Call Me Awesome

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  1. I can certainly attest to the effectiveness of adding more RAM to the machine... I had a machine with 1GB of RAM that had average load times in the 1 minute + range. Adding more RAM to move it to 2GB cut those average times to roughly 20 -30 seconds. Moving to 4GB only shaved another 5 seconds or so... the sweet spot seems to be 2GB... with less the machine lugs and has to cache to the hard drive while more only offers marginal improvement.

    By the way, from the tone of your earlier comments it seems you don't really understand the difference between RAM and your hard drive. My apologies if you already know this, but your hard drive is where your computer stores information... it's a relatively slow storage medium. Think of the hard drive as an encyclopedia on a shelf in another room. RAM is where the information your computer is currently using is stored, it's a MUCH faster medium so you want enough of it so that your computer can fit most of the game into it... that way it doesn't have to go back to the slower hard drive when you change zones for more data. Think of RAM as a notebook in your hand with information you expect to need right away. The more RAM you have the more of the game your computer can access immediately and the less time it has to spend looking in the hard drive for.

    This is of course a very simplified explanation but it gets the basics across. As an analogy you can jot down some notes on a subject and keep them in front of you but if you come across something your notes don't cover you have to go to the other room and get the encyclopedia off the shelf to look it up... this is kind of how RAM vs Hard Drive works.

    The short of it is that adding RAM to your machine up to about 3GB is the biggest enhancement you can make to your zone times. After you've moved to more than 2GB any other improvements will be incremental instead of drastic.
  2. Quote:
    Originally Posted by Acemace View Post
    qr, you can never have enough Endurance, and SD comes with it's own great aoe damage which makes the need for fireball in pyre less necessary, so I'd go with Energy and fully slot up Physical Perfection with an End set if you can afford the slots.
    Really it isn't needed if you slot enough recovery/+end bonuses... my BS/SD has 4 sets of 4 Gift of the Ancients and 1 set of 4 Impervium Armor slotted and I can hardly make my end bar move... and I'm running 7 toggles: Deflection, Battle Agility, Combat Jumping, Tough, Weave, Grant Cover and Sprint.

    If I can't drop my blue bar below 50% after 20 minutes of non-stop farming on the Cimerora wall I really don't think more endurance is a priority

    Using the same slotting on a SD tanker you should be even better off since you're unlikely to be attacking that non-stop.
  3. Quote:
    Originally Posted by Finduilas View Post
    I highly recommend learning to use Mid's, if possible, it's extremely helpful in build planning.

    Based on your power picks, and following C_M_A's advice to drop Grant Cover and OWtS, (and mine to take all but one of the attacks) if you take everything in your primary and secondary except GC, OWtS, and Pulverize, you'll have room for 4 additional powers.

    If you take the Fighting Pool for Weave--which I strongly recommend if you want to soft-cap "on the cheap"--that leaves you room for one additional power, epic or otherwise. You could also consider dropping Build Up, Taunt, or one more attack. It wouldn't be my choice to drop any of those, but C_M_A usually doesn't take Build Up, for instance, so it's really up to you.

    I would think that if you've taken care of potential endurance problems by slotting for recovery and +end bonuses, you wouldn't necessarily need the Energy epic. If you end up having room for just one epic power, one of the ranged hold/immob powers in Pyre or Arctic mastery might be useful. Of course, if you end up with two or more slots it'll increase your options quite a bit.

    By the way, though Fly is by far my favorite travel power, switching to CJ/SJ would have the advantage that CJ's defense boost would get you around 4% closer to the soft-cap. Just something to consider.

    Hope that helps!
    I can guarantee that slotting for recovery/+end as I listed will eliminate any need for conserve power... my BS/Shield scrapper is slotted that way and has better endurance recovery than my BS/Regen... I have yet to drop below 50% endurance on that BS/SD even while farming the wall in Cimerora non-stop... and a Broadsword scrapper will burn more end than a tanker.

    I'll admit I haven't tried to put together a SD/Mace tanker... it's always a jigsaw puzzle to fit in the powers you want. I'll defer to those of you who've played Mace on power selection there; the only Mace tanker I've played is sitting at around level 8 so he doesn't really count.

    Your skippable powers in Shield are Grant Cover and, to a lesser extent, One with the Shield. You really won't need OwtS very often, but my experience with my scrapper shows that it's very nice when things turn pear shaped on you.

