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Posts
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Joined
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Awesome. I just tried it out and it's perfect =)
It's a nice change to see a developer actually fixing bugs and such... I like to be the same way myself when I'm at work...
I do like the 'reset' stuff, that works perfectly, and now I have it bound on mouse5, so I have easy access when it makes me mess up.
It figures that on my day off I spend it debugging instead of relaxing, but hey it was fun =) -
Good guide. I look foward to seeing others you put out.
I would like to just add that so far, at least for me, the hurricane power has proven to be the holy grail of powers. Now only it is great for keeping enemies at bay, it's good for bowling them over. In combat with this power I literally run around spreading out the enemy and tripping them. This power is so good that rarely does the enemy ever get a successful strike on the tanker. Between the accuracy debuff, the constant tripping, it spreading them out so they can't gang up on us, and the tankers own high defense/taunt... the enemy is rendered useless. In addition, the enemy rarely aggroes on you, keeping there concenttration on the tanker.
In fact, when I play my storm defender, I have literally clicked hurricane and just clicked follow on my tanker friend, and just let him fight whole groups of bad guys. We were victorious and I never had to lift a finger. -
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I will hope for an update that allows me to adjust the ctrl-r =)
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NiXXeD,
Ok, Version 2.7 is out, and includes the option to put the reset key where you want.I've never been happy with the way I initially set up Reset, so I changed some things about how it works too. Here is the list of changes:
- Changed Reset so it does NOT take you out of SoD but simply sets all movements to 0, and turns off all powers on the ground, or just leaves hover on, if in the air.
- Reset Key can now be configured to any key. Defaults to CTRL-R still.
- Added a new Mode Toggle key, which you can also choose. This toggles between normal movement (no Auto-Sprint or Auto-Fly, and no bind_load_file use), and Speed on Demand. This defaults to CTRL-M which USED to just tell you what mode you were in... I don't think any of you used this latter key, as it was mostly for me to troubleshoot things. That function is now gone.
- Changed how the unqueue option is configured for Scrappers/Tankers/AR characters (those with drawn weapons). It no longer asks for a power name, but simply a Yes/No for using unqueue or not. Auto-attacking was just my first thought on what to replace un_queue with, not the most graceful. Just leaving unqueue off is better, and limits the binds to movement binds rather than gameplay.
Cheers,
Gnarly -
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Lightning_Fast, I've read your posts in this thread, watched you talk big and when pressed watched you dance. I've come to the only inevitable conclusion: you're all ego and no data. You want ice to be thought of as more than it is...whatever. Obsfucation <> proof. You obviously can't post build + methods. Enough already. You boasted and got caught. Deal with it.
I do want to think you, however, for spuring me to find the board's /ignore capacity. No more mind-numbing pretentious posing to wade through in this thread.
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Don't be so quick to ignore Lightning_Fast.
While he did get out of control in this thread, he pretty much saw the light and was willing to admit errors and overstatements.
Also, if you've read his posts in other threads, he has contributed some useful information and analysis.
While it is possible the crazy Lightning_Fast from about page 2 to page 9 is the real Lightning_Fast, I'm going to give him the benefit of the doubt and chalk that up to getting carried away in a heated debate.
Anyway, I think we all benefited from the analysis of various abilities that came out of the whole discussion.
In short, I'd recommend against ignoring him and reserving judgement.
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lol i was taking his guide seriously untill he said "you only get 4 power pool powers" . . then why do i have 6? I have Teleport friend, foe, self, hover, hurlde, health. . . where do people get this number 4?!?! you can have as many power pools as u want. . . if you dont want your primarys , then dont take them ,but telling people u only get 4 pools is wrong. . guide not worth reading past that line. LoL power leveling!!! HAHAHAHA without HOVER!! LoL!!! hahahahahahaha what an @$$
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/points
/laughs -
Very nice post!!
It would be nice if You could find the time to extend it with a suggestion as to a seconday powerset.
