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Everything posted by agentx5
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Does anyone else find Fold space a Troll power?
agentx5 replied to laonidas's topic in General Discussion
My experience has been the polar opposite. My main character is a blaster, and I regularly run with an experienced Warshade (Conventus) that also has a lot of experience tanking (pulling mobs into tight groups while be insanely survivable). I can't tell you how many times the warshade has used [Shadow Slip] to force a pile of enemies onto my AoE DoT patches or right as I'm charging up a nuke. It's a hell of a rush to be preparing up a Build-Up boosted [Inferno] and a pile of enemies warp right into it before you fire it off. If only there was a way to see the utter shock & surprise on the faces of the bad guys! 😄 It sounds like you're dealing with difference between somebody who knows how to use it effectively on a team, versus somebody who does not (or doesn't care to learn). It also sounds like your team tactics expectations are way too high for a random PuG team, if I may say so. @laonidas, you're welcome to join us on Everlasting and we can show off what clever tactical usage of [Fold Space] or [Shadow Slip] looks like. Oh and btw, if it comes to trolling there's easier methods, such as misuse of [Taunt] or misuse of knockback. At least this power will group up the enemies in a pile (which is something I'm always looking around to hit with AoEs, nice tight piles of enemies). Indeed. Exactly! This is especially true on those damned Council cave maps with all their catwalks and enemies scattered around. Just vacuum them up with [Fold Space] or [Shadow Slip] and dump right on the tanker. Same thing for MSR's, with those pesky ranged Rikti that refuse to follow down the ramps. It is a very utilitarian power, when used cleverly. Nice tip! Never knew that was a possibility! Seriously? The only time I've ever had an issue with it is on my stalker, but that's because I wasn't reading the combat situation, not because of fold space. It's an excellent power and it's shame you've never seen it used well. Or maybe you're just a highly toxic player, but I'll try to assume you've just not seen it used well. -
Really good points. I think it's more that people forget for PLAYERS (not NPCs) that Psi is more rarely resisted. But even then most players, especially for PvP are going to add some Psi resistance & defense. I didn't know that was false when it came to NPCs, very interesting! @ZeraphiaIs there a way to graph the data on that view-only Google Doc spreadsheet? It's hard to see what's what with it as a wall of 0.7, 0.5, 1, 1.25, etc
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Quality of Life, Texture Mods, and Other Things
agentx5 replied to 12thPower's topic in Tools, Utilities & Downloads
@12thPower are you going to have a chance to update this for the new base beacons for the new i27 update? :-) -
Creating a "Virtueverse-like" site for Homecoming?
agentx5 replied to Archiviste's topic in Roleplaying
@Michiyo is it possible to create something like this? I can't figure out how make something like that, is there something I'm missing? Like is it a .CSS or something? Server-side only? http://primusdatabase.com/index.php?title=MaekadaBox -
Restore Hatched Kraken XP (Abandoned Sewer Trial)
agentx5 replied to Robotech_Master's topic in Suggestions & Feedback
Can we see this nerf rolled back, maybe in honor of Robotech_Master? -
There's a reason this powerset isn't seen as often on stalkers, and having played one into incarnate and veteran levels there's two critiques I can say that bug me on it constantly. Easy fixes that just requires altering a few variables in the coding. For a set that has lethal damage type, which gets resisted a lot, it's IMHO not nearly as fun or effective on a team as it could be. Here's my 2 cents that could completely fix the power set. [ #1 ] AoE fix : Sweeping Strike vs. One Thousand Cuts Sweeping Strike is less range, less damage, less max targets, and only 4 seconds less cooldown than One Thousand Cuts; but the animation looks powerful. One Thousand Cuts animation looks like noodle arms and roots you in place. Compare: vs. So... Assuming the animations can't be improved... Here's what I'd suggest to fix: Sweeping Strike: 1. Cone arc from 90 degrees to 150 degrees (better matches animation, more forgiving aiming direction) 2. Max targets from 5 targets, to 10 targets max (I personally hate target caps at all, but can comprise for making it equal) 3. Reduce cooldown by 3 seconds (i.e. from 11 to 7), making it more available for combos Here's what I'd suggest for fixing One Thousand Cuts 1. Reduce range by 3 from 10 ft to 7 ft (enemies from 10ft away getting hit by wiggle-noodle-arms, it's kind of immersion breaking lol) 2. Add a knockup effect on the last tick (better matches the upswing final animation, sets up for a possible retreat from all the enemies you just aggro'ed which can be life-saving) [ #2 ] The combo order & power choices are not optimal or