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Posts
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Quote:While it is certainly true that playing "every" powerset combo to 50, in the sense of every primary/secondary combo, with every pool power mix, patrons, incarnates, APPs etc. would certainly verge on impossible, especially without PL assistance, it is definitely possible to play every primary and every secondary powerset (including epic ATs) to 50.This is one of the reasons I never took very seriously people who asserted they'd played every powerset combination to 50.
Altoholic Monkey of the Repeat Offenders issued a challenge to do just that (Alty's Ultimate Power Challenge) on January 1, 2011. Thus far (and likely ever more if the game ends), I'm the only one in RO to have completed the challenge (on August 25, 2011). I then re-completed it every time a new powerset came out, and I've had a blast doing it.
At the moment my total number of primary/secondaries comes to 97, represented by 68 lvl 50s, all leveled without PL'ing.
My Thugs/Nature Affinity MM is lvl 48 right now... which very sadly is the last one left to complete.
I've been in shock since the announcement came down. I was really looking forward to the new sets. Some alts I've liked more (my DM/Shield brute, my permaHasten permaPA Ill/TA... awesome!), and some less (Energy/Elec blaster, Inv/KM tanker... meh), but it somehow never occurred to me that there would ever come a time when no additional sets would be coming. -
Unfortunately I22 broke a huge number of waypoints. I've seen several just in the last few days, both red and blue-side, in which the star on the minimap is in a completely different location from the waypoint on the Nav Bar. Typically the minimap is correct, not the Nav Bar.
I even had one the other day where neither the Nav Bar nor the minimap showed the waypoint. Thankfully I've run the arc many times in the past, and knew where the entrance is typically located. -
Just wanted to post this here. Bugged it in game as well.
Was doing one of the intro arcs in Mercy where you need to take out 3 LB technicians or some such. In the middle of the street were an Arachnos Drone and a Wolf Spider minion, both targetable and deeply purple at lvl 20. They wandered a bit and every few seconds they would one-shot one of the pairs of Longbow once they got into aggro range.
As they were targetable by me I stayed well out of range and pulled LB groups to me with Nem staff so I could finish the mission, but that strikes me as a major hazard. Rather like the old lvl 35 Freaks in Faultline bug. -
Quote:Ditto. In my case it started both times right after I ran the Signature arc...once redside and once blueside.I've had flashing twice. Restarting the game always solves the problem for me. If it happens again, I'll send my info in.
Logging out and back in fixed it. Typing /reloadgfx caused a lot of flashing for a few seconds which then went back to intermittent flashing but didn't fix it. Zoning, whether to a mish or a new zone did not fix it. -
Just wanted to share this on the main forums. Pretty pleased about it.
In the Repeat Offenders Network, Altoholic Monkey is our queen. On Jan 1 of this year, she laid down a challenge... obtain a level 50 in every powerset in the game, with all archetypes represented.
Her challenge, her rules. When all was said and done there were 87 powersets represented. I was well on my way already, so I went after it with gusto.
Tonight, after many months of cranking away, I managed to complete this challenge - getting my Elec/Elec dominator Cogito Erg O'Doom over the top for lvl 50 #57, which makes #14 for the year.
My 50s never involve using exploits, and while I cannot deny having run low level alts with high level team-mates from time to time, I never engage in paid farming or afk PL'ing.
The achievement will be shortlived of course, as I21 with its new powersets will be released any day now.
But guess what.... I'm gonna get those to 50 too! With the best bunch of folks in this great game.
A great deal of appreciation goes out to all those I've had the privilege to team with, and especially to the RO Network!
Thanks friends, for everything. Have a cold one, on me. Excelsior! -
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Very cool looks. Vast improvement over the ones from the other thread.
Would like a little less glowing hot pink and a bit more red in the Boss belts. Personal bias against the color... but overall pretty neat.
It'll be interesting to see how the standard tiny Oranbegan hallway will look when full of a bunch of these. I'm envisioning a gigantic, painful, magical porcupine! -
You think that's hilarious, I managed to get two warnings on an Ill/TA controller when on a team with two tanks and a brute...with Phantom Army out! Was laughing my tail off.
