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Bopper

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Everything posted by Bopper

  1. FYI: The newest update of Mids has been released. V3.0.2.18 is available via "Check for Updates" from the new Mids (v3.0+) or you can install it from MidsReborn.com. The installed version will automatically be set up for V3.0.2.18, so no need to update after install.
  2. The newest update has been released: 3.0.2.18. Feel free to update it from your Mids, or install Mids (this updated version will be the installed version).
  3. Are you using version 3.0 or 3.0.1.9?
  4. Ok, I think I see what you mean. Personally, I'm not having too much trouble with turning on/off the green dot (my face sits about 4 feet from a 46 inch screen), however I am having to hit the dot exact to toggle it. Anywhere slightly outside it I can miss. If you are still having trouble lining it up exact, there is something you can do. In the Information Panel (with the tabs: INFO | EFFECTS | TOTALS | ENHANCE), click on the TOTALS tab. That will lock in your build, but it will also turn your powers into buttons. So now when you go to click your Incarnate power, you can hit anywhere on the power to toggle it on/off, as opposed to trying to hit the toggle button.
  5. Can you provide more details? We have done fixes, I want to see if what you're experiencing is already fixed or not Edit: I just looked at our developer's version of Mids and it looks like this is already fixed and will be available in the next update. I was able to add and remove Incarnates without issue.
  6. Are you using v3.0 or v3.0.1.9?
  7. The only changes I've made so far was to make my Hami-Os +3 instead of +2. I'm undecided if I want to swap from Teleport to Combat Teleport. I'll probably have to throw it on Beta and see how I like it. I would like to get Fold Space into the build, but I'm not sure how I would pull that off. Maybe remove Taunt and Brimstone Armor, but I'll have to see.
  8. Known issue (see thread below)
  9. Not a bug. It's a PBAoE, it targets the caster as the center location. You do not need a target to fire.
  10. We actually are marking it in the graph. You'll notice in the Damage example (145%), there is a darker shade for where 100% is, and everything after that is the extra 45%. I didn't slot any Recharge bonuses before making the screenshot, but if I had, you'd see the color change on that as well.
  11. We're not talking about the same thing. I'm talking about the Mids Reborn program...that's the program people use to design character builds they want to make in CoH. I am polling the community to ask for their opinion on how we show the Combo Level buttons in that program (refer to my screeshot I provided above). I am not asking the community to change these powersets in the CoH game.
  12. No, this is about a UI change. Currently there are 3 Combo Buttons that are created when you take a SJ/Staff/Water powerset. My screenshot above is bland and it may not look like a big deal, but when folks start gaining other powers that populate the Inherent area (like incarnates, temp powers, etc), it can become quite cluttered. So it was requested to change it so there would only be 1 combo button to minimize that clutter. Also, in case this is a source of confusion, I'm only talking about the UI of the Mids Reborn program. This has nothing to do with the game itself.
  13. Here is a screenshot so folks can see what the two options can look like. You'll see the 3 Combo Buttons, but I also added the Slider to Combo_1 just to give an example of how it would look if we changed it to just one button (I would add a description to help folks understand it).
  14. All, I have received a Mids Reborn suggestion that I am strongly considering but this should go through a Community vote as it has impacts on Quality of Life. Currently there are three powersets that use the Combo_Level system (1, 2, and 3): Street Justice, Staff Fighting, and Water Blast. This system takes up 3 power slots in your Inherent grid which is already stuffed with a lot of powers. I could change this to one power slot and introduce a slider that lets you select your combo between 0 and 3. However, this consolidation does come at a price to quality of life. If you wanted to see the impacts of changing Combo Levels for a power currently, you would select that power and lock it in (right-click mouse to lock), then you can choose any Combo Level by clicking on its button. Very simple, very fast. It takes 4 button clicks to see all 4 combo levels (0-3). By doing this same action with a single button and slider, it's not so fast. You have to manually select between your power of interest and the combo level (as the slider is stored in the info panel of the combo button). So seeing all 4 combo levels, you would have to do 10 button clicks: Click Power (see level at 0), Click Combo, Set Combo to 1 on slider, Click Power (see level at 1), Click Combo, Set Combo to 2 on slider, Click Power (see level at 2), Click Combo, Set Combo to 3 on slider, Click Power (see level at 3). Not as simple, much slower, but it's all handled by one button instead of three buttons. Please vote on what you would prefer.
  15. I think we already fixed that internally but it has not been released yet. I think that auto-arranging will go away soon.
  16. Already fixed for next update
  17. And here is the old version. Keep in mind, the new graphics won't change, just how we represent Haste and Damage. Now that I look at it, it looks like the old graphics did include the Base amount for Haste and Damage, but we just showed the +Buff%
  18. Good question, here is how the new (V3.0) Graph looks like. Give me some time and I'll update this with the old one when I can find an old copy of Mids
  19. Have you updated to 3.0.1.9 yet?
  20. Looks like Mids had the outdated version of Targeting Drone. I went ahead and fixed the description and corrected the affects. I put in the 20% damage buff it will always have on (unless Mezzed) and I put in the extra 60% damage buff which will suppress when either Mezzed or Attacked. This change will show up in the next Mids update.
  21. Probably best to ask in the Mid's official thread. I'm not tech savvy enough to know for sure how to download the new version without replacing the old version. It can be done, but I don't know the steps.
  22. Honestly, I don't recall where /savebuild is at with its bugs. I thought it was fixed, but I didn't work on that so I can't say for sure.
  23. Go to your Prestige Powers button, click it to open its window, then deselect the prestige sprints. See if that helps
  24. There won't be. We stopped supporting 32-bit with our last release (2.6.1.5? I forget the exact version number)
  25. I think you are making the wrong comparison. The P2W freebie runs are meant to be a mixture of Super Speed and Super Jump travel powers. Basically you get a free unenhanceable (but you can still buff it) version of a half capable SS and a half capable SJ. Exact numbers, I think it's 40% of SS's run speed, 55% of SJ's jump speed, and 25% of SJ's jump height. If you want to make the case for increasing CJ's jump height, that's fine. But comparing it to P2W freebie runs is sort of an apples to oranges comparison. Afterall, CJ only buffs how high you can jump, it does practically nothing for your jump speed (+1%). So like others have stated, I do not view it as a travel power, rather a travel enhancer (if paired with Super Speed, and I heard its movement control pairs nice with Fly/Hover, but I haven't tried). Personally, I just use Jump Pack if I need to clear something hard while using CJ. You can also, if you like, get the Base Empowerment buff that boosts your Jump strength by 20%. It's not amazing sure, but it would add an extra 1.6 feet to your jump height on CJ (I forget what it does for Hurdle, I'd have to refer to my movement guide for exact numbers). Of course, this buff also would boost your P2W's jump, so you're probably still better off using those if strictly for travel purposes.
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