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Posts
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Joined
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Quote:So it doesn't matter that tanks get higher base HP, higher HP caps, higher base damres and defense, higher damres caps, better taunt auras, AND a damres debuff on their tier 1.
The "concept" is that the devs let some ATs get away with anything, get to be generally better in every way that matters, get to solo best and get the same rewards on teams as everyone else and get to start a team like anyone else.
No, of course not. Not in your delusional, crybaby world where you can't solo Hamidon.
Someone break out the violins. And bring a lot of cheese.
Oh yes, the game is so grossly unbalanced because everyone gets the same amount of XP for the same enemy. The game is horrifically broken because everyone can invite other players to a team. -
Hmm, starting to look like they did break it with the 10.9s then.
But let's compare settings:
In CCC:
FSAA: Let Application Decide
AF: Let Application Decide
Catalyst AI: Enabled: Standard
Mipmap: High Quality
Wait for Vertical Refresh: Off, unless application specifies
Antialising Mode: MultiSample AA
Triple Buffering: Enabled
In Game:
Resolution: 1920X1200
3D res Scaling: 1920X1200
Refresh Rate: 60
Gamma: 100%
FSAA: 4X
Advanced Graphics: Enabled
Graphical Quality: Customized
Environment Reflections: Ultra
Water Effects: Ultra
Advanced Shadow Settings: Disabled
Shadow Quality: Highest
Advanced Occlusion Settings: Disabled
Ambient Occlusion: Off
Suppress FX When Close: Disabled
Ageia: N/A
Particle Physics: High
World Texture: Very High
Character Texture: Very High
World Detail: 200%
Character Detail: 200%
Max Particle Count: 25050
Vertical Sync: Enabled
Mouse Cursor: Color
Use Geometry Buffers: Enabled
Anisotropic Filtering: 16X
Texture Crispness: Smooth
Shader: High
Depth of Field: Disabled
Bloom: Regular
Bloom Amount: 100%
Desaturation FX: Enabled -
Roger that:
First one is my normal settings. FSAA 4X, AO off. Second one is bumping AO on one notch to High Performance. See how the edge on the right building totally frags out?
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Quote:Oh looky, one again when faced with facts, JB collapses into stupidity. There are tanks soloing pylons. There are also tanks managing multiple RWZ challenge spawns at once. There are tanks out there that understand game balance and aren't asking to be the best of the best of the best at everything because they understand it.No, it's not balanced one bit.
If it was balanced, Scapppers wouldn't be able to obtain the survivability needed to solo an AV, nor would Tankers be able to muster the damage needed to.
Scrappers being able to muster the damage AND survivability to solo AVs, and (provided there's even Tankers capable of soloing AVs at all) doing it faster than a Tanker isn't balanced. It favours the Scrapper completely.
Bill, you're the biggest hypocrite on these boards. You got your cake and ate it too, and you mock anyone who asks the devs for some.
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Way to ignore my statement about the AVs that have and can two shot my scrapper. Makes your hypocrite statement that much more laughable.
Why the mods haven't FOLLOWED THEIR OWN DAMN RULES and banned you for your constant LOBBYING to have tanks turned into Galactus is beyond my ability to understand. -
Quote:Learn to kill the dark servant as soon as he spawns. I use SR. Don't talk to me about Master Ills hurting your Invul tank with his massive HP backing him up when their pets have a base 75% chance to hit and several of their attacks lack a positional component at all. You'll get no sympathy.I know Vanguard.
You know who suffers on a TF or team mission with Vanguard-type enemies? Tankers.
Foes on taskforces that hit harder only screw over Tankers because Tankers are the ones getting hit. If the enemies break off or are taunt resistant, the Tanker gets chewed out for not eating the aggro and doing his job. If the enemies spam AoE, people cry for Reverse Bodyguard or some tripe.
Solo, foes who stack debuffs screw over ATs who take longer to defeat them because they get a chance to stack more. If you're Scrapper who can AoE a number of them before most get a shot off, you're in a much better situation. My IOed Tanker stuggled against Master Illusionists that my Scrapper could take down before they could summon all their pets and then phase repeatedly. Before he got Def debuff protection in the Invul buff, my "Invulnerable" Tanker got hacked to bits by Cimeroran swords while my Blaster could nuke the heck out of them in seconds unscratched.
Any new content they have up their sleeves is going to be the same.
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And griping about all the pain you get when on a team? Either fix that with team buffs or if there are none taunt less. Teams mean support. If you're not getting that support, respond appropriately.
Learn to play. Understand game balance. This is not rocket surgery. Tanks do not deserve more damage output anymore than scrappers deserve higher mitigation caps. -
Quote:Yup. You know why? Because there's a bunch of AVs out there that can two shot me with impunity.Because that's unacceptable, but clawed six-minute Pylon killers are A-OK.
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It's called game balance. Your inability to grasp such a pre-school concept is pathetic. -
Anyone know if building vertical edges get choppy with AO and FSAA enabled on Nvidia cards?
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And the thing that You seem to be having incorrect expectations about, JB, is the new content we're getting that will necessitate the use of the incarnate powers.
We've actually already received a hint of things to come with tip missions. I've seen two threads talking about an increase base tohit value for some of the critters in those tip missions. Guess what that means to those depending on the defense soft cap? Yup, chu ain't softcapped no more!