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There appear to me to be two separate problems... I am not sure to what extent they are related. (For reference: I run CoH on an Inspiron 1720 dual core 2.4Gz with an NVIDIA 8600M GT card. Because of poor performance I never run with Ultramode on.)
Problem 1: Relates to exactly the above as posted by ZM. I'm running along through the warehouse with no problems and zero lag when I turn a corner or open a door into one of these rooms, and the moment the scene comes into view my FPS plunges to near-slideshow. It is somewhat worse in the larger versions of the same room, and also somewhat worse if the room has a large number of mobs in it. To fix the problem, I need only turn my view to look out into the hallway. FPS restored.
Problem 2: In all of the Praetorian lab maps there is a quite perceptible increase in lag. This is true everywhere in the lab. It is worse than that observed on occasion in Arachnos bases. It gets substantially worse in the large rooms that tend to end the maps...rooms with many consoles and capsules. One way I can tell how bad it is... when I'm superspeeding in the "Find the Exit" portion of several missions, I have a horrible time with smashing into walls, equipment, and the sides of doors because of frame jumps. This also includes some of the long linear rooms with computer equipment down the middle. In passing, I will say that a similar slight lag increase is present in aboveground Praetoria as a whole, and varies markedly from place to place. This occurs whether the area is full of mobs and PCs or not. The underground and most of the underground sewer maps in missions are a bit better. None of the lag described in this section is nearly as bad as that seen in problem 1.
I can handle the lag that I get in Problem 2. It's annoying, but I can play through it. (It does make me not want to play in Praetoria or run any missions that use Praetorian maps.) In contrast Problem 1 is a real game-play wrecker. I've been known on my brutes/tankers to simply roam near blind through the warehouse room trying to attract as many mobs as possible and pull them out into the hallway so I can fight them properly.
Please address this. I've seen many threads on these issues with no dev response to date. -
Quote:We were hoping to pull it off without the level shift in just the way you describe, but getting in close to hand off the insps has been repeatedly fatal with the whole Phalanx AoEing like mad. That being said we've gotten very close several times to taking down Psyche even with all the extra company. Our tank is quite solid, but between the psi attacks and Posi's radiation and everything being +4 things tend to be fine and then degenerate suddenly. I'm sure with the level shift everything will get a good bit easier.Can't give any help in regards to pulling, but... I think such a trio should have reasonably good chances at taking the remaining 6 down (if not the whole phalanx), especially once level shifted, by just jumping in. A FA tanker with frostworks (if you have it) and eventually a few purple and orange insps is very, very sturdy and can hold the final 8 without much trouble. As there's three of you, if you stay at range you can also feed him insps and with 60 insp slots, that should be more than enough to last at least long enough to take down one AV, and more likely more than that.
Once we start to achieve AV whittling we're home free.
Quote:Originally Posted by IronbladeYes. On two separate runs (one a Master badge run), we had individuals whom I know to be expert at single pulls and I had seen them do it numerous times before. They FAILED UTTERLY. Furthermore, they were surprised about it since they had done it previously using exactly the same methods.
Two runs is hardly a statistically valid sample but, yes, I've noticed this and have not seen it done successfully lately. -
Hi folks. As part of a project, we've been trying to trio the LRSF (FA/Ice tanker, Cold/Rad def, Psi/Ice blaster). We made it through to the final mission with no major issues, but are having some problems with the aggro leash in the last mission.
We've managed several times to snipe pull Numina alone, although she seems to often come with Synapse. Downing those two, we then set out to pull Psyche - or really anyone else. Despite multiple sniping attempts from multiple angles and several log-resets we can't seem to get her, or any other hero, alone for long enough before the entire remainder decide to come join the party, not just 1-2. As usual we're pulling to a spot out of LOS to the left of City Hall. Also as usual once the "decision" has been made by the Phalanx to aggro it doesn't matter where they are in the map... any sustained aggro by one hero triggers all the others to come - necessitating a log reset.
Granted it's been a bit since I ran an LRSF, but it seems like the aggro leash has been tightened and expanded some time in the last year. Anyone else noted this behavior? Any ideas as to how to get around it? We also tried a globe-top pull without any better success, and have no better pull-tool than a Psi snipe.
Planning to try again after we've all Incarnate level-shifted, but it'd be nice to have a more solid pull strategy.
Thanks! -
The long loading time continues after the hotfix for me... it seems perhaps a little shorter but not much.
