Balorn

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  1. Lots of great stuff has been mentioned already. I'm going to talk about merch I want to be able to order.

    Quote:
    Originally Posted by Black Pebble View Post
    Don't you like getting neat things for showing up to cons? We like giving out neat things. They wouldn't be as neat if they were easy to get.
    Just because there's neat stuff given away at cons doesn't mean there can't be other neat stuff we can buy.

    I'm going to repeat a request that was first brought up ages ago (before the game was even one year old, I believe; I know CuppaJo was involved in a thread mentioning this): Rikti monkey plushies? Please? Plushies or figures of other characters or enemies would be nice too, but people have been asking for Rikti monkey plushies since forever.

    Archetype shirts and hats would be great. I made this with my mom's embroidery machine; it'd be neat to be able to get an official one.

    We also need some other miscellaneous items: mousepads, bumper stickers, more posters, and so on.

    Finally, being able to order 3D printed versions of our characters would be awesome. Yes, I know they'd be expensive, but I'm pretty sure they'd be popular anyway.

    Oh, and one more thing - you guys need to hire Dark_Respite.
  2. I have no problem with unusual builds. I have no problem teaming with or doing TFs with unusual builds. I've even made a few unusual builds myself.

    However...

    If someone has an unusual build (and they know it's unusual), then I feel they should warn the team of this when they join, and if on a TF, again just before it starts.

    Most people will be fine with it as long as they're informed. Not everyone thinks to check powers, and in co-op zones not everyone can. If someone knows they have an odd build that may affect the team and they don't tell the team about it ahead of time, they shouldn't be surprised if some people on the team get upset when they find out.
  3. Quote:
    Originally Posted by Steelclaw View Post
    Chronal Skip: I wonder what this does… (skip) I wonder what this does… (skip) I wonder what th… (skip) I wonder wha…(skip)
    We've entered an endless recursion of time.

    We've entered an endless recursion of time.

    We've entered an endless recursion of time.

    We've entered an endless recursion of time.

    We've entered an endless recursion of time.

    We've entered an endless recursion of time.

    We've entered an endless recursion of time.

    We've entered an endless recursion of time.
  4. Quote:
    Originally Posted by Caligdoiel View Post
    No, because PFM is a valid EPP, it's right there in the solution.
    Right - "Primal Forces Mastery" is correct there. Zanshin (and I) only circled "Forces Mastery". ("Force Mastery", without the S, appears in the lower right.)
  5. Quote:
    Originally Posted by Caligdoiel View Post
    Two things, otherwise flawless execution:
    1. What was wrong with Zenshin's entry? Was it the fact he omitted the word list?.
    Looking over them, same mistake I apparently made: "Primal Forces Mastery" (diagonal in the upper right).
  6. If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.



    Edit: Dangit! Would have been first if GIMP hadn't taken so long to load.
  7. Q: How many casual players does it take to screw in a light bulb?
    A: Just one, but it will take over a year before it's all the way in.

    Q: How many altaholics does it take to screw in a light bulb?
    A: Nobody knows, they keep trying out new characters before getting any high enough to take the [Change Lightbulb] power.

    Q: How many minmaxers does it take to screw in a light bulb?
    A: At least a dozen. One to ask what level to take [Change Lightbulb], another to say his character is gimped if he takes it, two to say he's gimped if he doesn't take it, and at least eight more to argue about how best to slot it.
  8. Balorn

    The Boot Myth

    My fire tank got kicked from an ITF for not being fully IO'd because the leader didn't believe fire tanks could contribute to a team without spending millions on IOs.
  9. Quote:
    Originally Posted by Zamuel View Post
    The problem with Group Fly is the to hit debuff which is actually very strong but inflicted upon your whole team. Otherwise it'd be more desirable.
    The other problem with it is Elec Armor, as I found out when someone turned it on mid-battle and my tank started getting knocked all over the place (Grounded doesn't work when flying).
  10. I think I know about where this is... just need to find the right spot... if I'm right...
  11. So I spend way too much time on this, find six things so far, check the thread, and then notice it says "base items". So now I'm back down to 2 things found... >_<
  12. Balorn