Tank mitigation may be overkill for 95% of the content we have now, but I'm placing my money on it not being overkill at all for a large amount of the new content. Think Vanguard on crack. -
Yea, I'm looking forward to the +recharge alpha backed by that -regen as well. And you very well could be correct that there's a heavy slant toward the offensive across all the incarnate powers.
What I disagree with is the concept that the incarnate system is going to somehow be more of a boon to tanks than the other archetypes.
IOs have already pushed brutes into tank mitigation ranges and they'll be getting the same offensive boost that tanks will.
Even my weakling claws/sr main is going to have his kill speed cranked up to ludicrous speed after I-19 and we all know that faster kill speed equates to less of a need for mitigation.
Will the incarnate system be awesome for tanks? Absolutely. But it's going to be awesome for everyone else as well.
YAY POWER CREEP! -
Quote:As much as I despise JB's constant whining about not being able to play Superman, it appears he has a more realistic expectation of the incarnate system than you do, Dechs.
Actually, I expect you're dead wrong. The system was designed to uniformly increase everyone's power level (as uniformly as they can at least). That means an Incarnate Scrapper/Brute will be stronger to all existing enemies, and they'll still be doing more damage than an Incarnate Tanker. -
Dig it. Gods below, rage has got to be my favorite human emotion.
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Quote:First link: The top comment sums up my feelings quite appropriately.
Second link: I own a Kittie album.Edit: glad to know they're still out there rockin.
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I find it refreshing, or perhaps horrific, that this thread exemplifies everything that is wrong in the real world of finance these days.
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It amused me but it has been requested multiple times over the years.
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Quote:And that's the point. SOMEone is going to find X fun and continue doing it, regardless of the opinions of others.
But sometimes, real tanking is fun. -
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Quote:Is this where I mention all the tanks that have faceplanted while my claws/sr scrapper lived to wipe out the spawns in question?Funny . . . I took my Invuln/Axe tank Vigilante, was invited to a red-side team with several ATs including a couple of Brutes. My tank walked into the biggest mess and did what he does while his green bar barely moved. The brutes ran off and tried to do what they do . . . and faceplanted.
I'll stick with my tank, thanks.
I could, but it would have as little meaning as your post.
Just like the "my tank and my partner's defender can duo that GM." So? I've got a cor and a dom that can duo the same GM.
In the end, all of these statements are completely useless beyond showing that no AT is obsolete as long as people continue playing them. Including stalkers. -
That's the funky part... beyond from the no boot after driver upgrade... I have zero issues with the card. No heat problems. Excellent performance. And now with CCC set for off, unless specified by application, no tearing or choppiness at all with VS enabled in game.
Just for giggles, flying around Atlas, I cranked everything to max.
1920X1200 resolution
8X FSAA
16X AF
Bloom on
Depth of Field on
Ambient Occlusion Ultra
Desaturation Effects Enabled
World and Costume Detail 200%
38 FPS
As per Lemur Lad's request, here's my CCC settings:
FSAA: Let Application Decide
AF: Let Application Decide
Catalyst AI: Enabled: Standard
Mipmap: High Quality
Wait for Vertical Refresh: Off, unless application specifies
Antialising Mode: MultiSample AA
Triple Buffering: Enabled
Edit2: DoF still looks bad to me and I don't notice the difference between 4X and 8X FSAA, so I disabled DoF and set FSAA back to 4X.
And disabled Ambient Occlusion. Any level of it, with any tweak at all, breaks FSAA. Not badly mind you... but if you're out in a zone with a building's vertical edge in your frame, you'll see what I'm talking about. -
New issue. Wondering if anyone else is seeing it.
It appears that Vertical Sync has gone wonky. If I turn left/right, the top 45% of the screen becomes detached from the bottom 55%. The bottom quickly catches up when I stop moving, but the tearing is driving me nuts.
Vert Sync is set to always on in the CCC. Triple Buffering is enabled. Vert Sync is also enabled in the game options.
Disabling vert sync in either CCC or game changes nothing.
Was running 10.7s, upgraded to 10.9s...
And like every other time I've updated the drivers for my ati 5870, I get no post/no vid after doing so. I have to remove all power from the rig, wait a bit, plug power back in and it comes right up. I've never understood that.
Anyway, the tearing is gone... but now a new oddity: I'm not capped at 60 FPS anymore. I have vert sync enabled in both CCC and game and I was getting 135 FPS with my face against a war wall and I'm currently getting 111 in a sewer instanced mission.
What the hell....?
EDIT: Continuing to play around... with Vert Sync enabled in game but set to Off, unless specified by application, I'm capped back at 60 FPS.
With VS enabled in both places, while there was no screen tearing, the rendering was somewhat choppy across the whole screen.
Disabled VS in game, set it to always on in CCC, and it's non-functional in game. Ok, that explains it then. CHV is now overriding the CCC completely when it comes to Vert Sync. If it's enabled in both CCC and Game, it acts like it's Disabled.
Freaky. -
Quote:Hmm.
Obsolescence is the state of being which occurs when an object, service or practice is no longer wanted even though it may still be in good working order. Obsolescence frequently occurs because a replacement has become available that is superior in one or more aspects. -
While in game, are you unable to set Use Advanced Options to Enabled? That should get rid of the graphics slider and let you see all of the various settings.
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Would be cool to see refreshed numbers on what ATs have been created since GR go live. I think it was BAB that gave us those last time, but he's gone incommunicado.
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I haven't received a spam email in a year if not longer.