logical for how Stalker combat plays Who the heck decided the combo order on this was a good idea? Placate finishes the combo on Empower? Really? To fix: 1. Weaken : Build Up (begin), Assassin's Blades (continue), Placate (finish) First, Build-Up then Assassin's Blades is the bread & butter 1-2 combo of a stalker. Second, if you're going to use placate, then it's drop threat to then setup for a follow-up hit later with another Assassin's strike, or so your teammate(s) can take over and you can stop taking damage from the placated enemy. Think of it this way: the enemy is reeling from your stab, and now dazed by your placate. Their defensive awareness and ability to aim are off. 2. Empower : Build Up (begin), Assassin's Blades (continue), Vengeful Slice (finish) First, Build-Up then Assassin's Blades is the bread & butter 1-2 combo of a stalker. Second Vengeful Slice has you jumping straight up at the end of the animation and knocking the enemy up like you just hit them under their jaw with an uppercut punch. Just doing the assassinate stab wasn't enough and maybe even the follow-up finishing the combo with vengeful slice still isn't enough, but now you're feeling empowered to hit them more. Getting a little scrapper-lock going on, eh? Thus, it empowers you +dmg & +toHit. 3. Attack Vitals : Ablating Strike (begin), Power Slice (continue), One Thousand Cuts (finish) First we'll weaken the defense of target, hit them again with a moderate hit, and then finish with a vicious flurry of blows that leaves lots of bleeding cuts (hence the DoT). Oh and it'll be cone AoE, so it matches nicely with where you thought the damage would be heading to. 4. Sweep : Build Up (begin), Assassin's Blades (continue), Sweeping Strike (finish) I mean literally the power is called sweep that finishes a sweep combo, that's easy to remember. And more importantly that 150 degree cone for 10 targets? Yeah that'd be very nice on a team to knock those enemies up. And again, Build-Up then Assassin's Blades is the bread & butter 1-2 combo of a stalker. Currently it's like this, and ugh... much to be desired... Power Level Effect Weaken Foe -ToHit -Def Empower Self +Damage +ToHit Attack Vitals Cone +DoT Sweep PBAoE +Knockdown Nimble Slash 1 Melee, Minor Damage (Lethal). Continue Power Slice 1 Melee, Moderate Damage(Lethal). Continue Begin Ablating Strike 2 Melee, Moderate Damage (Lethal), Foe -Defense. Finish Assassin's Blades 6 Melee, Moderate Damage +Special. Continue Continue Build Up 8 Self +Damage +To-Hit. Begin Begin Placate 12 Ranged, Foe Placate. Finish Vengeful Slice 18 Melee, Moderate Damage(Lethal), Foe Knockdown. Finish Sweeping Strike 26 Melee (Cone), Superior Damage (Lethal). Begin One Thousand Cuts 32 Melee (Cone), Superior Damage (Lethal). Finish
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I just want to say thank you, and that it's been working with no issues for over a month now. This was a much needed security update. Would like to see a more graphical layout with a pretty "play" button or something. The only bug I saw when transfering over was that it didn't save my setting where I see time-stamps on chat and where I see a numeric time display on powers on that cooldown (which is very useful).
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The community on Everlasting honors NeutronDecay @ the midnight Hamidon Raid /em holdtorch
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I find Empathy's biggest downer is [Fortitude], you have to cast it on one target at a time and it's such a tiny buff to damage. Really would like to see that damage buff significantly increased, especially when it's a primary pool (Defender). Also would be nice it actually matched the power's color, instead of always being pink-red. Also yes I agree that [Enforced Morale] is way better than [Clear Mind], but that could be fixed easily by making [Clear Mind] and AoE effect like [Increased Density], or by having it's duration significantly longer. Or both, but really either duration or AoE is fine IMHO. Just FYI: I one of my core/main 5 characters, named Ynnea, is a Defender Empathy/Radiation. It would be nice if she wasn't always overshadowed by Kinetic secondaries on the team/league (i.e.: Fire/Kin Corruptors) in end-game raids & iTrials. Ynnea in her "human" form/shape:
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I'm not upset by the enterbasefrompasscode command whatsoever, in fact it was always warned it was a temporary crutch until a better system was made. (Although it will require a redesign of the portal room in my base! And travel will take some getting used to) Seems we are getting to that better system, and the HC devs here want feedback (in the appropriate focused feedback thread). I have hope that the Sorcery Pool will be next for revamps! (goodness sake does it ever need it) Pretty please? Also more costumes, especially more simple variety of hair styles, would be greatly appreciated! The asymmetrical shoulders is fantastic!
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Clearly y'all never listened to Mick Jagger?