    I recommend taking Combat Jumping/Super Jump so you can get a bit more def and combat mobility out of CJ. Hurdle/Health/Stamina are a given... always take Hurdle on a jumper as it stacks very nicely for jump speed and distance. Fighting for Boxing/Tough/Weave is another strongly recommended pool... even if you've soft capped with IO bonuses without Weave you'll want Tough for the added S/L resistance when something gets through your defense, and trust me it will on occasion.

    Let's see, that's 7 required powers from Shield and one very nice to have in OwtS and 8 pool powers. You have 24 total powers available at level 50, so that leaves 8 or 9 from your secondary and/or epic. You're certainly getting into a tight build getting everything in... you simply can't get everything you want so you have to prioritize. If you want 8 from the secondary (and I do always recommend Taunt for anyone who wants to tank, yes I know it can be done without... I've done it with my shield scrapper... but it's a useful tool) then you're getting a really full build. In order to fit in an epic pool you're going to have to make some painful decisions, drop _______ in order to make room for ______.

    On my SD/Fire tanker's projected build I've had to make the same kind of choices... there's three powers I'd really like to squeeze in but others took priority. I always prioritize a tanker like this:
    1. Powers that increase my durability so that I can survive the aggro tanking for a full 8 man team.
    2. Powers that increase my ability to gain and hold aggro.
    3. Powers that contribute to killing the mobs to speed up the team's progress through a mission.
    Item 1 and 2 are fairly interchangeable but I firmly believe that when I'm playing a tanker my job is to get into battle first and keep the aggro on me instead of on the squishies on the team. That's my primary focus, I concentrate on killing mobs after I've gained the aggro and always watch out for any stray aggro I need to grab during combat. I have attacks and I use them, but on a team it's my job to allow the rest of the team to go all out without fear of aggro.

    Mid's is an invaluable tool for fitting together the jigsaw puzzle of your build; as you start thinking about more complex set IO builds it almost becomes mandatory to have a way to work out the build. Set IO bonuses are wonderful things that allow characters to do phenomenal things but they all work together... the maximum benefit comes with stacking many of these small bonuses together. I really cannot recommend it strongly enough; it's extremely useful even with a simple SO build.
  4. Quote:
    Originally Posted by gameboy1234 View Post
    What is ED?
    Uh, ED is Enhancement Diversification, the mechanic that makes slotting more than 3 SO's worth of enhancement in a power pointless due to drastically reduced values. The way ED works, let's take an attack for example. You've slotted 1 even level damage SO and improve the damage by 33%. Slot two damage SO's and you've improved damage by 66%. Slot 3 and you end up ~95% damage instead of the expected 99% because that third SO is reduced by ED. If you were to slot a 4th damage SO you would only get 5% benefit from it instead of the 33% it should give... that's what's known as the "ED cap", it's the point where slotting for further improvement in that aspect of a power is wasted because enhancements are so severely degraded.

    ED works off of a percentage enhancement, not the number of enhancements present... it just works out that the ED cap is equivalent to 3 even level SO's. For Tier One enhancements (accuracy, damage, recharge etc.) that percentage is 95%, for Tier Two enhancements (defense buff, resist buff etc.) that percentage is 55%.

    Quote:
    So you're saying skip Stamina? That would be great if I could, but I've never tried it on a melee toon. Otherwise, your advice is very interesting, I'll look into it as soon as I can.
    Heavens no, you absolutely want Stamina. The slotting I discussed along with Stamina will eliminate your end problems. Stamina with 3 endmod slotted is more or less assumed on any character... I only have two above level 20 without it out of almost 50 characters.
  5. Quote:
    Originally Posted by gameboy1234 View Post
    I'm missing Pulverise (Tier 2), and I think Whirling Mace, Crowd Control and Shatter, the last big three. I have Build Up and Taunt.

    I definitely want at least two of those, the question is what else should I be looking at now that Epic Pools are on the horizon.