~~DukeP~~ -
excellent guide, I've got a Lvl 33 Illusion/Storm Controller and everything in your guide is right on the money
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Just a thought here from someone who has never role-played before but was interested in maybe starting. Whatever level you are really shouldn't matter should it? I mean say you get a mission from a contact or make your own mission or whatever, can't you role-play just as well if you are level 20 as you could at 5? I mean I understand that it can get bothersome to hear 'Only 'x' XP until next level' but if you are a roleplayer, isn't the amount of XP neither here nor there? Let's say that If I had a level 20 character, if I was a true role-player, couldn't I go play with someone who just started in the community who is level 1 and have as much fun role-playing with them as I could with someone who is also level 20? It's always about the story and characters with role-playing, at least that's the impression I got, so level isn't really an issue. Say I had a really good really long RP session with another member, after I hit the level cap am I supposed to go to an area with lower level villains and therefore possibly go back in time on my storyline? Or am I supposed to put my story on hold until I am allowed to get to a level to continue my story? Like I said, these are just curiosity as I've never RPed before, things I was confused about as it were.
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you forgot
wings(akimbo)
MartialArts
dropboombox
lotus -
Super Volt,
I'm not sure if you've given up by now, but I have a question about your character name keybind loads.
If you have a seperate keybind file for each character, why can't you call the Super Volt file sv.txt and bind the key in that file to load sv.txt? -
Shadowborn looked between the other two heroes. "Who cares if he kills him." She said casually. "Obviously he is not going to talk. He is of no use to us, therefore there is no reason to continue allowing him to live." She allowed her dark power to pool in a shadowed circle around her feet. "I would like his soul when you are done though."
She turned so her back was to the Fifth Column and winked at Patriot Strike.
"The demons of the Netherworld are always hungry, and I'm sure they can torment his soul for the information you require." Her green eyes glimmered with her amusement. -
I've been playing CoH for a little while now, and I do like your binds (just started using them)... However, I think I've found 2 problems, mostly that are due to the keys I choose in my binds, but this may be fixable if brought to your attention.
1. My normal jump key is lshift, and using these binds causes me not to be able to jump when in SoD-Run mode... flying works fine for moving up and down (except for the next problem)...
2. My normal 'down' key is lctrl, and I've found that when I use ctrl-R to reset things, it toggles my downward movement state so that if I go into fly mode, I'll be moving downward constantly... but if I ctrl-R again it works fine...
Anything I can do to fix these things?
Thanks!
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Found a solution
The real problem was due to the fact that the lctrl-R reset was hard coded. I fixed my case by binding it to rctrl+r and everything works perfect now. You should allow a user to specify the reset keys also maybe for this type of situations. Awesome awesome job on the keybind stuff though. I was looking at making something similar, but found someone did it before me =)
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My case is not totally fixed, but if I'm careful, I can still use the current version. I will hope for an update that allows me to adjust the ctrl-r =) -
Full Auto has a long narrow cone and Flame Thrower has a wide short cone. I went with 5 damage and one cone range in Flame Thrower and 6 damage in Full Auto. My tacic is Smoke Grenade the group of baddies and then I find the best angle to hit the most guys. I then throw the caltrops in front of the group (not on them). Now I target the furthest guy that lies in the center of the cone I want to do. I hit FT and then run back a few yards and do FA. This will take out everything but the boss and (depending on the mobs resistance to lethal) leauts. Pick off the leauts and move on. In my opinion soloing bosses just isn't worth the time (unless its Nemesis bosses then just own em)
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With the recent changes do you still think the game is impossible? Over teh past week 06-25-04 to 07-02-04 I've schooled some mobs I should be able to. I hit fast healing (only 1 end red SO in it) and take on a mob of 3 warwolves 3 lvls higher than I. I can take on 1 purple warwolf with 1 red warwolf at the same time in claw to claw.
Today I noticed that the indoor mobs are changing size. Typically the size was 3 minions or 1 minion + 1 LT. Today I've seen 2 LTs or 4 minions in some cases. I see this as a nice change and a good challenge.
I say thumbs up on the recent changes.
