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Posts
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According to the new Guide the Gunner badge is available. But I remember that being bugged. Has it been fixed? If so, Is it retroactive or must I go through the mission again?
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Off the top of my head, I'd say any report of strangeness voiced by Arcana, Circeus, or Fraktal is probably worth paying attention to, especially if there are a large number of people nodding in agreement.
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Just to reiterate what I said previously: in virtually every case, every red name I've brought a specific problem to has listened and checked it out carefully, so I have no specific complaint there. Of course, I try not to bother them too much unless I have a smoking gun. Often, I try to give them a picture of the bullet actually hitting the target. That makes me, I hope, a good risk/reward candidate.
Of course, my "change it, it sucks" reports go into the same pile everyone elses goes to.
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Red Names do an outstanding job for the load they currently have. The long awaited attention to the TA set by castle was because of Goofy_Parrot and the TA thread with absolutley amazing work on it, BY PLAYERS!
Cuppa has been kind enough to respond to several issues I have had. I try not to use the boilerplate "change it...it sucks" technique as those are filtered to the recycle bin techs. But if you speak intelligently, a red name will come. ...er um...usually -
/signed
/agreed
now back to the 7th ininng stretch where the Marlins are two touchdowns away from from the world cup. -
I'm used to playing squishy characters, but last night was rediculous. I got 2 arrows out (pick any 2) and was one shotted. Namely by a thorn scrapper who had it in for me. I couldn't do anything. (Let me not start on Gang War)
Oil slick lit up 4 out 7 times so I was impressed. I even let one off in the base (just for the hell of it) and a sentry shot it instantly and setting it ablaze.
I just don't think PL'ng a /TA was a smart idea since I have no practice on what they do or how to properly use them or slot them. But what killed me was the animation times AND the AoE arrows that require a target (those really annoyed me as just I went to fire, the target collapsed and the power went off but nothing happend)
OH well back to test and try to give it another go... -
I agree. I played the 40 Thug MM last night again and nothing noteworthy. I was excited about this new set, but so far not too excited about working my thug on test too much as it is.
The Bruiser just likes to hurl those boulders. No melee...didn't even see him do the KO Blow. ON the upside though, the recharge for the 2nd upgrade was significantly fast. I was almost able to uprade both simoltaneously.
All the MM sets seem to be well balanced, but this one feels way off. The concept is nice, don't get me wrong. But one thing is the set in theory and another in practice.
Lets hope for some tweaking before I7 hits live. -
Yes the overlapping is an issue...I mentioned a post or 2 before yours. I noted the superjump icon on the pets didn't really mean anything as they did not superjump anywhere and just sprinted from point to point. Further, I was uber exited to see my MM thugs with second upgrade and for gang war. MY thoughts:
Second upgrade, just unviable (where would I store all those bags) also seems to be empty as they bend down and pull out nothing! The costume happens instantly as the power is executed.
Gang War should be renamed "Rubbernecker Delay" or "Barred from Gangs" as they do nothing. Once they lost agro of the initial target, they just stood around. I recommend to make them "controllable" as a whole (example, put pet meter in the pet window for "gang war" and you move them as a whole just like you control the spirit from the Necro set)
Graphically I was impressed, but damage wise or squishy wise, I was not. Maybe there was too much happening as Pl'd 40 with no idea of how to use all those extra powers, but something still left me wanting. Hopefully the event is still p when I get home to test some more. -
I must say, I rolled my /TA MM for the RV event and wsa baffled...It sure sucks to get these powers ina hurry and not know how or when to use them, much less slot them.
First I thought all arrows were target based (wrong). Most are target based when they should be "location" based i.e. oil slick.
Oil SLick arrow was targetable as a petIs that right?! It even had a heading over it.
Animations are too long on some and they don't seem to prioritized correctly. at least 2 arrows could only be slotted with range (outside of the standard rech and end red) as lvl 20 powers? Why should I get these again?
I don't think FA did a darn thing against heroes as they just pelted away. Then again I had no idea which arrow was what so I only knew about 3 of the arrows I was throwing (again...people enjoy to be PL'd to get to this level uber fast and never know how to use their powers?)
