functionality.
Simnilarly, if you allow support sets to ramp up the user to the level of a tank, you're giving a middle finger to the Sentinel AT, and proclaiming that it should simply be deleted from the game, because at that point it becomes POINTLESS to create one. Just make a Corruptor or a Defender, since you'd have just as much (if not more) defenses AND have a ton of team utility.
It's about balance. And with that, I'm done.
Bots/FF
in Mastermind
Posted
Yeah, I've been toying around with some mastermind ideas on the test server lately, to see what I can do into incarnate stuff with them. The demon/time pretty much roflstomped through a +3/6 incarnate mission, so I think with a bit of tweaking of the build (most of them are just thrown together quickly to test out ideas) I could probably comfortably do +4/8. Though to maintain a better speed I'd probably just opt for +3/6. The extra +1/2 doesn't really make much all that much of a difference in terms of rewards, but it definitely slows down progress a bit.