    My build is not soft capped to all Def postions, but it's pretty close. I think I've got about 34% Def across the board. I'm all SOs right now, I'll add some IO sets later, but those don't depend on Epic Pools so I'm not as concerned about them. I'll probably start off with some basic +HP and +Regen as soon as I can build up some funds, I'm pretty broke right now.
    Well, if you're only at 34% then you're a long ways from the soft cap, I would think in terms of a respec to shift things about. For one, Grant Cover is of limited utility for you... the only thing that helps you is the debuff resistance in it. It's nice def for your teammates, but realistically it'll only cover scrappers on your team... the radius is only 15'. I would take it, but much later... 49 looks to be a good spot for it.

    One with the Shield is nice, but again it isn't a priority... I've planned it late in my build on my Shield/Fire tank. Tough/Weave is more important in your survivability, you'll notice simply immense improvement in your durability once you reach the 45% soft cap.

    All in all it sounds like there's room for improvement in your build... at level 36 my Shield/Fire is at 40% def to all and will hit the soft cap at level 41 when I can snag Weave.

    Now, getting back to your original question of epic pools, I pretty much lean toward either Energy if I need Conserve Power (and if you 4 slot your defenses with Gift of the Ancients you won't need it) and Pyre for Fire Blast and Fire Ball. If you're only taking two then you may consider Ice... Block of Ice and Ice Blast are both nice powers.

    I typically start slotting set IO's when a character hits 30... I mostly slot 30-35 IO's since I can hit ED caps with them and they let me exemp farther down without loosing my bonuses. Also it lets me enjoy the bonuses on a character I'm still leveling up.

    In my slotting I like to slot Deflection with 4 Gift of the Ancients and two common Resist IO's. Battle Agility gets 4 GotA, Active Defense gets 3 recharge to allow for overlap and stacking, True Grit gets the Steadfast 3% def unique and ED capped heals with any leftover slots going to common resist IO's. Tough I like to slot 4 Impervium Armor (a bit pricey but nice recovery/bonus endurance) and Weave also gets 4 GotA. With that slotting you'll have enough recovery bonuses and bonus endurance that your troubles with the blue bar will be a thing of the past. Excepting the Impervium Armor set you ought to be able to afford the rest of that pretty easily by the mid-30's.

    That slotting will also push you pretty close to the soft cap; tossing in a few minor defense bonuses from your attacks will easily push you over the 45% mark. A few suggestions would be slotting a Touch of Death set in a single target attack, toss a set of 5 Scirocco's Dervish into an AOE attack and toss a set of Mako's Bite into another single target attack. That should push you to the soft cap leaving plenty of room in your other powers to slot for other bonuses.
  6. Quote:
    Originally Posted by Wulfman View Post
    It's past "early next week"...since this wasn't listed in the patch notes from yesterday, I'm guessing that this didn't get done yet. Any idea on an actual fix date, Castle?
    Wolf, he probably meant that he'd be fixing it on an internal build then; it usually takes some time for those fixes to filter from that internal build to the test server and then to live. As a guess the next test server build may well have his fix.

    I seem to remember BaB mentioning something about having fixed something internally awhile back and that it would get to us in an upcoming patch, but they were programing a couple of patches ahead at that time.

    In any case I can sympathize with being sidelined by a bug. As many of those bugs as we have currently I wouldn't be surprised if we get quite a few patches in the next couple weeks.
  7. While Shield is a nice primary it, like all defense sets, suffers early due to low mitigation. I'm currently working on a Shield/Fire tanker and until my defenses climbed above about 25% (in the mid-20's leveling up) it really felt like I had no primary. Now that the tank's in the mid-30's however it's a different story... my defenses are roughly 40% to all positions and he feels much more like a tank. My build plan has him soft capped to all positions by level 41 at which time he'll be more than solid enough to handle anything in the game.

    Invuln is stronger starting out and can be stronger defensively once it matures; it won't put out the damage numbers that a Shield will but it can be more durable. If you decide to go with Invuln then check out my first 20 levels guide to help you build a sound foundation to build your tanker on. Later on you may want to check out my guide to soft capping defense on your Invuln to create a nearly unkillable monster.

    The bottom line is you won't go wrong with either Shield or Invuln; both can be very tough and both will do the job well. Invuln is tougher both early and late with IO bonuses while Shield is considerably more offensive with AAO and Shield Charge. Please note that while I say Invuln is tougher I am by no means saying that Shield isn't tough... my Shield SCRAPPER is tough enough to main tank the ITF; a Shield tank will be even more durable. The first 20 some levels will be tough on a Shield tanker though so if you go that route don't give up... things will get MUCH better a little later in your life.
  8. As many have said, it would depend on the character. I'd undoubtedly end up, if possible, going for a combination of both as layered protections are always better than a single line of defense.