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NVIDIA card on a laptop, and have had the same issue. Also have noted slightly more lag than usual in game since the patch, but not really appreciable. The incredibly long loading time has only been since the patch, and no changes have been made to my drivers.
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Hey folks, I just wanted to see if there are folks sharing my pain and if anything can be done about it. My comp is an Inspiron 1720 laptop running 32-bit Vista with T7700 dual core 2.4GHz CPU and 4GB of RAM, and carrying an NVIDIA GeForce 8600M GT card with the latest drivers.
I run with Ultramode turned off, and pretty much all old mapsets and zones run lickity split for me with no problems as they always have.
I've found however that since GR some Praetorian mapsets, especially the labs, cause a fair amount of lag that worsens with mob # and team fx. In contrast the underground and main Praetorian zones run mostly fine if a bit slow from time to time.
Much worse though are the new end rooms attached to some of the old warehouse maps. There I am, running along through the warehouse gleefully whacking mobs and running with zero lag, when I open a metal door or come into view of a new end room - one of those large areas with lots of racks holding construction materials and such. All of a sudden it's a slideshow. As an example, several warehouses in the Vincent Ross arc have these end rooms - places where the large hunk of Blood Coral is located.
I run back into the hall and look down it... all is well... full FPS. Turn around and behold the room? Lag-city.
I don't know what it is about these new rooms/maps that are causing such issues, but I presume they were designed to be compatible with Ultramode and have some inherent issues. Anything to be done about this? -
Hi folks. I've seen varying answers to these in different threads, so I was hoping I could get a definitive call.
1) The Mastermind/Defender temp power (Scorpion) is designed to negate Reichsman phasing. Do you need to use this before he phases, or can it be used during the phase to break it? If the former, how can you tell when to use it? How many times does it need to be done during the fight?
2) Do you need to hit Reichs to spawn the ambushes, or will they come on their own eventually?
3) If you O-portal out and re-enter after the ambushes start, will ALL the ambushes be waiting when you come back? (Honestly I'd prefer this. The standing around waiting and getting them from multiple locations is annoying.) Or, do you just end up fighting through one wave and arrive back at the room only to get another wave or two? If the latter, can you use the O-portal trick again to speed up the process?
This attempt is part of a longstanding project to trio (Cold/Rad def, Psi/Ice blaster, Ice/FA tank) nearly every TF and SF in the game. We long ago did every TF except Statesman. With side-switching we've now done every SF except Barracuda and the LRSF. While we think States is probably not possible, we're hoping to pull off the other two.
Thanks for your help! -
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Hi folks. Running into a strange issue I'm not sure how to fix. My previous 5 button mouse (a Logitech laser optical corded), recently developed problems with the scroll wheel. It otherwise works great. On every alt I have, I have binds that are set to "button4" and button5", which correspond to the "back" and "forward" buttons on the side of the mouse.
To try to retain the same capabilities I bought a new Logitech M500 laser optical corded mouse. It's nearly identical to the old one, except that it also has a fast-scroll/tick scroll button in the center.
However, the game no longer recognizes the commands when I use the "back" and "forward" buttons. Unsure how to get it to do so. I do have the software for the mouse installed, and I tried turning on the "recognize when I'm game playing" with no effect. Any idea how I find out what CoH thinks the new side buttons are so I can fix my binds?
Thanks in advance. -
Actually I think the "logged-in" issue may be a big part of the problem.
Normally the countdown to logout is 30 sec. When I try to logout to selection screen the timer always starts at 27 sec instead. Maybe whether I'm still logged in or not then depends on server lag processing that last 3 sec. -
I'm finding that ~60-70% of the time that I hit "quit to character screen" it quits all the way to the login screen instead.
Not game-breaking, but basically the feature is not working consistently. Anyone seen a fix for this or having this issue? -
Quote:The gauntlet/taunt aura makes sense for the "AoE vs not" explanation. Unfortunate, but there you go, given that it effectively gives the set one AoE (not interested in RTorrent in the least on an Invul tank). It is also unfortunate that Siphon says it accepts taunt set IOs when it does not. Guess it's a text bug, and needs to be corrected in Mids as well.As far as why it's not accepting sets it says it does, that's probably a bug.
