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Quote:If your area of expertise is in data transfer, you should realize that there is no difference in data transferred with any graphical effects on or off. That is, unless you're talking about transfer from RAM to the GPU, in which case we're really getting into the realm of computer graphics and parallelization.I said it's a lot of crap going on (mostly in data transfer but additionally in presentation, the latter of which you may or may not have debunked; I wouldn't know because my area of expertise is data transfer and not graphics and I don't know what your area of expertise is)
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Quote:Yup. With external buffs, it's possible to get Trip Mine down to a 4s recharge. That plus a 5s cast gives it a 9s cycle. Each mine lasts for 260s, so it's possible to get 28 mines out at once.Someone neg repped me with the question or words "How can you have 20 trip mines out" in this thread. I thought someone might ask. It's called +rechg.
With just 96% recharge enhancement, you can do 17 at once. Hasten, IOs, empowerment stations, and teammates can make you do even better. -
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Quote:But Trip Mine doesn't suck. That's part of the problem.Time Bomb and, to a slightly lesser degree, Trip Mine sucks horribly on teams and even sometimes solo for obvious reasons
Quote:Cloaking Device just isnt good enough. Too much +Perc by everything
Quote:Too bad we can't strap it onto the rather weak, unPortable and emminently skippable Gun Drone and send it in
Quote:Devices is marginalized and weak, period. It has a power that shows up in the Scrapper ancillary (Caltrops), another one or two that can be purchased for pennies in a pvp zone (Web Nade) and Smoke Flash (recipe) is similar to Smoke Grenade, only superior.
Web Grenade is available to Soldiers of Arachnos. Are they trivialized by the PvP temporary version?
Cold Mastery contains powers from Storm Summoning, Ice Armor; Flame Mastery contains powers from Fire Control, Fiery Aura, Thermal Radiation; Stone Mastery is basically a cut-down Earth Control. In fact, almost every APP is similar. Do all these APPs trivialize all the sets the pull powers from? -
Quote:No. -heal reduces your ability to heal others. +res(heal) reduces your ability to be healed.Another thought, though, is that -heal affects not only your ability to heal others, but your ability to *be* healed yourself, right?
Benumb (Cold Domination) has -heal
Weaken (Poison) has -heal
Envenom (Poison) has +res(heal) -
Quote:Eh? You suggested compressing MP3 files. MP3s are already compressed. Trying to play an MP3 that had been compressed by the game would require decompressing it before playing it, so the extra compression has become a waste of your time. Not to mention the space gain you get for compressing an already-compressed file is minimal at best, and can even cause you to lose space, depending on the compression methods in question. (If the second algorithm can't compress the file sufficiently, but the compressed filetype requires the overhead of some bytes specifying the compression type &c., the resulting file will be larger than you started with.)To answer the question of "Why would you recompress the Audio"? Because it'd be incredibly daft to run two different decompression systems at once when one could concieveably use one to handle both jobs for less on the CPU cycles.
Any way you slice it, trying to compress the MP3 causes more issues (several) than it solves (none).
Now, if you want to instead suggest that the game JIT converts the file from MP3 to OGG, that's something approaching a reasonable suggestion. But implementing direct support for MP3 would be more effective and, ultimately, run faster on your computer. Using an actual conversion tool would be more effective and wouldn't add such bloat to the game; in fact, players are already doing essentially this to replace in-game sounds. There's even a guide on how to do it. -
Quote:Hitting your 'W' key uses more cycles than the visual effects of a full tray's worth of inspirations.Even single 2-texture planes pull cycles, because on even the most advanced graphics card, every texture matters, even just slightly. Especially when they're being animated(moving in one direction, or if your camera angle is changing, a time where low-end graphics cards often experience the sharpest lag).
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Ninja Run does that because they don't have a running backwards or strafing animation for it. Regular running does.
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Quote:My mother has been using the internet for longer than I have, and she doesn't know what slashdot is. My father is a hair's breadth away from one of those people who uses and posts on slashdot every day. Their computers are about 6 feet apart.There just ain't no way that anybody could have been on the Internet for 5 years (forum join date 2005) and NOT have heard of Slashdot.
It's really not a very hard concept to grasp. -
Quote:Why would you use in-game tools to compress a file that's already in a compressed data format, especially since you'd just have to un-do the compression before running the audio player?Allow players to put several MP3s into a folder in their CoH play data information folder to be recompressed by in-game tools for an in-game radio.
Also: what everyone else said.
Also also: why try to force the game to run a patented media format when it already supports an open standard format? -
Quote:(Preface: In this post, I am not referring to particle effects. While some things I will say can relate to particle effects, the sheer mass quantities of the particles puts them in another category of speed analysis.)Further, incorporating 2d displays in a 3d rendered image does require additional resources. That's slight but the resources needed to make them all float and scale appropriately and decide which numbers should be shown and which shouldn't based on which numbers are already floating there (ever notice how sometimes you'll see "DEFLECTED!" and sometimes you won't, even when it's happening? or how sometimes you'll see one set of floating numbers from one set of attacks but a different set that should be there aren't?) do have an impact that could be reduced by just giving us the option of saying we don't want/need them. (hurray for run-on sentences!!!)