    However, there are a lot of builds that can relatively easily soft cap defenses and still have significant room left in the build; it would be tempting to work on +res on those provided they had some base to work with. Hmm, an Invuln tanker, once he approaches the S/L/E/N soft cap would benefit significantly from adding another ~20% E/N resist for example.

    On the other hand an Electric Armor tanker who's already pushing 60%+ resistance to most damage types would benefit more from adding moderate amounts of +res instead of basically starting defense from scratch.

    It would certainly make for an interesting thought experiment... I'm not sure I'd expect to see any +res bonuses entering the game in the near future though.

    All in all soft cap or near soft cap defense is so potent a mitigation that, excepting tankers with a 90% res cap, most AT's are better off with the defense than resist due to their 75% resistance cap.
  9. Quote:
    Originally Posted by Sailboat View Post
    Yeah. I am sporting 20% global recharge (that's not factored into the numbers above) and planning to up that to 30% if my bids come in. In my experience, global recharge tends to make small differences in recharge slotting even smaller...but that's not a lot of global recharge.

    I guess one way of looking at it is, will I take 27 more damage in that extra 0.4 seconds waiting for the first option to recharge?
    I really can't see it making much noticeable difference either way to tell you the truth but I'd imagine you'd be slightly better off with another 27 points of heal than a half second of recharge.

    Whichever option you choose I doubt very seriously you'll ever notice the difference in practical terms.
  10. Quote:
    Originally Posted by TrueMetal View Post
    I know, it was a genuine question. No snark involved.
    I didn't mean that as a criticism and looking at it again I can see how you read it that way. My apologies.
  11. Quote:
    Originally Posted by ryancowboy6 View Post
    Players helping players even if the comments sting a little....Thats what its all about. I ll still pass u a wakie once u get ripped in half by an Elite Boss and then strike him down with my fully slotted Lightning Rod!!!just cuz I ruined 1 50 dom doesnt mean I dont have a couple more 50's waiting in the shadows of Paragon!!! Muuuhaaaaa!!! Muuhhaa!! -" Fire the Laser "
    Posts like this are why people don't take you seriously. If you put a little effort into your post and brought it up to maybe a 5th grade level then you'd find people were more than willing to help you. I do have to admit it's better than your OP, but you've still a ways to go.

    Most of us are more than willing to help anyone with a problem as long as they're coherent and moderately civil; I'm afraid you are neither. My 8 year old nephew can write coherently and many of his online friends don't realize how young he is.
  12. Quote:
    Originally Posted by Sailboat View Post
    I realized I could slot different pieces of the Doctored Wounds set into my Fire/Fire Tanker's Healing Flames to get the following effects:

    Code:
    97.5% Heal (922 life at lvl 49)    91.8% Heal (895 life)
    88.1% recharge (21.27 seconds)     91.8% recharge (20.86 seconds)
    47.7% end reduction (7.04 end)     53% end reduction (6.8 end)
    Anyone have any opinions on which is preferable? They're pretty close.
    I'd go with option one and a little bigger heal at a cost of about a half second of recharge but you aren't lying about nitpicking there. Frankly I wouldn't worry about it; I base all my calculations on level 35 IO's anyway so a few tiny fractions either way don't matter much.
  13. Quote:
    Originally Posted by TrueMetal View Post
    Join Date: Jun 2006 ??

    Back from a long break and trying villains for the first time?
    Quite possible, and if so he's correct in regarding himself as a new player; this isn't the same game it was in '06. To the OP, welcome back to the game and I hope you enjoy your stay. Remember, if you're confused or stuck on something there's lots of players who'll be glad to help you out. We've all been there, and while we hate to admit it sometimes we've all made bonehead mistakes from time to time
  14. Quote:
    Originally Posted by ryancowboy6 View Post
    Ok so the bottom line is that I misread the total I was going to get back., and that I am possibly wetarded!!! And can u believe that unbreakable constraint is going for 80 million on the BM..
    Of course it is, it's an ultra rare enhancement; they're supposed to be hard to get and expensive. The hold set is actually cheap... for a purple set.

