Fade_Spiral

Apprentice
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  1. Quote:
    Originally Posted by _Deth_ View Post
    As a brute, I run at the biggest meanest thing in the group, I hold its aggro, and will generally grab the rest of the aggro in the process. I don't do this to protect the team, I do this to maximize my fury as quickly as possible. I generally only grab strays if they are really stomping on someone. My survivability and my tactics make me the tank by default, and if the team is worth a crap it works out swimmingly. My job is to kill the biggest and nastiest of the mobs face to face, with his eyes on me.
    This is how I approach the enemies with my SS/WP brute, too. I think there's something direct and undeniable, to the opponents, in having to deal with a raging villain ready to SMASH! On a side note, it's good to know that I'm not alone in this endeavor. There were times when I thought the team I was on figured I was being too reckless. Having confirmation to the contrary is quite nice.

    Quote:
    Originally Posted by _Deth_ View Post
    As I have stated, aggro management is part of what a brute is, whether people like it or not. Whether it is active or passive is up to the playstyle of the person playing the brute.
    From a romanticist's perspective, Brutes are just that. Mean, powerful and eager to fight. The survivability sits just secondary to damage output, of course it is further refined by slotting, build and playstyle but there is a distinct difference, as you pointed out.

    In summary, this has to be one of the best descriptions I've read/seen on delineating the differences in aggro control between Tankers and Brutes. Well said, sir. I also appreciate the accommodation of differing playstyles in the mechanics that this post represents.

    Thank you for posting this, and also for clarifying the points made during this discussion.
  2. Quote:
    Originally Posted by PaladinChan View Post
    NCsoft needs to hire a real IT for a change... really would like to put these guys on the spot for blaming other ppl and taking for ever to do crap.. in all reality.. they are a bunch of 1st graders.
    I'd suggest that you read the response that Noyjitat posted back on 8/18 in this very thread. You know, the one where NC's tech support team stated what the problem is and that they're working to get it cleared up as soon as they can.

    Let's see you try to track down and resolve an Internet routing issue in the blink of an eye with a provider that isn't yours, directly.

    Furthermore, who's acting like a "1st grader" here: The people working indirectly to get a network/routing issue resolved or the impatient player that can do nothing but insult the company whose service is being provided and resort to labeling this as some kind of blame game?
  3. Quote:
    Originally Posted by GUGuardianEX View Post
    I don't know who else would, but I put in a HUGE vote for the ability to customize the appearance of our pets. Make each pet cost a token if you must, but let us do it PLEASE!

    I don't know about the rest of you, but I'd LOVE to be able to customize my pets. Most of my MMs are concept and I have my pets doing all sorts of thing, each with its own identity. Maybe I put too much into this, but I KNOW I'm not the only one.

    So, I request and put in a HUGE vote for customizing (even if only partially) our mastermind pets.
    While I certainly understand some of the reasons posted for this not coming to fruition, that doesn't stop me from wanting this either. In fact, I'll stack a nice HUGE vote, parallel to yours, in the Suggestions Pile that maybe the devs could implement someday.

    Being able to customize the appearances, utilizing existing textures, would be wonderful. Imagine how much more this would add to a game system that already boasts the most customizable character creator out there?

    Thanks for posting this.
  4. Regardless of how the subscription numbers turn out, or what levels of profitability CoX continues to generate/affect for the company, I think it's great that the game - and the community - is still here 5 years after launch.

    I hope that this presence continues on unabated.
  5. [ QUOTE ]
    No Fade, its certainly not only the 9x messing up. It is however the 9x cards that we are having the most difficulty getting stable. Ex has also posted that (official) tech support is having the same issues with the 9xxx series. In 99% or so of most cases we can get everything stable BUT the 9x cards. However with both the hotfix and the driver rollback even the 9x's get substantially improved (down to once a day or so) instead of really frequent crashing. (To make matters more confusing, the 9x series is becoming the 1x series, if I understand this renaming mess half-correctly.Heres to good ole' confusion.)

    I DID agree with the argument of them dropping support for some openGL calls, when I saw it across so many systems. However the second version of the hotpatch alone (unlike the first version) is enough to get most cards back able to use the newest driver. So that issue doesnt fully pan out. This is also uniquely a vista issue, and NOT uniquely a Nvidia issue. ATI cards can and (albiet much much more rarely) do get this same issue (I havent confirmed for ATI if its linked to this game or some other trigger however). This is a three headed monster named Vista-Nvidia-CoX.

    [/ QUOTE ]

    Well, given the issue it certainly seems that there's more code-refinement, perhaps, that can be done with the game.

    I mean, we all know what was originally happening when you'd even get near the tower in Grandville a couple years back. The polygon count in that one construct, by itself, was enough to induce system-crippling lag because of its count (somewhere in the thousands, I'd bet).

    Nvidia usually has a very solid track-record with driver quality/support. However, 2008 was a really bad year for that (IMO). We saw how many driver releases in how short a period of time?

    175.16, 175.19, 178.13, 178.24, 180.28 and now 181.20. That's six driver updates in 12 months. It used to be that only ATI was providing such haphazard-quality drivers/support. That's not even counting the never-WHQL-released 177.92 drivers.

    In defense of the 181.20s, though, I will say that I've seen a substantial boost in both performance and stability across all of my systems running Co*

    What's with these freakin naming schemes, anyway?
  6. [ QUOTE ]
    I'm having the same display driver crash on a GTX 280 card, so it's not just 9xxx cards messing up.

    [/ QUOTE ]

    My own testing has shown that this happens on GeForce 6, 7, 8, 9 and 200 series video cards running 64-bit and 32-bit versions of Windows Vista.

    I wonder if there's any truth to the claim that Nvidia's newer drivers have dropped support for some of the older OpenGL rendering calls/extensions that City of Heroes uses.

    It would seem that way.
  7. This entire guide presents the AT and build choices in a way I never thought about. Thank you for this information, I'm surely inspired to create a mass destruction machine based around AoE and tar patch, now.
  8. I'm just adding a bit of thanks to the folks who created, and maintained, this list of things to be addressed for IOs.

    This helps my understanding tremendously.