Carnifax_NA

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  1. Quote:
    Originally Posted by Samuel_Tow View Post
    Patch on Test? Lemme' update and have a look. I don't see necks mentioned, however.
    Aye, but I think the symptoms stem from the same cause, that heads for those models were accidentally offset by a few coordinates, causing chopped head syndrome and misfitting head pieces.

    Mind you I'm extrapolating here, they could be two separate bugs altogether.
  2. Quote:
    Originally Posted by beyeajus View Post
    Can't forget Davy Jones either, that dude can play an organ with his tentacles.
  3. Quote:
    Originally Posted by beyeajus View Post
    If the devoured weren't all gross looking with the mouth tentacles and what, I'd glady roam free as one with the rock monsters and frolic with the mushroom men (they look like they have a good time, ALL the time!)
    God damn it I want mouth tentacles as a cossie piece



  4. Quote:
    Originally Posted by Silverado View Post
    Elec/Energy/Mu Dominator
    This is my choice too. The nice bit is that you have the tools to keep them busy while your sapping kicks in. An always-up pulse AOE Sleep patch, holds, chained confuse, some stuns in the secondary and chained knockdown / knockback (used right you can keep an EB on their backs most of of the time). Alphas are no problem. Lots of layered control.

    Decent single target damage as well for picking on Lieuts and bosses.

    Powerboost makes it incredibly quick for the drain to fully take effect.
  5. Quote:
    Originally Posted by JuliusSeizure View Post
    If a pseudo pet is affected by socketed enhancements, it will be affected by Power Boost. I haven't explicitly tested this, but it should work on everything you mentioned.


    This makes me happy. Makes sense explained that way too. Thank you kindly.
  6. Quote:
    Originally Posted by Samuel_Tow View Post
    Sweet! Let's hope it gets fixed soon. It's really distracting.
    Nobel Savage has already been quoted as saying it's been fixed and is in the production patch queue, the quote is in the Tech section thread about the screwy female heads.
  7. Quote:
    Originally Posted by Samuel_Tow View Post
    I've been playing a guy for some time, and I played a girl with a spiked collar before that. So imagine my surprise when I logged into an old female character last night, only to find her head had shifted to her left shoulder, leaving a very obvious "edge" and a very, very obvious gap that let me see "inside" her body. Luckily for me, our characters are hollow and made of one-way surfaces, and they could live even with their torsos missing, so this wasn't as gruesome as the title implies, but... Come on, now! Just look at this!

    I specifically picked the characters I had with short hair or hair that didn't obscure their necks, but that's true for ALL of them, and this is between two servers. and you'd think it's not visible from afar... But it is. Once I know it's there, I can see the edge where the head is shifted to the side even in wide shots.

    And, yes, I'm aware of BABs' official animation and effects bugs threads. First of all, this is neither, and second of all, I have lost all faith that this thread is so much as looked at. This just really, really bugs me.
    Isn't this just the bug from last Tuesdays patch?

    It's pretty widely documented in the Tech section that something screwy has happened to female head models, it looks like they've shifted off their origin points a bit and that's causing all of these clipping and floating problems.
  8. Carnifax_NA

    I am back...

    Welcome back Knightly!
  9. Quote:
    Originally Posted by Lurker Hunter View Post
    The one that works for only 15 minutes, and only on Infected minions?
    Yes, the one that's intended to just be used for the mission the good Doctor gives you when he grants you the power.
  10. Am I right in thinking that Power Boost won't propigate its extended control duration in any power which uses Pseudopets.

    Specifically in the case of my Elec/NRG Domi will it affect Static Field at all or go beyond the initial hit for*Synaptic Overload?

    Since I'm on the subject anyway does firing off Synapic Overload drop stealth on your character? I know it doesn't alert them.
  11. Quote:
    Originally Posted by Samuel_Tow View Post
    I'm hoping for more proliferation, myself. And soon.
    Whilest I agree with this I do sort of hope it doesn't happen soon, merely because I'm afflicted with Altisis badly enough already.

    Although that being said I'm not sure I could stand being a Sonic MM and having to do the Buff routine every 4 minutes.

    But Demons/Sonic would be pretty interesting and would work well (if even just as an experiment in the noisiest character one could make )
  12. Quote:
    Originally Posted by Donna_ View Post
    Anybody know what times and days the server is down for maintenance ?
    Thursdays, I think it's 12-2 our time. However given the difference in when Daylight Savings expires within the next month it might go earlier/later (it's too early to work out which it would be) than that by an hour for a couple of weeks.

    Patch days tend to be Tuesdays though, 12-2 as well (although they can run on longer than that).
  13. Am I right in thinking the the Chance for Stun proc from the End Mod set is a bad choice for Jolting Chain because only the initial hit does -end so only it can proc?
  14. Quote:
    Originally Posted by Zybron1 View Post
    Um, you may want to check your facts. Never in the history of census calculations has the US ever had a reduction in population numbers. (http://www.census.gov/history/www/th...es/fast_facts/)
    But these are all immigrants, right? No, not really. Immigration is a significant factor, but if we take world census calculations into account then immigration is no longer a factor. And, similarly, there has always been an increase in population numbers as long as population data has been recorded: http://www.vaughns-1-pagers.com/hist...ion-growth.htm
    The fact that the population is increasing is irrelevant, it's how the rate of population increases which is more relevant.

