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Posts
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Given how easy it is to use l33t talk and other tactics to circumvent the filter, I still fail to see why it's not set to only filter out the traditional profane words.
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It's against the EULA to use misspellings of dirty words to get around the filter in CoX. CoX is very careful about presenting a clean-cut image of their comic-book based universe. Seriously, the filter is there to keep CoX wholesome. Even children can enjoy CoX the way things are. By going to such lengths to include profanity you threaten to make CoX something dirty. Something that parents will want to keep hidden from their children. CoX should be something everyone can enjoy.
Shame on you. -
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I encountered a similar problem to your ally auto rescuing. If the ally in question has a damage aura, their aura will kill their captors. IIRC, Infernal has an autohit fire damage aura that doesn't display visually. (my SR gets owned by it all the time)
As for positioning within the mission, I haven't had a problem with that map placing the ally in front. Be sure to look at the mission slots on the previous page, and make sure you aren't using that front slot for something else, (that map has only one front slot that's compatible with the Ally objective).
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I had just realized that on my last run through. He wasn't the real Infernal, he was a custom one. But I gave him Fire Armor. Anything above Easy gives him Blazing Aura. I turned him down to Easy, and now he waits for me.
On that note, are they planning to do anything about allowing rescuees to rescue themselves? -
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What enemy group are you putting around him? From the sound of it, i find it odd that he auto-completes.
On the other issue, the problem seems to be that the map is not suited for the placement you want. Otherwise, it could be that you have other rescue objectives (as you say) and these could be taking spawn points away from infernal (depending on various factors)
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At first he was guarded by Diabolique Spirits. Then a custom group made of Ghosts, Diabolique Spirits, and the various CoT "spectral" mobs to stretch out the effective level range.
Then, just to see if unavailable mobs was the problem I just made it the Council.
Initially I tried placing him in the Front. Then the Back (which seemed to be where he spawned anyway) then I tried placing him in the Middle. No matter where I pick, he always spawns in that pool room and auto-rescues seconds after I walk in the door.
I also tried deleting the other rescues that are supposed to spawn after he is rescued. That doesn't make a difference either.
I think I'm just going to have to pick a different map, which is a shame because it doesn't make sense for the arc plot. -
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Allies are middle only on that map, and the middle is huge including the final room. I think the only back location is on the center pillar, but it doesn't allow allies.
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Doesn't matter where I put him. Front, back, or middle, he always appears just before the last room. And he always auto-completes shortly after entering the mission, and all the objectives that appear after his rescue then spontaneously spawn.
I'm only using standard surrounding enemy groups to guard him, so there shouldn't be any problems with him not having any enemies.
And among the other objectives that are supposed to spawn when he is rescued is demons that can be rescued. And they all work fine, except for appearing before I find the initial ally. They all work fine except the important one. -
I've been working on a mission that uses the Infernal's Lair mission map.
The first objective in this mission is to rescue a particular ally. After he is rescued several other rescues and a boss spawn.
The problem is, the first ally registers as rescued almost as soon as the mission begins. And no matter what location I pick for him, the initial ally always spawns in the back. I enter the mission, run down the corridor and then the "ally rescued" dialogue appears in the chat window and the Nav window objective switches from "find Infernal" to "defeat Diabolique."
I've already /bugged this. Does anyone here have any idea what could be causing this? -
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If this is "improved" AI....can we have the stupid enemies back plz.
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I've suggested before that there should be different AI's for different mobs. Certain enemies should never run away in fear. Particularly Freakshow, Warwolves, zombies, robots and other psychotically homicidal or mindlessly selfless mobs whose description indicates that they don't care how badly they're outgunned.
Low-class street thungs like Hellions and Outcasts however should flee at the drop of a head. -
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Great Gubbly Be-Grubbly! How many tokens do we need Lighthouse?? I mean, I am not upset or anything, but wow, some of us have a box that we keep under the bed filled with the tokens.There are a ton of vet bonus costume tokens, now another??
=@ @=
Well, I am certain there are a lot of people who can use it. Just, wow, they sure get given out alot, you know, is all.
=^ ^=
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Just start making any new alt concepts you have in mind so that when they hit 20 they've got their costume tokens ready.
I've got several low level alts waiting for tokens to take advantage of that halloween costume slot. -
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My guess would be because fire is mainly damage with only DoT as a effect. With others you get drains, kb, slows and that. I would think it would be much easier to tweak as a starting point before diving it to the others.
