Aragain

Apprentice
  • Posts

    29
  • Joined

  1. You can turn off some effects without fiddling with particle count.

    Try

    /suppressclosefx 1

    and

    /suppressclosefxdist 300


    Hasten and superspeed effects will be gone!

    Unless of course I remembered it wrong, in which case someone can fix my post
  2. Quote:
    Originally Posted by Obsidius View Post
    Th FSAA option is now near the top of the Graphics options. Make sure it's set to at least 2x.
    Thank you so much! The higher FSAA setting returned things to normal. I am very sensitive to jaggies for some reason so it was close to being a deal-breaker.

    Another example of the great community we have here.
  3. Hello -

    In I17 all player characters (mine included) have jagged edges instead of smooth edges that they had previously.

    I did accept the Ultra Mode prompt when I logged into I17 for the first time.

    I changed a variety of settings (including turning off Ultra Mode) but none had any effect on returning the characters to the way they used to be drawn.

    Anyone else seeing this, and any suggestions for how to fix it?

    Thanks!
  4. Thanks guys -

    It works fine with Superspeed on a different character (fire/fire blaster).

    I tried /SuppressCloseFXdist 300 on this claws/electric scrapper but Conductive Shield and Static Shield are still visible.

    I noticed that for Charged Armor I still see some effects when the power first activates but after that the effects are not shown when SuppressFX is on. So it looks like the suppression is functioning but these particular powers are not effected by it - bummer!

    Probably the best I can do is use up a free tailor session and make the colors as bland as possible.

    Anyway, thanks again for the fast replies.
  5. Hello -

    I am using /suppressCloseFXdist 30 and /suppressCloseFX 1 but I still see the effects of the shields on my scrapper. Is there any other setting that interacts with these?

    I can see in graphics options that Suppress FX When Close in enabled.

    Any help would be great since it's kinda making me crazy lol.
  6. I'd just like to toss the matter of playstyle into the equation. Even if you like certain powers you will have to play each powerset a certain way to succeed at soloing (at least I do).

    If you play a scrapper you can pretty much just charge in without planning and bang away. If you play a blaster you will have to plan more, set up the fight, worry about getting mezed, maybe run a lot lol.

    So while you might like fire, playing a fire scrapper and a fire blaster are totally different animals.
  7. Aragain

    Influence cap?

    A techie tidbit for the day: 2 billion is the upper limit for a signed 32-bit number. If that is why the limit exists it would require changing the data type in every part of the game where influence is referenced. Might explain why it hasn't changed.
  8. Yikes - I don't know where I got the farming idea! I guess I turned 'solo' into 'farming' between the time I read the post and wrote my reply. I would have taken my Ginko but I can't remember where I left it.
  9. Blasters are my fav AT but soloing a blaster - it's either a labor of love or just plain labor. Your first thoughts are always 'how do I stay alive' and as a leftover you can attack once in a while.

    Like other 'farmers' there is usually a focus on making a build for a specific type of enemy. Those builds are not always the most useful on teams.

    On teams almost always the AOE's make each group take half the time to defeat. Of course using ST attacks on bosses helps but there are almost always scrappers doing that too.

    If you were faceplanting on teams a lot due to AOE's, you just have to learn when to use them. Some tanks/teams can make nice organized groups that you can clobber without taking a hit from 10 enemies. Other teams are a mess and you learn to just stay with ST in those situations. Any blaster can survive nicely on a team if you know how to stay out of trouble - although the healers would beg to differ .

    You seemed to not like Fire/ but it has the best combination of strong ST and AOE attacks. On a team you can make a big contribution and not even use your secondary. You could then pick a secondary for mitigation when soloing, /Ice and /Devices being popular.

    I don't know if I helped or just made things more confusing. I've read about some amazing mega-purple blaster builds for farming but it's easier to go the Fire/Kin or Scrapper route for that.

    Hope you find something that works for you.
  10. I was lvl 22 and all enemies were lvl 22.

    You are right that I didn't make sure I had no patrol xp.

    I'll have to do some more tests.
  11. One was Batteries Included. I'm pretty sure the other was Saul Rubenstien's Discount Task Force.
  12. From what I remember of an experiment I did, although SS and SJ don't stack they do provide fast travel on both the ground and in the air. You get the speed of SJ when you need to get vertical and you get the speed of SS when on the ground.

    Different players have different priorities and some builds are tighter than others. I will disagree that it is universally "brain dead" to have two travel powers.
  13. Ok, here's why I am confused.