    New to game

    Quote:
    Originally Posted by syfy View Post
    If I was going to start on a villian side which area would you suggest? I tried the one by the sea and I am not sure I like that one..are both the areas the same just differnt locations or what. Thanks
    Unlike hero-side, both villain contacts are in the same area. The only difference is the initial string of missions.
  13. Balorn

    New to game

    Quote:
    Originally Posted by stever View Post
    First, pages and pages of posts titled "Little Things I Wish I Had Known" from the start.
    Lots of tips and items that inform new players and old. . . . Mountains of stuff!


    And second, as you start to get your feet under you,
    Thunderforce has a list of things you might want to do at each level of your character's life.
    Things to Do Guide at different levels.
    It is good to look at if you are just bored and want reminders of things you might want to do at your level.
    It is good to look at to plan if you want to achieve some of those things before you outlevel the ability to do some of the things.
    .
    Just a couple notes about these:

    First, keep in mind the date of the posts in the first thread. While there is some good information there, a lot of it is outdated, either by things changing, the community now having a better understanding of game mechanics, or both.

    Second, with super-sidekicking, flashback and such, there's actually very little that you will outlevel and not be able to go back to. With that said, though, I do suggest you do at least one mayhem/safeguard every 5 levels (starting at level 5) for the temp power and exploration badge, and spend the time to level up, experiencing the content and getting used to each power rather than trying to rush to 50.

    I'll also second (third, etc) the suggestions for Paragon Wiki, the VidiotMaps Map and Icon patches, and Mids' Hero Designer.

    Another thing to keep in mind, especially if you've played other MMOs or similar games: in many games, a team works best with, or even requires, a damage sponge, a healer and a nuker (sometimes referred to as "the trinity"). CoH/CoV is very much not like that. For all but a very, very few end-game missions and events, nearly any team can work well.

    Related to that point, healing is not the be-all-end-all of keeping the team alive. Buffs and debuffs are very powerful in this game, and a well-played defender / controller / corrupter / dominator / mastermind can make the team so powerful they don't need heals, or make the enemies cower in fear, never hit anything, do less damage, constantly fall down, or even attack each other instead of you. And unlike the support classes of many games, they can do this while still dealing damage to the enemies.

    Welcome to the game!
  14. Looks like it's just the patch server - I found my copy of the old "City of Heroes Launcher" app that can bypass the updater and I could log in OK.

    Meanwhile, the updater is up to #54 for me.

    (No, I couldn't find a current link to download the CoH Launcher app, and they don't like us using that anyway as bypassing the updater also skips the EULA display.)
  15. Just to add to the numbers here, I'm at Connecting #39.
  16. I've been playing CoH since preorder, and had never got a tank to 50 (nor controller, but that's my next project). I just couldn't seem to find one that was really fun for me.

    While I'm sure I must have been doing something wrong, they all seemed either too fragile (my Fire/Fire), too weak damage-wise (my Ice/Ice), or just plain not as fun as a scrapper, blaster, or even defender.

    Then I tried out Elec/SS.

    Shocking Blow went 1-50 in about a week and a half and I had an absolute blast doing it. I can take on large spawns solo and absolutely destroy them without relying on long-recharge powers, timing heals (though one's there when needed), or worrying about cascading defense failure. I can even pop an orange or two to finish the last few percent to cap my S/L res, and things fall fast enough that I can keep that up about as long as I want when solo.

