Adeon Hawkwood

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  1. Did you do a complete uninstall of the old version before installing the new one?

    If you did can you provide some info on what problems/error messages you're getting.
  2. Quote:
    Originally Posted by Texarkana View Post
    Besides what has been mentioned, I can only imagine it will do wonders for red-side population.
    Well it convinced me to roll a corruptor. I wanted a DP/Storm character and was debating between defender and corruptor. Access to VEATs at 20 was what tipped the scale (I want to try out a crab).
  3. Quote:
    Originally Posted by Elaith View Post
    Slot some endmod into it
    Duh, I completely and utterly forgot about end-mod. Yeah, slap a few in there and it should drain 100%.
  4. Quote:
    Originally Posted by Really_Big_Bang View Post
    Not sure what you mean by frankenslot.
    When using set IOs there are two different types of slotting. The first is the traditional one where you put in several IOs from the same set in order to get set bonuses. The other is Frankenslotting where you put in IOs from different sets forgoing the set bonuses in order to get better stats.

    The basic idea is that because of the way multi-aspect set IOs work doing so is better than both SOs and common IOs. For example, lets say you have a power that has two SOs in it, a Damage and a Recharge. The SOs will give you 33.3% enhancement to both damage and recharge. Now suppose you replace them with common IOs, the bonus increases to 42.4% to both damage and recharge. Now take a look at the various set IOs that boost damage and recharge (here's one). If you were to put two damage/recharge IOs (from different sets, obviously) into the power your enhancement values would be 53% which is quite a bit higher than even the 42.4% you'd get with common IOs. Triple and Quad set IOs are even more effective but because of the way that sets are designed it's rare to actually find them with the exact combination of stats you want.

    The wiki has a useful table that shows the relative values of different enhancement types:
    http://wiki.cohtitan.com/wiki/Enhanc...ncement_Values
  5. Quote:
    Originally Posted by CapnGeist View Post
    I still say the villain answer is to introduce non-arachnos PPPs. Give us Freak Mastery, Demon Mastery, Gunslinger Mastery, and Nemesis Plot. (That last one's not a a Mastery. Nemesis is the master, not you.)
    Or just go ahead and add APPs for villains. So if you don't do the patron arc you get the APPs but if you do you get both APPs and PPPs. This also solves the issue of what happens to villain ATs that come up through Pretoria and never have the opportunity to do a patron arc.
  6. Well, I will point out that now AT has an APP that matches every set since the hero ATs have either 4 or 5 APPs but most have at least 7 powersets. Personally I agree, I'd love to see more APPs introduced for every AT (my personal favorite would be a Gadgets APP for Defenders to go with Traps).

    One thing the devs have commented on in the past is that they don't want to increase the number of Hero APPs witthout increasing the number of Villain PPPs but the way the Villain ones are setup makes this difficult to do thematically.
  7. In general the best Defender Nukes are the ones that deal damage but also prevent the suviving enemies from attacking. Physchic Wail and Atomic Blast both mez any suviving minins and LTs giving you a bit of breathing room. Blackstar floors their to hit chance which is almost as good (and works on bosses). In theory Thunderous Blast can be used for a similar effect (no endurance and no recovery) but it can't do it on it's own, thye need their endurance drained before you set it off.
  8. That seems nedlessly complicated to me. Just using these will have the same effect (and won't cause problems with being out of sync when you die or log off):

    Quote:
    numpad0 "powexecname Cryo Ammunition"
    subtract "powexecname Incendiary Ammunition"
    add "powexecname Chemical Ammunition"
    If you use powexecname on a toggle that is on it is automatically toggled off.
  9. See my opinion is that balance should mean "a constant level of challenge". A team of X players should experience the same level of challenge regardless of team composition (obviously you can't do this perfectly but it should be the general goal IMHO) the only variant should be the tactics required for them to do this. I realize that CoH (and most other MMOs) were not really designed this way but I've just never unstood the philosophy that balance means "you're awful in one setting and a god in another".

    One fo the reasons I like the VEATs is that they seem to be an attempt to do this. They have plenty of personal power but also a number of skills that benefit teams they're on.
  10. I like this idea. Of the current trials the only one I really enjoy is the Sewer Trial. The respec trial is extremely dull and the Cavern and Eden trial offer horrible rewards due to the number of speed teams (yes I know, rewards aren't everything but if I'm going to spend time fighting my way through it would be nice to get a decent reward).
  11. Quote:
    Originally Posted by PennyPA View Post
    Defenders are balanced by what they bring to teams. Yes, solo they are not the "uberest". But add that defender to a team and look what happens - balance in teaming vs. solo. Do you see teams saying if we only had a few more tanks, we could have beat that TF? Are people broadcasting for more khelds on their teams? Just what do scrappers bring to a team?
    My question is why do Defenders have to be balanced that way? Why does team power have to preclude solo power? I have no problem with the concept that team power precludes personal power but why does it have to preclude solo power? It is essentially forcing a style of play on people saying if you take this AT you will need to team to play it at full strength. Why does it have to be that way? I'm serious about this by the way, I really do not understand why people think that this is required.

    Obviously to some extent we are stuck with the current system in CoH and I can live with that but that doesn't mean that there is no point in looking for ways to improve it. I think it should be possible to increase Defender's solo power without increasing their personal power on a team.
  12. Quote:
    Originally Posted by Fleeting Whisper View Post
    I'm not going to hold my breath for extra slots with GR, but it's not impossible
    Well we know we're getting additional free character slots (it says so on the store page) what we don't know is whether it's slot tokens or an increase in the slot limit.
  13. Quote:
    Originally Posted by Brightwel View Post
    I like the sound of that and it made me think of something similar: have the option to have occasional raids on your base by your rival enemy group. Fail to defend your base and the whole SG gets a penalty like no prestige gain for a while or maybe even have base items be destroyed, a system where you could decide how sever the penalty and the strength and size of your attackers would be good. However reducing the size of the penalty would also reduce the size of the bonus you would get for defending your base or something like that.