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I will agree. I think the recent changes are, for the most part, outstanding. -
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I'm having what would seem to be on the surface a minor problem that is in fact causing me major headaches. Sometimes when I'm hovering (or flying for that matter), when I attack, I plummet. My hover always kicks in before I hit paydirt, but it's still annoying. Especially when I drop right into the middle of the melee battle that I was hovering to avoid. Any ideas how to fix/avoid this problem? Do you think it could be similar to the chatting/getting stuck problem mentioned above?
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See my previous post in this thread: http://boards.cityofheroes.com/showt...mp;o=&vc=1
There's no way around it other than being aware of it and releasing keys more carefully. -
Great post, with a lot of good info.
I wanted to point out something I've noticed playing my blaster, however. Assist isn't as important as it was in EQ. Most minions, especially yellow or below, die with just a few attacks. So if it's a big mob of minions your group is taking down, assisting somebody is going to WAY overkill the poor mobs. I try to pick out of the way mobs that I know other's aren't attacking because they're out of line of sight or whatever, and get them. Yes, overkill is expected, but shouldn't be encouraged by insisting on Assist.
On the other hand, it is invaluable when taking down those big bosses, especially when there are more than one. It's inefficient when your team is split up, attacking 2 or more at the same time. Drop one quick so he stops hurting your team.
Ok, just my 2 cents.
Gnarly -
I'm having what would seem to be on the surface a minor problem that is in fact causing me major headaches. Sometimes when I'm hovering (or flying for that matter), when I attack, I plummet. My hover always kicks in before I hit paydirt, but it's still annoying. Especially when I drop right into the middle of the melee battle that I was hovering to avoid. Any ideas how to fix/avoid this problem? Do you think it could be similar to the chatting/getting stuck problem mentioned above?
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Super-group Name: New Heroes of Paragon
Motto: Honor, Compassion and Friendship
Website (if any): (In progress)
Leader or Recruiting Officers: Empathy
Preferred Method of contact: (In-game E-mail or Tell)
Guild Description: I founded this group to find mature players who work well together and have fun.
Guild requirements: Heroes with a well thought out background are encouraged as are thoughtful names. We are open to new members right now as our roster is small, but as we fill up we will be getting pickier.
One of the goals is to have heroes with different power sets, so you may be the only fire tanker or claws scrapper in the group, if not there will not be many. This helps to make your powers important and unique.
A player may have more than one alternate hero in the group, but please let us know what alternate belong to you. -
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I downloaded this, being new to the game thinking it would help.... Now I cannot remove the binds that I do now like. How can I totally reset my binds back to the way they were?
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Soulyman,
The first page of my bind program's instructions detailed how to create a backup file by going into the game and executing a /bind_save command at the game prompt. If you did that, then there should be a keybinds.txt file in your root directory, which can be loaded with a /bind_load command, as explained on the last page of the program's instructions. This will reset you to the way you were, with any changes you made prior to loading my binds intact.
If you did not create keybinds.txt, then a second simple alternative is to hit CTRL-R. It should say "Normal Movement" and the keys that you set up my program to configure are reconfigured to normal movement (ie. +forward etc) with none of the fancy stuff. The Fly key and ground keys you chose are bound to simple binds that toggle hover/fly etc. This might be helpful, or you might not like that either, but it's easy enough to give it a try.
To go all the way back to square one, however, you need to do exactly what Blue Volt said. This is also the easy answer if you made no other key configuration changes besides my binds.
Hope that helps,
Gnarly -
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What do I need to do to keep my custom binds for each character (if anything)? When I execute these bind files, will it break SoD? And if it will, then what do I need to put in my files to keep SoD's stuff safe?
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Ok, good question. My binds will only overwrite the keys that you enter during the program configuration, CTRL-R and CTRL-M. If you load your character-specific binds AFTER SoD, and if they bind any of the SoD keys, then you'll have to re-do your /bind_load_file C:\coh\reset.txt command to get SoD working properly again.
To make it easier on yourself, make sure that your keybind files do NOT bind anything to the SoD keys, and you'll be fine. For example, if you use the spacebar for SoD's UP key, then delete any bind for space in your bind files. If you load those files and there is no reference to space, then it'll leave it as it was before.