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What about the blasted aggro cap? That crap gets on my nerves (and often gets the squishies killed even when the tank is trying their best to hold the enemies' attention) Actually caps in general get on my nerves. Like really, why do you need to limit an AOE's target? If the enemies are dumb enough or the tactics were smart enough to have the enemies clustered up like that, they got what they deserved. IMHO, for what it's worth from a game tester, the best simple-fix ones I feel that could honestly REALLY REALLY help are: Sorcery Pool, particularly [Spirit Ward] & [Enflame] are quite useless. The duration is too short (5 seconds), and the buff amount is laughable. Electric Blast, needs to have -END scrapped, enemies are more likely to run out of HP first. [Voltatic Sentinel] is a disaster. Two good suggested 2nd effect replacements were: a) chain/jump to an additional target for minor damage b) brief mag 2 or 3 stun/disorient mez effect Kheldian's Inherent Power, [Cosmic Balance] needs a buff badly... RedLynne had the best suggestion on this I've seen: a team PBAoE buff that Kheldians give themselves and Leaguemates when in range, based on the types or archetype allies that are within range. Should be "Oooh a Warshade/Peacebringer joined the team!", and encourage a bit more players to try a Kheldian out. Blasters, less DEF & RES, and in return raise the damage cap and lessen the area modifier's effect on [Defiance] while also increasing the duration by at least 2.5 seconds. (note, still can't hit cap without help). This helps blasters be less like tankers, and more of the mantra of "kill them before they can kill you" Remove [Hasten], *gasp* replace that 70% by putting it towards something else (i.e.: buffed set bonuses, gambler's global, etc) that everyone can enjoy. It's a bit too much of a must-have for most builds, so maybe there's a more universal way to perma-Dom and such without sacrificing a power slot (and the activation noise it makes every 2 min or so), hence the suggestion offered by others for it to be baked-in A.T.O. enhancements.
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YES! This breakdown is wonderful, more like this! PS: Any idea what's been causing the jitter between Canadian OVH servers and Spectrum's Columbus OH and Greenville SC headends somewhere between 9PM and 10PM EDT daily lately? It's usually a steady 43ms but lately it goes up to upwards of >500ms (you can definitely feel that in-game) for about 15 minutes solid and the goes away. This seems to effect everyone (with Spectrum) on East Coast US when it happens, and at same time (we're usually on Discord, even though in different states). I'm thinking either something wonky with the IXP that might have to be escalated, ot may there some kind of scheduled thing y'all got going on with OVH. I don't know many people with AT&T or Comcast to compare against, that I know of anyways.
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Personally, I started this game with Electric Blast because I thought it fit the character best, but I too found that Power Sink was the only effective means of completely draining -END fast. Otherwise they usually run out of HP before END. And draining HP ends the fight (in most cases... damned Super Stunner Freaks), draining END is something they just recover from. On a team, you definitely feel rather useless with Electric Blast. Personally, I wish Electric did disorientation/stun rather than END drain. That'd be pretty epic, IMHO. And if that's too much of a controller-like mez thing, then have Electric Blast attacks have a chance to chain to an additional target. It's be kind of like how fire has DoT, with a little of the awesomeness that is Ionic Judgement
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I will say -DEF can be quite deadly vs players (i.e. enemy Cimerorans stacking it on your tanker, especially versus SuperReflexes), but I guess it's useless vs level 54's? I wish there were more things that could reliability apply -RES, or -DEF and -RES... Would be nice if there was a list of the ones we have... Question just to confirm: Defenders do get more of both -DEF & -RES % debuffing than other archetypes, right? If so, how much more?
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This is exactly what I was looking for! Yay for forun search! Are there any clever tactical suggestions on positioning & timing? Like a sequence/cycle people run their powers in? Distance & positioning where you should ideally be for Fulcrum Shift?
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Improved Replacement for Title Music
agentx5 replied to agentx5's topic in Tools, Utilities & Downloads
Seriously though does anyone out there know what & where the villian menu theme music is called specifically? -
Can we please have the Sorcery Pool revisited ASAP? [Enflame] and [Spirit Ward] only lasting 5 seconds in particular? They look & sound awesome, but functionally they are arguably some of most useless selections in the game. Also I've been patiently waiting for improvements to the Inherent Powers that'd make ATs more distinctive, Kheldian's in particular (I loved RedLynne's PBAoE team buff suggestion).