    As an FYI, you would get much more favorable answers to your questions if you would use coherent sentences. As a general rule the playerbase of this game is more mature and doesn't have a lot of patience with incoherent and difficult to understand posting. Most of us had no idea what you were trying to say in your original post.

    On a forum board the only thing we have to judge a person on is how they type; if you post in a clear, coherent manner then you are assumed to be an intelligent person. Your posts so far frankly don't give a favorable impression; this is why you've been getting unfavorable responses.
  15. Quote:
    Originally Posted by McCharraigin View Post
    Lisa looks at Santorican with hope in her eyes, because she feels Santorican is a straight shooter.

    I do have some IOs in my Elec/Shields. I have powers frankenslotted level 30 Eradications, I have the steadfast unique, I have a Kismet accuracy..forgot what else I have in her build. I bought that proc that drains endurance from enemies..Tempest???

    There is a post that Fury posted about shields on a budget. I looked at the cheap one but still had this mindset about billions being required and that blinded me. Fury, if you are reading this, I am going back and have another look at your builds.

    I came back to this thread to apologize about the bitterness of my earlier post. It just seemed to me that since all the player base voted for Shields, not just the rich, then we should get a set that works beautifully with SOs, to reflect the needs and pocketbooks, of all the playerbase, not just the very rich.

    So, yes Castle, look at Shields but with an eye towards "how can I make this powerset SO friendly?"

    Hugs to everyone, and I am so sorry about being bitter.

    This is a game. Bitterness has no place here

    Lisa-Determined
    If you just figure the +def set bonuses I went after with my BS/SD scrapper I'd guesstimate that build at around 100 million in today's market; the Steadfast unique, a few sets of Mako, a few sets of Scirocco and Weave to make up the 45% Range/AOE def and Parry for Melee. I did add in quite a few other bonuses of course bringing the final tally into the 300 million range but for the most part they were recovery/bonus end/recharge bonuses, not core survivability.

    Since you don't have Parry to leverage the Melee you'll have to invest in a few more bonuses; that would probably double the price tag or maybe a bit more.

    Don't think you HAVE to chase perfection though, I've a friend with a 50 Elec/SD and he was quite effective and survivable with his defenses hovering in the 35-40% range... it's not a case that your build sucks if it isn't soft capped, it just moves from very good to godly. As with most builds you generally get better the more you can throw into the build but it's by no means bad with moderate bonuses.

    As a general rule I build my characters for maximum performance at minimum expense... I've only one character who has close to a billion invested and that's my perma-PA Ill/Rad controller. Most of my characters have less than 200 million in their builds and some, like my namesake, have less than 100 million.
  16. Quote:
    Originally Posted by Berzerker_NA View Post
    Yeah, with invuln, the AOE based approach is way better than the single targeted approach, because you actually want those bad guys standing around you in a big group to get the maximum benefit from Invincibility.

    Besides, if you want knockdown effects, you can always slot the proc from Stupefy to all your disorient powers, and at least have that 20% chance to knockdown.
    I'd recommend not slotting the Stupefy proc, it's knockBACK, not knockDOWN so if it hits it'll send a mob flying; generally not a great idea for a tanker.

    You could slot the Kinetic Combat knockdown proc in a couple of single target attacks if you like though.
  17. Quote:
    Originally Posted by Decorum View Post
    There's a dealer in the Shard that sells jet-packs? Or are you referring to getting the Day Job jet pack from there?
    Yep, there's a jetpack dealer there, as I recall he's just to the left as you enter Firebase Zulu from PI.
  18. I have a BS/SD at 50 with a soft capped build; it's quite a killing machine and as survivable as most tanks. One of the biggest advantages BS/SD has is Parry... it's MUCH easier and cheaper to soft cap if you can rely on Parry to make up the Melee defense and only have to worry about Range & AOE.

    I'm currently working on a Fire/Shield scrapper... it will be considerably more expensive to soft cap than the BS/SD was but it'll deal more damage.

    Either combination will be extremely capable, one's a cheaper build and the other can edge it out in damage. If you're looking at SO enhancements or cheap IO's then the BS/SD is much better since it's a lot tougher without IO bonuses. If you have the budget, and frankly you ought to be able to come up with most of it simply by playing and selling your drops, the Fire/SD looks to be stronger in the end game with a fair amount of IO bonuses.
  19. Call Me Awesome

    runzwithscissors

    Yep, more RAM makes a huge difference in loading times... up to about 3GB. After you've reached 2+GB of RAM the next item to speed up zoning would be a faster hard drive... my machine with 4GB went from an average load time of 15 seconds on a relatively fast 7,200 RPM drive to roughly 5 seconds when I bought a solid state drive.