    Here's my current build (ignore the slot levels, though enhancement levels are correct). I do plan to respec eventually; for one thing, I'm probably going to spec out of Power Surge since I have never, ever used it in combat; I'd probably replace it with Combat Jumping for some extra immob protection, and throw a Karma -KB in there so I don't get knocked around when jumping. I might also pull that extra slot out of Taunt and put it... somewhere, I dunno. It's kind of a low priority since aside from a couple outlier cases (heavy toxic, psi or negative damage, or massive -res or -rech) I can plow through hordes of enemies just fine.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Elec-SS: Level 50 Magic Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Teleportation
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Lightning Field -- Sciroc-Acc/Dmg:20(A), Sciroc-Dmg/EndRdx:29(5), Sciroc-Acc/Dmg/EndRdx:32(9), Sciroc-Dam%:30(19), M'Strk-Dmg/EndRdx:32(19), C'ngBlow-Dmg/EndRdx:41(23)
    Level 1: Jab -- Stpfy-Acc/EndRdx:32(A), Stpfy-Acc/Rchg:24(23), Stpfy-Acc/Stun/Rchg:32(33), Dmg-I:40(33), Stpfy-EndRdx/Stun:30(34), Stpfy-KB%:31(34)
    Level 2: Charged Armor -- ImpSkn-ResDam/EndRdx:30(A), ImpArm-ResDam/EndRdx:29(3), TtmC'tng-ResDam/EndRdx:31(3), ResDam-I:40(5)
    Level 4: Haymaker -- C'ngImp-Acc/Dmg:30(A), C'ngImp-Dmg/EndRdx:30(34), C'ngImp-Dmg/Rchg:30(36), C'ngImp-Acc/Dmg/Rchg:32(36), C'ngImp-Dmg/EndRdx/Rchg:31(37), KinCrsh-Rechg/EndRdx:42(37)
    Level 6: Static Shield -- ImpSkn-ResDam/EndRdx:30(A), ResDam-I:30(7), RctvArm-ResDam/EndRdx:30(7), ImpArm-ResDam/EndRdx:29(9)
    Level 8: Grounded -- ResDam-I:30(A)
    Level 10: Conductive Shield -- ImpArm-ResDam/EndRdx:29(A), ImpSkn-ResDam/EndRdx:28(11), ResDam-I:30(11), ResDam-I:30(13)
    Level 12: Energize -- Dct'dW-Heal/EndRdx:32(A), Dct'dW-EndRdx/Rchg:30(13), Dct'dW-Heal/Rchg:32(15), H'zdH-Heal/Rchg:32(15), Dct'dW-Heal:32(17), Dct'dW-Rchg:32(17)
    Level 14: Hurdle -- Jump-I:30(A)
    Level 16: Health -- Heal-I:30(A)
    Level 18: Lightning Reflexes -- Run-I:30(A)
    Level 20: Stamina -- EndMod-I:30(A), P'Shift-EndMod:32(21), P'Shift-End%:30(21)
    Level 22: Boxing -- Acc-I:30(A)
    Level 24: Tough -- ImpSkn-ResDam/EndRdx:28(A), ImpArm-ResDam/EndRdx:29(25), ResDam-I:30(25), ResDam-I:30(27)
    Level 26: Power Sink -- Efficacy-EndMod:29(A), Efficacy-EndMod/Rchg:24(27), Efficacy-EndMod/Acc:30(31), Efficacy-EndMod/Acc/Rchg:27(31), Efficacy-EndMod/EndRdx:21(31), Efficacy-Acc/Rchg:30(33)
    Level 28: Rage -- RechRdx-I:30(A), RechRdx-I:30(29), RechRdx-I:30(29)
    Level 30: Knockout Blow -- BasGaze-Acc/Hold:30(A), BasGaze-Rchg/Hold:28(37), Dmg-I:40(40), Dmg-I:40(43), BasGaze-Acc/Rchg:30(46), BasGaze-EndRdx/Rchg/Hold:30(50)
    Level 32: Taunt -- Zinger-Taunt/Rchg:37(A), Zinger-Dam%:26(36)
    Level 35: Power Surge -- RechRdx-I:30(A)
    Level 38: Foot Stomp -- Sciroc-Acc/Dmg:28(A), Erad-Acc/Dmg/Rchg:30(39), Sciroc-Dmg/Rchg:32(39), M'Strk-Dmg/Rchg:42(39), C'ngBlow-Dmg/Rchg:32(40), FrcFbk-Rechg%:42(40)
    Level 41: Char -- BasGaze-Rchg/Hold:30(A), BasGaze-Acc/Rchg:20(42), BasGaze-Acc/Hold:27(42), BasGaze-EndRdx/Rchg/Hold:25(42), Lock-Rchg/Hold:32(43), Lock-EndRdx/Rchg/Hold:32(43)
    Level 44: Melt Armor -- ShldBrk-Acc/Rchg:30(A), AnWeak-Acc/Rchg:32(45), LdyGrey-DefDeb/Rchg:32(45), LdyGrey-%Dam:30(45), Achilles-ResDeb%:16(46), Achilles-DefDeb/Rchg:20(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg:29(A), Posi-Dmg/EndRdx:30(48), Posi-Dmg/Rchg:31(48), Posi-Acc/Dmg/EndRdx:29(48), Posi-Dam%:30(50), AirB'st-Dmg/Rchg:49(50)
    Level 49: Teleport -- Jnt-EndRdx/Rng:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet