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Actually, that's a good point. Fire is the only "element" in the game that doesn't have some sort of secondary effect, since extra DoT isn't nearly as helpful as the devs initially thought. It's part of what makes /Fire suck so much, too.
Maybe they could stick a small damage debuff onto Fire attacks? I'm kind of at a loss how fire would make something less capable of hurting you, but it's the one kind of debuff no attack set inflicts yet, and Assault Rifle/Broadsword/Radiation Blast debuffing defense doesn't make a whole lot of sense either.
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Well I thought it would make sense if fire had a ToHit Debuff. Afterall, it produces smoke. I think the only fire power whose smoke debuffs accuracy is the controller power smoke. And it doesn't burn! -
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I join a villain PUG. This was a low level team around level 10. The mission owner had their rep jacked to the max so everything was red or purple to most of us. So I made the suggestion that one of the corrupter should pull. So the fire/rad guy says ok he will pull. Guess what this guy uses to pull with? FIREBALL!!!I am like omg why would you pull with an aoe? The team ended up wiping. When we all got back from the hospital I pulled this time. Everything went well after that. I soon left after this mission was over. Anyone else care to share some crazy noob stories?
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I was on a low level villain PUG and the leader had his rep on the second highest. After 3 wipes I asked why a lvl 5 group should go on Relentless and he said "because it's the best." I tried to explain that it's only good if you can get through it quickly. If everyone wipes out on the first fight without a single kill, it's no good. You should wait until better enhancements make you strong enough to kill high level mobs. Well, he wouldn't hear it. "Relentless is the best."
Another team with the same villain, I got bored so I went to the closest mission and started mopping up. When it was almost cleared, I told the group that I was about to come out so we could reset, but it was a very low level mish (everything was grey to me, and I was the lowest level member) so it would probably be best for the team if I just cleared and we did something else. The leader got pissed and kicked me from the team instantly for "already killing before we're there!!!?" So then I /petitioned him for having the name Raistline Majere, a blatant ripoff of the Dragonlance anti-hero. So who was the A--hole in that story, him or me? -
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You know the ironic thing? The lowbie science origin temp power is less useful than the others. Why you ask? Well, in CoH, a science origin fights Vahzilok for the first 5 levels. Zombies are inherently resistant to the Foe Sleep in Tranq Dart. So, most of the time, the Tranq Dart does nothing other than minor damage. It's a bit frustrating...
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A. It's not ironic. It would be ironic if magic origin toons got a bonus from something magical and vice versa.
B. It can't be worth less. Lobie temp powers are worthless. You can't have something worth less than nothing. Brawl does more damage. They're a nice touch, but they're hardly a significant impact in terms of game play. -
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I disagree.
Shields would be a neat and different attack set, one that specializes in both some range, and some defense.
As far as the "any Hero can learn" argument goes, is it realistic (or even thematic?) that my Martial Artist knows no punching moves...at all?
Street Fighting wouldn't be unique - it would be needed, though. There simply isn't a punching-based set available to Scrappers/Stalkers, other than Dark Melee, which is... Dark and hard to see. And not alway thematic.
Although you didn't mention it, pistols would be a unique set: all "short range" attacks. While Claws and Spines have ranged attacks, range isn't the core of those sets.
So, yes, both Shield and Street Fighting are strong enough for thier own set... not from a "uniqueness" standpoint, but from a "Thank <$diety> I can Remake my Super Strength Tank as a Scrapper" standpoint.
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Would it be completly rediculous to alter existing powersets for this? It really is rediculous that there are no punches in MA, but isn't that just a matter of changing the animation? Afterall, in reality Eagle Claw is a punch in which you shape your hand into a claw, like an eagle's talon. Why in the world did they animate it as a kick?
I think that the time is right for a ranged powerpool though. James Bond is clearly an MA/SR scrapper, but if I want to base my scrapper Open Secret Agentman on him I'll still never be able to do that cool profile walk to gunshot move. I'm not asking for big damage for a scrapper, even the powerpools' effectiveness seems to be archetype dependent. I'm thinking something like:
Gunshot - A medium range light damage power. Short recharge.
Tranq dart - A single target short duration sleep power. Moderate Recharge
Scope - Increases the range and accuracy of other ranged powers for a few seconds at the expense of making them interuptable.
Flare gun - Illuminates an area granting ToHit Debuff resistence to allies in the area.