    Population will always increase, unless something truly terrible happens across the board, but the rate at which it increases (the % it goes up by compared to the last census) is what is important.

    Generally as living conditions get better and education gets better that rate of population increase slows down over time. Basically as living conditions get better, infant mortality rates go down and education and equality between the sexes improves people tend to have fewer children. Not enough for negative growth, but the curve slows down.

    This was highlighted in a programme I've saw on TV based in India where a wealth Southern province with a much better education system and standard of living had dramatically smaller families than the rest of the country (1 or 2 children per couple).
  15. Quote:
    Originally Posted by somnambulist View Post
    The MM forums are absolutely FILLED with threads from people asking how to build this or that... looking for information. My suggestion is that a few 50 masterminds take 30 minutes or so (each) to write a few guides to help out the noobies. I make this proposal and get a lot of static. Fine... not my problem... but it isn't just about "extrapolating what a buff/debuff set means for my pets". I'd like to know how the a set is going to perform at 50. How about at 32+? How about from 0-32? It's about taking and slotting a useless power so that a certain important enhancement can be fitted into it. There are plenty of subtleties involved with training, slotting and perfecting a toon. Now collectively the MasterMinds could save themselves a ton of time by writing a few guides... but they seem to prefer to answer thousands of individual posts from users who have questions. I know which *I* think is easier but I've been harrassed for suggesting it.

    Which pretty means I'm not coming back to this forum.
    Even though we've pointed out the specific guide you were asking for and the fact that even though they might be from i8 or whatever that they are still pretty much valid and there hasn't been any real changes since then.

    If you think writing a decent or half-decent indepth guide takes 30 minutes you're sorely mistaken as well.
  16. Quote:
    Originally Posted by Shadow State View Post
    You can also hide toggles using /optionset buffsettings.


    Wow, never knew this at all. This is well cool! I'll be trying this later on my Plant/Empath.

    This needs to be stickied somewhere (once I've messed around with it I may write a mini-guide)
  17. Quote:
    Originally Posted by ClawsandEffect View Post
    Illusion won't work very well for Dominators for the simple reason that it only gets 3 powers in the entire set that get any benefit at all from Domination, and most Illusion players I've seen skip one of them (Flash)
    This doesn't really matter that much (see Electric Control). Illusion Domis would be getting the Controller versions of the pets/pseudo pets which goes a way towards addressing any perceived imbalance. Given the way Spectral Terror works and how easily he can self-stack Fear (with a 20 second long 15% ToHit per application of each fear) he's arguably the pseudo who least needs Domination.

    Getting 3 pets at level 18 which cannot die and have Taunt built into them is also Win for a Domi.

    Quote:
    The way Domination works means you can immobilize a boss with just one application of an immobilize power, rather than needing to stack it in order for it to stick.
    Any single target Domi immob stops bosses anyway, they are mag 4.

    Quote:
    I'd say the fact that Domination effectively doubles the mag of any control is more useful than the increased duration.
    Well not any control, as outlined above. As well as Elec Control and Earth Control, Ice Control doesn't get much benefit control-wise from Domination.

    The main benefits for an Illusion Domi in Domination would be Mez Protection, the ability to stop bosses in their tracks with your single target hold and a nice full blue bar, along with the occasional ability to lock down an entire spawn with a Domination fuelled AOE Hold (being able to couple Flash with Domination from level 6, on a character which can also get Superior Invis at 8 makes it sound more appealing than the Controller version actually).

    This is basically also the case for Ice, Elec and to a lesser extent (because Domination + Stalagmites is godly) Earth. This doesn't mean Domination is useless for an Illusion Domi, or that they are weak because of it.
  18. Carnifax_NA

    I am old.

    Quote:
    Originally Posted by Kinrad View Post
    <-- is 38 with a 5 year old and a newborn. I feel like I'm 138...
    My newborn (well 2 months now) did something miraculous last night.

    HE DIDN'T WAKE UP UNTIL 7!!!

    Unfortunately for my wife me and him were sleeping downstairs as I was giving her a night off, and meanwhile upstairs my 3 year old woke up 3 times and kept sneaking into our bedroom and waking my wife up (until she gave in and let my daughter sleep in my spot)

  19. Quote:
    Originally Posted by imported_Omniverse View Post
    Hi,
    I was having trouble finding solid information on this by searching the forum so I figured I'd ask.

    I notice that Consume in the Fiery Aura secondary takes accuracy enhancements. Is this one of those situations where the accuracy check is only for PVP, or is it also a PVE thing? Is it worth slotting accuracy for a PVE-only toon?
    It requires a ToHit in PvE, so deffo slot for Accuracy. How many is up to you really. If you tend to fight lots of enemies at once or team a lot you can get away with less Accuracy because it's got an excellent area of effect. Say 33% or the equivelent.