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  17. Quote:
    Originally Posted by joshdex View Post
    Some get annoying much faster than others. The worst offender is the lissssping sssssnake egg monologue. Being as it's so low level, the only way to avoid it is not do contact missions until you can get contacts via the newspaper.
    Ever since they first added cutscenes to Co*, I've been hoping they'd add a "skip" option like the one in Guild Wars: basically, everyone on the team has a "skip" button, and if everyone votes to skip a cutscene, it's skipped, but if anyone doesn't press it, it's not, so people that haven't seen it before don't miss out. (Also, though you can see how many have voted to skip it, you can't see who has or hasn't.)
  18. As long as all the RAM meets the specs for the board, put it all in. Any speed differences that may exist from mismatching pairs like that (which is not likely an issue anyway) would more than be made up for with the help of the additional RAM.

    Edit to expand on the speed issue: It's true that some (though not all) chipsets will slow the memory access speed to the slowest module, however the speed has nothing to do with the capacity. While one set is half the capacity of the other, the speeds are more likely very close - more like speeds of, say, 10 versus 12, not 10 versus 20 (to toss out some random numbers). You're much better off adding the extra memory than worrying about any slight difference in speed between them, as long as they all meet the specs needed for the system.
  19. I want to see the blue caves with ambient occlusion turned on. Should make them a lot easier to navigate.
  20. Quote:
    Originally Posted by Psyte View Post
    Doesn't COH already [support multi-core processors]?
    As I mentioned earlier, I believe it will use one core for main processing and a second for physics (if you don't have a dedicated card), but I do wonder if Ultra-mode will allow it to do something with the other 3/4 of my i7.
  21. On a semi-related note, my understanding is that currently CoH will use two CPU cores (the second for physics, if you don't have a physics card). Will ultra-mode gain any additional advantage with more CPU cores?
  22. Quote:
    Originally Posted by Starjammer View Post
    Ooh, now there's an idea for a Vet Reward! All contacts automatically start off with the Call button enabled.
    Oh geez please yes. I have quite a few alts that still have some extra 20-29 contacts under Active Contacts because I don't feel like going to the *** end of IP just so they can tell me who to talk to next.

    And on-topic, adding the last enemies/glowies when the map is almost done anyway is awesome. Now how about making my masterminds' pets visible on the minimap?

    (Yeah, I know. )
  23. Quote:
    Originally Posted by Niviene View Post
    Mission Architect
    • Tyrant’s Lair
    As I recall, this map was in the MA when it was in beta but was removed due to objective placement problems (sometimes they get put in the lava or something, I think). Was that fixed?
  24. Happened to me on a radio mission in Bricks a few weeks ago. I submitted a /bug. The loc it pointed me at was at or very close to 80, 0, 1154.