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1. Comment / Sharing Info I found the one for the Hero/Vigilante side, a more epic version of the "Rise of Heroes" theme made by OmniousVoice (made 7/28/2010) that plays when you are at your character selection screen: a) If you put this file in the following directory in your CoH folder For me it's A:\COH\data\sound\Ogg\FrontEnd For y'all it'd be something ...data\sound\Ogg\FrontEnd b) download the file from here http://www.mediafire.com/file/01peu56t3zsltal/OminousVoice_Orchestral_Epicness.rar c) convert this file to .ogg and rename as h_menumusic_loop.ogg i.e.: https://cdn.discordapp.com/attachments/602168758403989581/756360690444271676/h_menumusic_loop.ogg d) put that file in the FrontEnd folder you created on step #a e) load up game to test, you should hear it when you music volume is turned up (I know some of you leave your music at 0%...) If you're wondering what this sounds like before doing the above steps, here ya go: 2. Question / Need Help I cannot for the life of me find the correct file in any of the .piggs for the villian menu theme music. It sounds just like "TheHardWay.ogg" for V_StMartial, but has more of a "wind" sound on the front. Does anyone know where that'd be? I have a .ogg file I want to use for the overwrite, but I've looked everywhere for the file and can't find one that works in-game.
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I am looking for fine-tuning feedback for the following fallen hero character (one of my main characters of the Lore). This would be non-specific to fire-farms, rather used in all sorts of end-game TFs and iTrials. Not solo, teamplay. The ability to help out in a team farms setting has already been proven, but looking for advice both in the build design and how to use that tactically. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.5 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Kali Q'Uzixola: Level 50 Magic Corruptor Primary Power Set: Ice Blast Secondary Power Set: Kinetics Power Pool: Sorcery Power Pool: Concealment Power Pool: Speed Power Pool: Leaping Ancillary Pool: Dark Mastery Villain Profile: Level 1: Ice Bolt -- SprScrBls-Acc/Dmg(A), SprScrBls-Dmg/Rchg(13), SprScrBls-Acc/Dmg/Rchg(13), SprScrBls-Dmg/EndRdx/Rchg(15), SprScrBls-Acc/Dmg/EndRdx/Rchg(15), SprScrBls-Rchg/+End(17) Level 1: Transfusion -- TchoftheN-Heal(A), TchoftheN-Heal/HP/Regen/Rchg(3), TchoftheN-Acc/Heal(3), TchoftheN-Acc/EndRdx/Heal/HP/Regen(5), TchoftheN-Acc/EndRdx/Rchg(5), TchoftheN-%Dam(11) Level 2: Ice Blast -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(7), SprMlcoft-Acc/Dmg/Rchg(7), SprMlcoft-Dmg/EndRdx/Rchg(9), SprMlcoft-Acc/Dmg/EndRdx/Rchg(9), SprMlcoft-Rchg/Dmg%(11) Level 4: Mystic Flight -- BlsoftheZ-ResKB(A) Level 6: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 8: Hasten -- RechRdx-I(A) Level 10: Siphon Speed -- PcnoftheT-Acc/Slow(A), PcnoftheT-Rng/Slow(17), PcnoftheT--Rchg%(19) Level 12: Siphon Power -- RechRdx-I(A) Level 14: Invisibility -- EndRdx-I(A), LucoftheG-Def/Rchg+(19) Level 16: Increase Density -- UnbGrd-Max HP%(A), UnbGrd-ResDam(21), UnbGrd-ResDam/EndRdx/Rchg(21), Ags-ResDam(23), Ags-Psi/Status(23), StdPrt-ResKB(40) Level 18: Misdirection -- RechRdx-I(A) Level 20: Speed Boost -- BlsoftheZ-ResKB(A) Level 22: Bitter Ice Blast -- Apc-Dmg(A), Apc-Dmg/Rchg(25), Apc-Acc/Dmg/Rchg(25), Apc-Acc/Rchg(27), Apc-Dmg/EndRdx(27), Apc-Dam%(39) Level 24: Ice Storm -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(29), SprFrzBls-Acc/Dmg/EndRdx(29), SprFrzBls-Acc/Dmg/Rchg(31), SprFrzBls-Dmg/EndRdx/Acc/Rchg(31), SprFrzBls-Rchg/ImmobProc(39) Level 26: Bitter Freeze Ray -- UnbCns-Hold(A), UnbCns-Hold/Rchg(31), UnbCns-Acc/Hold/Rchg(34), UnbCns-Acc/Rchg(34), UnbCns-EndRdx/Hold(37), UnbCns-Dam%(39) Level 28: Aim -- GssSynFr--Build%(A) Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 32: Blizzard -- Rgn-Dmg(A), Rgn-Dmg/Rchg(33), Rgn-Acc/Dmg/Rchg(33), Rgn-Acc/Rchg(33), Rgn-Dmg/EndRdx(34), Rgn-Knock%(37) Level 35: Transference -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(36), EffAdp-EndMod/Acc/Rchg(36), EffAdp-Acc/Rchg(36), EffAdp-EndMod/Acc(37), EffAdp-EndMod/EndRdx(40) Level 38: Fulcrum Shift -- RechRdx-I(A), Range-I(43) Level 41: Dark Consumption -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(46), EffAdp-EndMod/Acc/Rchg(50) Level 44: Dark Embrace -- GldArm-End/Res(A), GldArm-RechRes(46), GldArm-RechEnd(48), GldArm-Res/Rech/End(48), GldArm-ResDam(48), GldArm-3defTpProc(50) Level 47: Soul Drain -- Arm-Dmg(A), Arm-Dmg/Rchg(45), Arm-Acc/Dmg/Rchg(45), Arm-Acc/Rchg(45), Arm-Dmg/EndRdx(46), Arm-Dam%(50) Level 49: Soul Transfer -- Prv-Absorb%(A) Level 1: Brawl -- Acc-I(A) Level 1: Prestige Power Dash -- Run-I(A) Level 1: Prestige Power Slide -- Run-I(A) Level 1: Prestige Power Quick -- Run-I(A) Level 1: Prestige Power Rush -- Run-I(A) Level 1: Prestige Power Surge -- Run-I(A) Level 1: Scourge Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(40), Mrc-Rcvry+(42), RgnTss-Regen+(43) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(42), EndMod-I(42), EndMod-I(43) Level 50: Assault Core Embodiment Level 50: Musculature Core Paragon Level 50: Void Radial Final Judgement Level 50: Diamagnetic Core Flawless Interface Level 50: Banished Pantheon Core Superior Ally Level 50: Barrier Radial Epiphany ------------ They are both a core protagonist and antagonist at different parts of the story. This is her main appearance: Young Kali. Idealistic hero, her family was still alive at this point, idealistic & naive but happy... Kali after the coup d'etat, before she lead a worker's uprising and began an empire. Tortured & grieving, but this was when the seeds of vengeance began... Kali near the time of her duel with Alyssa. Fearful of losing political power and willing to do whatever it would take to keep it. She had become what she once sought to fight against. Possible tragic music for the fallen hero Kali:
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This is still happening on my Katana scrapper. I see this: But others see this:
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1) Uh... sure? 2) That or maybe just allow a batch quanitity instead of just one item at a time. (i.e.: 10 Diamonds, 10 Hero Merits, 1000 Reward Merits) 3) This definitely needs to happen, IMHO.
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All I can visualize when I see this in my mind though is Dash from the Incredibles (see above). Water isn't really compressible, so if you were to make fast enough normal-force "impacts" you should be able to move across the surface. This isn't fiction either, the physics do line up if you engineer it right and go fast enough:
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Bioware has some publicly available AI coding that'd work for that, the problem is you have to link global states between attack types. It's one of those deeper coding things, totally feasible but could be rather time-consuming. I mean you might have to (as a coder) change variables and netcode for every attack type in the game. That's a worst case scenario, but it just depends on how easy it is. I've taken a quick look into the CoH code and it doesn't like like a quick fix (unless I'm missing something). @RogueWolf May I suggest these keybinds with icons instead? IMHO, not doing tactical commands with macros for your pets is missing out on the fun & capabilities of Mastermind. The default binds you get on character creation suck, unfortunately... I actually disliked Mastermind a great deal until somebody taught me how to make use of a few clever, fairly basic macros. Give them a try, I bet you'd like them as much as I did: /macroimage "KnivesOfVengeance_FearsomeBlow" "Attack Area" petcom_all go aggressive ## Go to a area location, attacking anything in range, but stay leashed to that area not pursuing fleeing targets too far. /macroimage "KnivesOfVengeance_AssaultStrike" "Defend Area" petcom_all go defensive ## Go to area location, but don't do anything at location until attacked. Stay leashed to that area not pursuing fleeing targets too far. /macroimage "KnivesOfVengeance_ConcussiveBlow" "Single Attack" petcom_all defensive attack ## attack that one enemy target, then come back to me, like a yo-yo, because in defensive mode. /macroimage "KnivesOfVengeance_RallyingCry" "Regroup" petcom_all defensive follow ## rally all pets to myself They're are more advanced ones of course -- such as where you can command particular type of pets only -- but those four I've found make a huge difference and they're pretty easy to use. example for robots only: /macroimage "KnivesOfVengeance_AgileCross" "Drone Attack" petcom_pow "battle drones" defensive attack