    Aside from giving base defences a reason to exist again I also think it would simply be quite fun as well.
    Well base raids are turned off at the moment and likely to remain so for the foreseeable future. However if and when the devs eventually restore them it would be nice if they included a PvE base raid capability so that those of us who don't PvP can try it.
  14. Quote:
    Originally Posted by Grouchybeast View Post
    Question: when a price cap exists for a recipe which means it can be sold off-market for considerably more than on-market, what do you think will happen to the supply of that recipe on the market?
    I think (or hope?) that he was talking about imposing a price-cap by having vendors sell unlimited recipes at that cap. Unlike an actual price cap that would work although depending on the price point the actual usefulness is questionable.
  15. Quote:
    Originally Posted by Oneirohero View Post
    A lot of people say that Defenders are balanced, even 'perfectly so', and then they go to say that Defenders are great and balanced on teams.

    On teams.

    But what about solo? Their inherent ceases to function, their damage is moderate and their buffs can help them recover lost health, but it doesn't change that when they start going up against Elite bosses alone, they'll have some trouble beating them down in comparison to other ATs.

    Regardless of the suggestion in the thread, the simple fact is, Defender's inherent do not work solo, while every single other AT can, even the other 'team-oriented' ATs can still use their inherent solo like the Corruptor and Controller. The only other AT that can make their inherent useless is a Minion-less Mastermind, and even then it's a choice on the character's part.
    I'll point out that Tanker's inherent doesn't do a whole lot solo either, you'll tends to get all of the aggro anyway. That being said I agree with the sentiment. I think Defenders need a new inherent that provides them with more damage while solo but drops off as they add teammates.

    My suggestion would be a 28% damage buff when solo that decreases by 4% for every teammate. Why 28%? If you assume that the attacks are ED capped for damage (95%) this gives a solo defender approximately the same damage as a Corruptor neglecting the effects of Scourge (and, importantly, is evenly divisible by 7). Scourge means that Corruptors will still out damage Defenders solo (as it should be) but Defenders get a bit more damage to help them out.

    To combat the feeling some people will get that they are being penalized for teaming I'd suggest a second buff that scales in the opposite direction (nothing solo, full power on a full team). In keeping with the spirit of the current Vigilance I'd suggest an endurance reduction. I'm not sure about values, having it be 4% per teammate would make sense from the point of view of symmetry but I'm not sure how well that would work in terms of balance.

    The description could be something like:
    A Defender knows of his responsibility to his companions and will reach deep within himself to find the power required to aid them at need. However, when his companions are absent or few in number he has more freedom to focus on offense and seek out his opponents weaknesses.
  16. Quote:
    Originally Posted by StarGeek View Post
    Now that's interesting. You do seem to be getting through to the site, but it looks like NCSoft is doing the blocking here.
    Well interestingly based on the page you linked (I've never heard of it before, very cool though) it is accessible in SOME parts of China. Specifically if you run the test selecting Hong Kong as the location it does work.
  17. Quote:
    Originally Posted by arucard236 View Post
    Ok, I just double checked and that link works even if you aren't logged into NCSoft. My guess would be that something on your connection is blocking it.
  18. Quote:
    Originally Posted by Garent View Post
    The only time it's useful is an AV/GM fight, since those are the only things that live long enough for the 45 second duration to matter. If something stays in caltrops for the whole duration and you're using two damage procs (there's a third, but it's a pvp enhancement) then it deals on average 364.5 damage. I believe the arcana-ized casting time of caltrops is 1.32 seconds, so that makes the DPA about 276. I think this puts it at the second highest DPA defender attack below tornado. If you have a person on your team with an immobilize as part of their attack chain (who could potentially be you because of electric fence), there's no reason not to do this.
    That's a fair point. I'd still rather have those slots elsewhere for the rest of the game though .
  19. Actually the minimum is 50 for most of the Uncommon recipes.
  20. There are two new level 50 TFs, The Khan TF for Heroes and the Barracuda SF for Villains.

    They also re-did the hero cape mission which is technically level 50 content since you can run it anytime after level 20.
  21. No, I meant are you trying to go to the main NC Soft site or a sub-component of the site:
    http://us.ncsoft.com/en/

    Also what sort of error are you getting? Is it a popup, a 404 error or are you getting a webpage saying "access denied"?
  22. Quote:
    Originally Posted by Talionis View Post
    Couldn't they use the Assault Rifle Animations for Archery, then put a crossbow in place of the super soaker? It would probably cut down on the number of animations they had to do.
    It doesn't really work that way. The animation includes everything about the power. They might be able to get some mileage out of reusing part of the Assault Rifle animations (specifically the hand motions) but the Archery animations all involve a physical arrow leaving the bow and moving across the screen. Theoretically I guess they might be able to cobble together an animation that used the hand motions from AR and everything else from Archery but I don't think ti would look very good.
  23. Adeon Hawkwood

    The Boot Myth

    Quote:
    Originally Posted by White Hot Flash View Post
    Quoted for irony
    No argument here. I fully acknowledge that I am a smug, know-it-all and a bit of a jerk. That being said I have a way I prefer to play and when forming teams I will prioritize selecting people who look like they will fit my style.
  24. That sounds like a probem at your end rather than a website problem. Which URL are you trying to use exactly?