    I just did a test to see about the XP. In Talos on the street, an even lvl Tsoo minion was worth 130 xp and an even lvl lt was worth 435. In two different AE Editor's Choice mishs an even lvl minion was worth 62 and an even lvl lt was worth 207 (5th column and arachnos).

    Either I'm missing something or AE xp is half of normal.
  14. Yup, I understand the travel and ticket advantages but I did a quick look and it seemed it would take 2 or 3 times the amount of arresting in AE to gain the equivalent points outside of AE. Maybe I'm wrong on that, but the trade-off in playing time is not one I'd opt for.
  15. I've been getting a wave of invites for AE teams when playing a couple of lowbie characters. Is there something new about AE that makes it attractive for low level characters, compared to arcs and radios? I remember people pretty much stopped using AE to level up when the changes to AE XP were made a couple issues back.

    Thanks!
  16. I haven't tried the skiing but I get nauseous from the Shield Defense and Ninja Run idle animations, of all things.
  17. There are many ways to play CoH but the general rule is that the tank leads, is first to grab aggro and then the rest of the team joins in. If you are the only tank and waiting for other people to go first then this will create confusion.

    I'm not trying to slap your playstyle on the the wrist in any way. I'm simply saying that the way you want to play is not what most people are expecting and creates a disconnected team. If you want to PUG you will have to learn to lead and absorb the alpha.

    I understand your dilemma though. When I first started playing there is no way I could navigate the map and know how to control things to keep the team afloat. Playing a tank as your first character is really getting thrown into the fire right away.

    If you want to continue to tank cautiously you would probably find it more enjoyable to find a like-minded group as has already been mentioned.

    Another option is to try a non-lead character in order to see the flow of how things typically go. I understand people have their fav AT and I'm not trying to talk you out of tanking. I'm saying if you are not in the lead role you have more time to look around and observe.

    I think I played the game for a year before I felt confident enough to play a tank.

    Anyway, a lot of good replies here and you have several options to make the game fun for you.
  18. @War_Admiral -

    Thanks for that build - looks pretty impressive! I don't know if I'll ever get that far but it does give me a good reference point. It gives me an idea how many slots I would ultimately need in the various powers and also something to shoot for in terms of recharge for the core powers.

    I'm going to see what I can come up with based on what has a decent supply (and hence also cheaper) and use that for a first build. I can then step up to the higher sets over time.
  19. Thanks for the info. It's interesting because I thought going for defense/resistance would be important. Sounds like you are saying the point is to minimize the downtime on Flashfire, and also Fissure/Fireball.

    I have an Ice blaster with 50% global recharge so I've been down that road, just didn't think it would be the same priority here.

    Time to check out the prices and make a plan!
  20. I've spent lots of time reading about builds but can't seem to find a 'medium' one. Lot's of mega-purple builds but that's more than I can put into it. I've experimented in Mid's but I'm not sure what I need to prioritize in order to make the build work.

    I'm shooting for a 'casual' farmer that I can play during off hours when not many people are around and I wind up soloing. Most of the time I'd rather team but it's nice to have an alternative.

    Any info or pointers will be appreciated.

    Thanks!
  21. I did look at Mid's but I managed to confuse myself lol.

    From what I remember of playing a fire blaster, things like Rain Of Fire caused runaway but nothing is listed in Mid's under effects. Maybe I have it wrong for RoF and that's why I thought some info was missing.
  22. Thanks for the excellent information.

    I'm actually looking at Stone for the primary. I know Granite reduces the offense but at least I didn't want to be helping to scatter the bad guys.

    The Fire primary does sound like more fun though and it's on my project list.
  23. Thanks for the fast reply - that helps a lot.
  24. I tried to research this in mids and elsewhere but I can't find any info on whether /fire attacks cause runaway, which is obviously counter-productive to grabbing aggro.

    Anyone know how it works or can point me to a link?

    Thanks!
  25. Quote:
    Originally Posted by Lemur Lad View Post
    Sorry, no. People have quoted the relevant sections of the patch notes to you, and they're not vague or incomplete. Sorry you missed the important bits, but that's not the fault of the notes in this case.
    It has been stated here that the production patch notes did not include the information about the "sk'd level + 5" for power availability. That counts as incomplete.

    What was ambiguous to me was the level at which XP was gained - was it based on the true level or sk'd level? As far as I can tell the patch notes do not say implicitly or explicitly, they just say "Exemplars will now earn XP".

    It was not my intent to kick up any dust on this.