If anyone is on tonight for the RV event while it lasts, look me up if you want to do any PvP testing. -
I noticed this the past 2 nights. The Thug punk summon are overlapping when you gain the 3rd pet (arsonist). In other words, thug 2 and thug 3 spawn to the same spot causing overlapping...here is a collage for mulitple angles of this problem
enjoy...more to come -
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Okay, am I the only one wishing there was an emote that set all the thugs in formation with me, and then we all did the "Beat It" dance?
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Dance?!! They should have the drumbeat/guitar theme from "beat it" as your enforcers come out of the manhole. While you're at it make your MM stomp the ground and say "OOOOOHHHHH" while some mysterious wind blows as the animation for the final upgrade -
Very well put Lumi...GP has done great work with TA and as far as the topic at hand is concerned, I call Balderdash on Castle. There is no way possible SG for the Night Widow is the same for players. I have gone blind with her SG and nothing, not melee, spitting, or even groping distance do anything to make me see anyone or anything! Certainly not the case with Flash Arrow. Currently Flash Arrow is more of a warning to the foes to tell them "Hey we're here" cause they're agro is 70% to 100% of the mob when engaged (for the mathematically challenged, that is in a mob of 10 odds are that a FA'd group will agro from 7 to all 10 when engaged) From that it may be once or twice in 10 tries where I can succesfuly range pull one maybe 2 minions. Tell me again how that is "the same as" Night Widow's SG.
If TA is only meant to be in any way effective for defenders, why on Recluses red earth did it become available for MM's at 3.5%?! MM's staple for survivability are the secondaries (pets alone without any help from your secondaries are not enough to survive a mob of even con for more than 3 mobs)
Castle, I understand numbers are a big thing but the gameplay is a different animal. There is an obvious issue with TA and the other blinding powers not applying as fairly as the NW SG.
Oh, BTW, any doubts on GP testing on TA should see the test boards on TA and how diligent he, Lumi, and several others are in testing it's effectiveness. -
I could have sworn I responded to this...oh well
Yes the LOC was correct. Found it just right! However, there was a problem. I know I did not have it, went to the badge, but did not get the flashy "Badge Earned" or whatever for it (it just apeared on my list)...no xp for it either.
Anyone know where the subsequent ones are? Skyway, Steel, IP...etc.? -
Post 05/16 Patch:
Ran the KR Mayhem last night...only 3 of us...we pwned that map...the whole thing <the players I was with are great> We ran the 2 side missions without a hitch. All the destruction alloted excellent bonuses and it seems that the destruction of items is fixed but it has become clearer that it is based on a numeric system. Meaning it takes like 10 parking meters or 3 cars etc. to get the bonus. Either way, destuction of items worked well. We also got time bonuses for resisting arrest within the door missions. Not many but still 1 minute more does add up. In the end, we got the badge, we did the missions, robbed the map, and completed the mission with 15 minutes to spare. Awesome work. Can't wait to run more! -
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Did you go in singing "kill da wabbit?"
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Nope. I just kept screaming, "I said the POSSE, you idiot!! The POSSE!!".
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*wipes tear as I cover mouth with my hand to keep my hysterical laughter from scaring cooworkers*
That is wrong on so many levels!! -
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I would just like to state for the fact that i'm an idiot. I pasted the wrong info into the Necro file, LOL. It works fine now....[hides]
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First glad I could help.
Second...there is nowhere to hide...I have Tactics (great for bad breath too...and only one calorie per serving) -
no it shouldn't. By using the text file to bind the keys, it overwrites the previous bind assigned to it. Intersting...and you are trying this on live? what errors do you get? and have you checked to see if the binds are working at all? Maybe only one string is wrong but the rest work fine. Then you can just update the text file.
Can you place a sample of one of your text files? And this may also sound stupid, but you do have it on the directory c:\covbinds and not say for example as a folder inside your CoH directory? also...the covbinds folder has no spaces right? -
No offense intended...however the naming of the text files has been a confusing issue for some (myself included) when we first dabled at this system. Just for the sake of argument, when you right-click>properties on the file which one of these 2 do you see?