There's really two kinds of 2D elements: user interface, and billboarded textured quads. (Or in some cases, textured quads without billboarding.)
UI is (generally) rendered on top of the 3D scene, and requires a change in several parameters on your graphics card. In computing terms, this is a slow operation, but a human still wouldn't be able to notice it unless it's happening a hundred time a second or more, or if your graphics card really sucks.
Textured quads are simple quadrilaterals with an image on them; they're generally billboarded as well, which means that the quad is always facing your screen. Unlike UI, this doesn't require changing the graphics card's presentation parameters. In fact, it's just like drawing a 3D model which only has 4 vertices/2 polygons. Generally, that's exactly what it is.
Neither UI nor textured quads add enough to your computer's workload to make any difference. The ONLY way you'd notice the removal of the 2D elements would be if you were running a debug version of the program and measuring the CPU timing with and without the 2D rendering. -- And this is speaking from experience.
Your slowdown is not being caused by the existence of the 2D elements in the game, unless:- The 2D elements are causing a memory leak, in which case everyone else would have noticed such a glaring problem, and removing them from rendering wouldn't help anyway.
- Your graphics card's pixel shader is broken*, in which case it's a problem with your computer.
- The dev team switches between rendering modes repeatedly during a single frame, in which case everyone else would have noticed such a glaring problem.
- Your graphics card sucks.
* It is possible to write pixel shader code which slows things down substantially on a perfectly fine GPU, but I can't think of any effects in the game which would require a pixel shader that complex.
Now, #1 and #3 are unlikely, or else everyone in the game would be experiencing severe problems. I know you don't want #2 or #4 to be true, and for all I know, they aren't. It is safe to assume that any speed problems you have are not related to any 2D elements in the game. That leaves 3D elements and networking, both of which are very good at slowing things down. If you want to make suggestions to help seed up your computer without upgrading it, I suggest you concentrate there.
tl,dr: Even removing every single 2D element in the entire game won't speed up your game enough for you to notice the difference. -
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Quote:That's actually a pretty good analogy.It would be more akin to asking who the hell Linux is and what happened to his sister Luxy?
I'd never heard of the 'slashdot effect' before j_s posted the link, and if you mentioned 'slashdotting' to me, I would assume you meant posting on slashdot. -
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Quote:No, that's exactly what I'm saying. I'm talking about absolute damage, not averaged damage. 234.94 > 225.21RoA's base damage is 3 ticks for 75.07 damage (level 50 Blaster) for 225.21 damage. FA's base damage is 17 ticks of 10.14 damage (level 50 Blaster) with a 10% chance for 62.56 damage, for a total of 178.63 damage. Unless you're saying that, when it procs, FA does more damage than RoA, you're simply wrong.
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Well, FA has a 10% chance for an extra 62.56 damage (unenhanced, Blaster numbers) which alone puts it above RoA's base damage... but that extra spike of damage is also non-resistable.
(Also: that extra damage is checked against each target individually, so you've got a fair chance to hit at least one opponent with it each cast)
Edit: Also also, Corruptor RoA can't Scourge, while Corruptor FA can. -
Quote:Tohit debuff, actually, and tied with Darkest Night for one of the strongest in the game. (Of the powers available to players, I believe it's third behind Blackstar and Chill of the Night; Blackstar is a nuke and Chill of the Night is only available via Dark Servant.)And yet Fearsome Stare, which is mechanically similar (temporarily breakable control + defensive debuff), is considered an excellent power in its own right.
And considering Terrorized can only be broken at most once every 5 seconds, while Sleep is broken whenever you're hit, KBed, or healed... there's a distinct difference there. And the Terrorized effect stays even if you run away; if you get knocked out of the sleep patch, you're awake for good.
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* I must admit, I am in the process of building a Sonic/Ice/Cold Blaster with 3 AoE sleeps (Siren's Song, Frozen Aura, and Flash Freeze) each with a CotS proc, as well as 5 ranged attacks slotted with Entropic Chaos: Chance for Self Heal.
Quote:Originally Posted by SkarmoryThePGPlus, if the set ever gets proliferated to Corruptors, this power might work just as well on your teammates... -
Quote:Actually, Masterminds, Corruptors, and Controllers are just about equal for all of their secondaries. There's a little bit of variation, but not too much.Masterminds...Their secondary is support, but not as good as corruptors or controllers. That doesn't mean you should ignore your secondary, however, as is can still be a great help on teams.
The main difference that sets Masterminds apart from Corruptors and Controllers (with regard to the secondary sets) is that their powers cost more endurance. Unlike Corruptors and Controllers, Masterminds don't need to constantly cast their primary powers (so long as things don't go south, 5 of your 9 primary powers will only be used a handful times during a play session), so you've got a bunch of extra endurance to play with. -
Quote:Nope. All three Nictus Essences have the same model.hmm neat. Is there any way to identify the healor other than visually seeing which one is casting the power?
I think they always start in the same locations when they spawn, but that quickly goes to **** when the fight starts.