    I have played on a 1GB system that I upgraded to 2GB... the change from 1GB to 2GB of RAM cut my load times by about a factor of 3, moving from 2GB to 4GB only had a very minor effect.

    To make a long story short, if you have less than 2GB of RAM that should be your very first upgrade. Once you've at least 2GB then you probably get more benefit from looking elsewhere for more performance.
  20. Quote:
    Originally Posted by je_saist View Post
    So, what does all this mean?

    When you log in. Turn Rise to the Challenge on. Leave it on.
    Going one further, whenever I log in a character with toggle armors the first thing I do is toggle on all of my defenses and then ignore them the rest of the night. The only time any of your armor toggles should be off is if you just popped a wakie.

    There may be a few situations where you'd turn off RttC, but the only one that occurs to me offhand is if you're trying to stealth past mobs while invisible. Outside of that situation you'll turn 'em all on at log in and leave 'em run until you log out.

    ALL toggle powers have a constant effect that is applied each time the power "tics", none of them vary in what they do simply because you just turned them on. So, log in, turn on all your armors and go beat up stuff.
  21. I would say Mace is the better secondary due to it's AOE but either should work fine. Axe probably has more straight up single target damage while Mace has better mitigation and AOE.

    Take this for what it's worth however as I haven't played either secondary to any significant level so I'm just going by the power descriptions in Mid's.
  22. Indeed, back in issue 4 just for giggles I slotted Heavy Mallet on CMA with 6 knockback SO's (Pre-ED of course) and went to Atlas to find a level 1 Hellion. I wanted to see if I could tee up and drive him to the Hollows gate... well, I got him about half way there
  23. Captain Fabulous is correct in one area anyway, if your machine overheats for any reason whatsoever then it IS your machine at fault; the only thing a program can do is load the components to maximum capacity, and any properly built computer can dissipate the heat generated by CPU & Video running at 100% without overheating.

    If you're overheating then the problem is either airflow in your machine or fans that aren't functioning properly. If there's good airflow, your vents aren't blocked by dust bunnies and your fans are turning properly then your machine will not overheat in any realistic ambient temperature. This goes double for a laptop as they're designed with a fair amount of overkill in mind on cooling... if it's overheating pick it up and make sure the vents underneath aren't blocked.

    In order for a machine to overheat to the point of a thermal shutdown you'd have to have serious airflow problems or non-functional fans. I can't get to that point with my workstation class laptop even if I set it down on a pillow that completely blocks the underside vents... it'll get hot, but not to the point of shutdown.

    In summary, please make sure that all the vents are clean and unblocked and that all fans are turning smoothly. Overheating is NOT the fault of ANY program you may be running.

    I have no doubt you have problems with issue 17; lots of people have had problems with the new build. Temperature however is not one of them.

    <edit to clarify>
    The testing you've done does not particularly stress the CPU and GPU, so it doesn't cause any overheat. COH has always stressed both components and yes, it does seem to stress them harder now than it used to. In any case, no program can ever stress any component beyond 100% of that component's capacity and any computer in proper working order can run at 100% indefinitely without overheating. If you're overheating then you have a problem with the cooling system in your machine, almost certainly it's a fan not turning or a clogged vent or heat sink.
  24. Quote:
    Originally Posted by Postagulous View Post
    So proc up the fire cages...hmm.
    Interesting, my slotting on my Frad for Cages is 5 Posi Blast and the Grav Anchor proc... possibly loading up procs might be a better choice. I may have to ponder that for a respec when and if the market comes back up.
  25. Quote:
    Originally Posted by Silverado View Post
    There are certain missions from the blueside contact Maria Jenkins that take place in Praetoria
    Well, sort of. They feature some of the Praetorian enemies and AV's but they're all on the standard maps like all missions in the game now. Hopefully we'll get more information about Praetoria in the next few weeks; and Going Rogue should start closed beta testing in a month or so.

    We'll all know once it goes live, I believe they're planning on launching in July?