Also, understanding the issue about removing extensions, adding ".txt" to the filename is not giving it an extension just added text to the filename. The top image shows the incorrect filename (corresponding to previous link 02). The bottom image shows a correct file name (these are for the previous link 01). If after that is verified as being correct. then lets look at the txt file itself. which one of these did you use in the file:
Necro Binds
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/bind numpad1 "bind numpad4 petcompow zomb agg$$bind numpad5 petcompow zomb def$$bind numpad6 petcompow zomb pass$$bind numpad7 petcompow zomb att$$bind numpad8 petcompow zomb fol$$bind numpad9 petcompow zomb goto"
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/bind numpad2 "bind numpad4 petcompow grav agg$$bind numpad5 petcompow grav def$$bind numpad6 petcompow grav pass$$bind numpad7 petcompow grav att$$bind numpad8 petcompow grav fol$$bind numpad9 petcompow grav goto"
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/bind numpad3 "bind numpad4 petcompow lich agg$$bind numpad5 petcompow lich def$$bind numpad6 petcompow lich pass$$bind numpad7 petcompow lich att$$bind numpad8 petcompow lich fol$$bind numpad9 petcompow lich goto"
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or
Necro Text Binds
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numpad4 petcom_pow Zombie Aggressive
numpad5 petcom_pow Zombie Defensive
numpad6 petcom_pow Zombie Passive
numpad7 petcom_pow Zombie Attack
numpad8 petcom_pow Zombie Follow
numpad9 petcom_pow Zombie Goto
lctrl+decimal petcom_pow Zombie Dismiss
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Make sure you used the latter in the text files. Without slashes or the word "bind" and no spaces before or after each string.
Also if you are trying to do this on test, you may come up with errors as for some reason the binds reset or become corrupt when you log or even zone throughout the test server maps. -
Well...I tried to be there...but my TA isn't even villaious enough to enter BB. I will work on leveling him this week and perhaps we can try again over the weekend (Mother's Day permitting) or some time next week.
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I feel stupid for even posting....but i can't get the darn thing to work. I put the 4 Necro files in C:\covbinds\ and when i type out /bindloadfile C:\covbinds\Necro.txt in the game it gives me errors saying that it requires 2 arguments and not 1.
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Make sure you didn't name the file "necro.txt" (that part of the explanition is a tad bit confusing). IOW, if you look at the file name on windows explorer, if it reads "necro .txt" then the system is reding it as "necro.txt.txt". Check that and remove and ".txt" from the file name. SAVE the file and try it again. -
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My "Gang War works great against EB's" theory fell apart today when I ran into Calystix.
Stupid coral.
Calystix really must of smacked the crap out of my Bruiser.
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LMAO!!!! Well think of it as a temp implemintation of bugs bunny type cartoonish behavior. Did you go in singing "kill da wabbit?" -
I am on now as Chain Bang....is anyone here?
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I'm sure I can make it...if you don't mind LK'ng a lowly 13
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4. While it's not a HUGE issue, shells ejecting from revolvers is a bit silly (though makes for a nice trail on the floor).
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Yes this way, anyone coming in late to a mission can easily find you.
On another note. Someone mentioned there is away to find the powers of your pets. How is that? cause I tried repeatedly with no luck. -
Not sure...but I think this post belpngs in another thread. Smoke Bomb or the Devices set does not bare any relevence to a thread about TA. With that said...
I agree partially with a previous post that someone said that a thug/TA is a terrible combination. I disagree with one exception. The animation delays between the 2 sets....from bow to guns to bow again. But with that aside, I have become comfortable with the delay to use the set wisely and I am starting to like the set.
Likewise, I feel the frustration of more experienced TA users at the lack of effectiveness it currently has. I also can see the potential prowess of the set, but in cautioning in the side of "better less than more" by the devs, I see TA was given too little to justifyibly call it balanced with other sets.
I am truly glad that this set is now effectively being looked at and will get the attention it so deserves. I mean come on...what would Manticore say about this