Just so you know though, we discussed in this thread how the game saves binds. We're pretty sure that it saves them server side FOR EACH CHARACTER. People tested this by logging onto other people's machines, and they had their binds there. There was some disagreement as to whether they were changed on the fly, or whether they were just updated at logon and logoff, but they are stored server side.
So, you probably don't need to load a different bind file each time you log on with a different character. At character creation ought to be enough.
Anyway, that's the theory... let us know if you get results that suggest differently.
Gnarly -
May I add one thing. It was mentioned earlier in the guide about controllers & defenders trying to explain their powers. THIS IS VERY IMPORTANT! I play both a controller and a defender and there are many many times when I have been in a team were everyone got killed simply because I would put a whole group to sleep and then someone would hit the group right after me with an area attack (usually that only drains the whole group for 5 life). And this is after explaining that once you hit the enemy they will wake up. I'm sure a lot of mind controllers are nodding their heads now
Anyway now that I am done with my little rant. Here is a little suggestions to the controllers/defenders out there. Usually it helps to do a /bind command that informs your whole team of your powers (rememeber to do this when everyone is just standing around playing with emotes before they start the mission).
-Here is a quick example /bind p "team Keep in mind that I am a mind-radiation controller and many of my attacks are sleep holds. If you hit an enemy while he is sleeping, he will wake up and go all aggro. This includes area attaks when I stun a group"
Now I just jotted that off the top of my head so I'm sure that someone can come up with something a little better. Having a single key that you can hit upon a team invite should hopefully help with getting a better understanding of everyones powers. There are a lot of diverse characters in this game and the better everyone understands everyone elses powers, the better off the team will be!
-Lost Paladin & XA-3 (Liberty Server) -
I have posted this elsewhere (accidently Because I didn't look for this topic) but:
SPRIGGAN FORCE is Looking for Members... Mostly looking for Controlers and Healers!
Look for me (Headbanger Man), Or The Cauldron, Craft, or DesolationAngel -
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I seem to encounter a very annoying movement bug after I type using your binds Gnarly. After typing in the chat window, and the last letter being that of any of my movement keys (wasd), it will get me stuck moving in that direction until I hit ctrl+r twice to reset everything. It only seems to happen after I hit enter quickly after the key as opposed to a second after. Its gotten me killed a few times randomly saying "grats" then getting stuck running backwards at full tilt.
I type pretty fast so it happens a lot, but I LOVE the binds you use. Is there any way to get around this? maybe to disable the movement keys when enter is pressed, and not reactivate them until it is pressed again?
Thanks for your efforts Gnarly, Love these binds!
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Hi Biothreat,
Well, it seems you caught both a hard-to-catch problem, and proposed a possible solution... good work! That happened to me once, but I didn't know what caused it.
But, I did some testing, and what you're doing is this: You type a D or S or whatever as the last character in the chat box, and then hit Enter before you RELEASE the D. Therefore, the D is being sent to the Chat window, and the release is sent to the main window.
This is identical to the problem with zoning, which I discussed a few posts back. If the main window, and therefore my binds, don't get all keypresses and releases, then they screw up. This happens whether that keypress goes to the chat window, or inter-zone-never-never-land.
Your possible fix was a good idea, though, so just to make sure I tested it. I bound enter as follows:
Test1.txt
enter "tell $name, starting$$show chat$$startchat$$bind_load_file c:\test2.txt"
Test2.txt
enter "tell $name, stopping$$bind_load_file c:\test1.txt"
Enter is normally bound like in Test1, but without the tell or the bind_load_file. Predictably this did not work, because when you're in the chat window, the Enter is sent to the chat window, so it will never get to the main window. I would enter chat properly, telling myself "starting", and then I'd type something and hit enter. That would say the text, but would NOT call the 2nd bind and tell me anything. If I hit enter again, it'd say stopping, and not put me in the chat window. Hitting it a 4th time starts over.
So, sorry to always be the nay-sayer, but I can't fix it. Now that you know exactly what the problem is though, maybe it'll be easier for you to not do it? Type as fast as you like, but make sure you release that last key before hitting enter.
Gnarly -
Leadership pool is very very appreciate in any groups. They are really useful powers.
and i think Vengeance is only applied when YOU fall.