Focused Burst is correct in what it accepts, it IS a single target ranged attack.
Concentrated Strike is a ST attack, Burst is the PBAoE. probably a bug that it is accepting PBAoE sets. As far as I know it shouldn't be.
The "lackluster damage" you're seeing is because the set is balanced around having and using Power Siphon, much like Super Strength is balanced around Rage. If you aren't using Power Siphon when it is up, the damage probably will be poor. From all reports I've heard, Kinetiec Melee/Shield Defense is in the running for the highest DPS set possible for a scrapper, so it should be comparable as far as tanker sets go.
I agree that damage becomes a bit more decent with Siphon up, although it still seems poor. Guess I need to crank up the recharge. However, I note that Rage is easily rendered perma without much work. Getting a two minute recharge down to 20 sec is basically impossible. -
These questions might be better answered in the scrapper forum, but since the issues I'm encountering are on a tanker I'm asking about them here.
The "real numbers" descriptions of Kinetic Melee claim that Concentrated Strike is a PBAoE. It takes Sciroccos, and has an AoE radius listed. However, having now used it dozens of times in a crowd it *never* hits more than the individual I'm aiming at. Nor are there miss messages on additional targets in the combat chatter. Bugged power? Bugged description? Bugged set acceptance?
The same in-game power description claims that Focused Burst is a ranged AoE with a listed radius, although it takes ST ranged sets. Again, it seems to hit one and only one individual. Bugged description, bugged power?
Finally, Power Siphon's description claims that it takes Taunt IO sets, and in fact Mids also has it listed as accepting them. In game I am unable to slot any piece of a taunt IO set. Bugged description? Bugged power?
I am finding the entire set quite underwhelming, in part because of the issues above, but also because of lackluster damage, high-feeling end usage, and mediocre secondary effects. Unlikely to ever play the set again, but I'd like to get the issues above clarified.
Thanks! -
Quote:I noticed this bug the other day, and it works identically in my case as in yours. Interestingly accuracy stacking seems to be notated correctly.Thanks, Psylenz! Glad that it's a known thing and not doing what it looked like.
Are my damage enhancements still enhancing the resist damage powers of the Ember Demon? That'd be sort of convenient, yet silly.
Bugged in game and PM'd to Castle, who said he's forwarding it to QA.
I certainly hope that the above poster is correct and that it is only a display bug rather than an actual enhancement - would totally stink otherwise as the Lieuts do a large percentage of the pet damage. -
The Sands of Mu animation seems to be bugged on Demon Summoning MMs. Basically after using the whip, Sands of Mu looks like a Brawl-like single punch, but the sound effect and the damage points work as always. If you haven't used the whip in a while, SoM looks normal.
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Wanted to check and see how many other folks are experiencing this one. (Already PM'd Castle and bugged in game.) Haven't seen other posts on it, but my search fu isn't great.
The real numbers on the tier 2 Summon Demons power indicates that, despite having +87% worth of damage enhancements slotted, I'm only getting a 60% bonus. It's as if ED cap limitations were kicking in early.
Another weird thing is the amount of +resist shown.
The power is currently slotted 1 Acc/Dam lvl 32 IO, 2 Dam +3SOs, 1 Acc +3SO and 1 Steadfast -KB.
It reads as +61.9% resist (not there at all), +61.9% damage (not as much as is slotted there), and +60.8% Acc (which seems actually correct).
I tried deleting the damage SOs and then reslotting. The first enhancement gives the correct bonus, but the second 2 are progressively and severely attenuated. If these values are true, then the power is pretty badly messed up. -
Quote:Maybe this is what happened to me as well... the last alignment tip mission had dropped during mission 10 and so was in my list when I finished mission 10. Completing *that* mission (technically #11) filled the 5/5 bar and probably the morality mission dropped during it. Does the morality mission drop come with an on-screen message? (The way alignment missions get a big yellow "Tip Obtained" or whatever when they drop.) If so, I never saw it.Yeah, I think the order of operations is a little odd there. I completed 10/10 last night, but didn't have a Morality tip yet. So I did another alignment mission, got the Morality tip in that mission. In that case, I think the 11th alignment mish doesn't end up counting. Doing the morality mish also removed another alignment mish I had accepted but hadn't run yet.