    If you're soloing fewer tough enemies (not sure why a Fire Armour would want to do that mind) you're better off with more as missing with it is a right pain.
  20. Quote:
    Originally Posted by ClawsandEffect View Post
    Don't really see much reason for this.

    If your target is out of range, it won't go off. It's not like you're wasting a power on someone that will be unaffected by it. The only thing you really lose is a second or two switching to the next person. And if someone is taking damage fast enough that being a second late gets them killed....well, your heal or buff probably wasn't going to save them anyway.
    Agree with this, plus I cannot see how it would work at all given the fact different buffs have different ranges.
  21. Quote:
    Originally Posted by Samuel_Tow View Post
    And here's my question: Why can't I choose get screwed over like that? I realise the game does this to railroad me, but after CoV, I'm sick and tired of the game telling me what I can't do because I "don't want to" or because I'm "afraid to" or because "Hardcase said so." This is all that is - the game forcing my hand.

    Tell you what - have them both turn on me and boot me out into Primal Earth at level 6 to "escape their wrath" if you must. Just let me choose defiance at least one ******* time in that entire world's multiple storylines.
    How/why exactly would you get to Primal Earth at level 6?

    More likely both turn on you and you end up in a detention centre (or off to Neurons SuperHappyFunLabs for some experimentation).

    If you don't choose a side then the most likely outcome is that you'll be crushed between them, without anyone to help you.
  22. Quote:
    Originally Posted by Grouchybeast View Post
    Welcome to the game and forum!

    Just to note, if you're worried about asking questions on the forum because of bad experiences in other MMOs, please don't be. The CoX forum is almost unnervingly nice and helpful compared to many other places, and most especially with new players. So ask away, and I'm sure your main problem will involve being swamped by a tidal wave of answers :-)
    ^And this guy is called Grouchy Beast!
  23. My girlfriend at the time (now my wife) was heading off around the world for 6 months, so I needed something to do. This was late i3, start of i4 (i4 was my first Issue, which kinda sucks )

    Of course she's been back for years now and I'm still playing.
  24. Quote:
    Originally Posted by somnambulist View Post
    Lazy, lazy masterminds want to keep all of the good info to themselves it seems.

    OK, the last time I played coh (if I recall correctly) masterminds could not be /thermal or /pain. Nor were there any Demons... I think "Thugs" had just been released. If this were a dynamic forum with lots of interested people I'd think we would be able to find a few secondaries guides. Currently there are secondaries guides for *only* /pain, /trick arrow and /poison. There are no secondaries guides for /dark, /thermal, /traps, /FF or /storm. Just saying. Also, only a really really lazy forum would collectively reply: "just go to the Defender/Corruptor forum" because those AT work totally differently and have different *needs* for powers than MM do.

    Specific Questions:

    I just made a necro: why can I slot heals in my zombies? What does that do and would I want to?

    Also - how is it that other pets can reach their targets but the zombies are apt to run around in circles constantly when I tell them to attack and can't seem to path very well? What's up with that?
    http://boards.cityofheroes.com/showthread.php?t=114519

    It also specifically answers your Heal question.

    The only real thing which has changed for Necro MMs since this guide was written was the fact the pet upgrade powers became AOE.

    There are also plenty of threads in the forum about Necro/Dark, including details on viable Necro/Dark strategies (I know because I've posted into them myself).

    http://boards.cityofheroes.com/showthread.php?t=238165
  25. Quote:
    Originally Posted by MacOberon View Post
    I'm finding myself having the power "Enforced Morale" which will remove any type of control from one of my team mates - IF, that is, I know they are affected by it.

    On Screen Situation:
    8 players, 10 pets, 20 enemies, loads of explosions. I can't see the small graphical effects that indicates a mate is mezzed.

    Team Window Situation:

    A player can have a ridiculously long list of buff icons. Even with autopowers off, you can still have lists that are long enough to reach the center of the screen. In this huge mess, I can't detect a debuff icon. Heck, I don't even know what those icons look like!

    Suggestion:
    Add a de(buff) detector. Add a new tab to the options, where we can ask the game to detect things for us, and MARK those team mates in some way.

    For example, I'd like a drop down menu where I can select "Controlled(any)", and another drop down next to it where I could select "Flashing Name in Team Window". That way I could finally tell easily who needs Enforced Morale.

    Or, select "Glacial Shield" and then "Player Name Tag: Red" - and voila, three guys in front of you suddenly have red name tags until you shield them.

    Something like that. An easy way to see who needs YOUR buffs, or counter-buffs. Doesn't really matter to me exactly how it functions, or how it marks the players. I just need an easy way to see critical information that I can (and should) do something about.

    Or, at the very least, allow us to set the team window's icon list to "show debuffs only" and "show buffs only". It'll be less versatile and a bit annoying to switch back and forth - but at least it's a working option.


    mac
    I'd be all for an option to "Hide teammate buffs" option which can hide any buff not originating from you (so a Scrappers own shields or a fellow buffers Fortitude won't show up as an icon beside their name). That'd be a great help in removing a lot of the unneeded clutter for a buffer and let them see the buffs and debuffs which they are more concerned about.