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Posts
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Joined
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Quote:I'm having this same issue. The NCLaucher will only work correctly the first time it runs. If I try to start the game a second time it freezes and then I have enter the Task Manager, kill the process and start it again.My problem isn't the game client but rather the NCSoft loader. I'll activate it and it will start to load, then freeze. I'll have to start the Windows Task Manager and kill the non-responding process. Then I load it again and it works. It just rarely works the first time.
The Launcher is also grabbing resources that it does not need (CPU) when it is idle and will not always end the process when you choose Exit from the system tray. -
RoA can be cast out of direct line of sight. With FA, you have to be in LoS.
RoA >>> FA
Devs hate AR. -
Quote:It would help make the market be more robust as more people would be bidding on recipes. More people would be willing to put low demand recipes on the market (e.g. a level 37 confuse or sleep set recipe) because they would have a good chance of selling. More volume of buyers and sellers would also level out the prices on recipes.I wouldn't cry if it was implemented, but it sounds like a whole lot of dev work for very little gain/convenience, though. Not being privy to the inner workings of the WW/BM interface, I could be wrong and it could be something easy. But I'm guessing it probably isn't.
It's probably not an easy fix, but it can't be all that difficult and I say that with 20 years of experience of programming and creating databases. The current design works only if there is a much greater limit on the number of buy/sell orders outstanding. With a 15-20 limit, there's no way that I'm going to put up recipes for sale that aren't either going to sell quickly or sell for a lot. -
The whole market system would be more viable if bids could be entered for a range of levels. When I'm looking for a specific IO, I'm always looking for a tight range of levels at the very least (e.g. 35-39 or 40-44) and sometimes I just want an IO to complete a set and don't care about the level at all.
Also, at times I've had an IO at a level and there have been bids out for the levels one step above and below. I'm certain that one of those players wouldn't mind my IO especially if the salvage to craft it was the same.
This would really help with the IOs that aren't in high demand. I rarely put those up for sale on the market as I don't want to expend the market slot. I know that many others do the same thing. It would also help when *I'm* the one looking for those IOs. -
I cleaned the dust out of the case earlier and verified that all of the fans were running. System was still having issues. Even froze on boot. Then, I downloaded RealTemp to check on the core temps and all of a sudden it's working without any problems. I really hate when that happens.
Thanks for the help. -
I removed the old drivers and then ran Driver Sweeper and CCleaner. There was a lot of left over junk. Reinstalled the older drivers and got back into CoH. Bounced around for a minute on the water than then cranked it back up to Ultra. Two minutes later... BAM!
Looks like I have some bad hardware somewhere. I hate this part. Ugh! -
This is not a CoH related problem. It's either a hardware or driver issue as I just had the same crash with another game.
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I logged in today and tried to play and my video is freezing which takes down my entire system. I've had no issues with i17 until today. Seems to be happening only when I'm over water.
I had the latest nVidia drivers installed (197.45) and I just did a rollback to the prior version that I had (197.13) to no avail.
---System information gathered by CoH Helper version 0.2.0.2---
DxDiag gathered at May 13, 2010 15:08 (-04:00)
Operating System: Windows Vista Ultimate (6.0, Build 6002) Service Pack 2 (6002.vistasp2_gdr.100218-0019)
System Manufacturer: System manufacturer
System Model: P5E3 Deluxe
BIOS: BIOS Date: 08/26/08 20:55:07 Ver: 08.00.12
Central Processor: Intel(R) Core(TM)2 Quad CPU Q9550 @ 2.83GHz (4 CPUs), ~2.8GHz
Memory: 8190MB
.Net Memory Report: 6129MB out of 8190MB available
Page File: 14419MB (2012MB currently in use)
C Drive: (WDC WD3000GLFS-01F8U0 ATA Device) 177314MB out of 286165MB (61%) free
J Drive: (WDC WD10EACS-00D6B1 ATA Device) 791372MB out of 953866MB (82%) free
D Drive: (HL-DT-ST BD-RE GGW-H20L ATA Device) zero-size drive
Windows directory location: C:\Windows
DirectX: DirectX 10
DirectX Diag version: 6.00.6001.18000 (64-bit version)
Display Notes: No problems found.
Sound Notes: No problems found.
No problems found.
Input Notes: No problems found.
Monitor: Generic PnP Monitor
Monitor's Max Resolution: (blank)
Video Device Name: NVIDIA GeForce GTX 280
Manufacturer / Chip: NVIDIA / GeForce GTX 280
Video Memory: 4077 MB
Driver Version: 8.17.0011.9713
Driver Date: 3/16/2010 2:51:59 AM
Driver Language: English
Sound Device Description: Speakers (Creative SB X-Fi)
Driver File: ctaud2k.sys
Driver Version: 6.00.0001.1373
Driver Date: 6/4/2009 2:49:08 AM
Sound Device Description: SPDIF Out (Creative SB X-Fi)
Driver File: ctaud2k.sys
Driver Version: 6.00.0001.1373
Driver Date: 6/4/2009 2:49:08 AM
WMI Information
Motherboard Manufacturer: ASUSTeK Computer INC.
Motherboard Model: (empty)
Motherboard Product: P5E3 Deluxe
Motherboard Version: Rev 1.xx
BIOS Manufacturer: American Megatrends Inc.
BIOS Name: BIOS Date: 08/26/08 20:55:07 Ver: 08.00.12
BIOS Version: A_M_I_ - 8000826
BIOS Release: 20080826000000.000000+000
Registry Information for Current User
Resolution: 1680x1050
3D Resolution: 1680x1050 (Not using renderscale)
Full Screen: Yes
Maximized: No
Screen Position: -2, -13
Refresh Rate: 60Hz
Vertical Sync Enabled: Yes
Physics Quality: High
Maximum Particles: 50000
Max Particle Fill? 10.000
Physics Card Enabled: No
Anti-aliasing: Off
Anisotropic Filtering: 4x
Texture LOD Bias: Smooth
Water Effects: Ultra quality
Bloom: 1.000 (turned on)
Depth of Field Enabled: Yes
Desaturation Effects (Sepia) Enabled: Yes
Shader Detail: High
World Texture Level: Very High
Character Texture Level: Very High
World Detail Level (Vis_Scale): 1.000
Entity Detail Level: 1.000
Shadows Enabled: Yes
Shadow Mode: Shadow maps
Shadow Map Shader: High quality
Environmental Reflections: High quality
Advanced Occlusion Settings: No
Ambient Occlusion: High quality
Occlusion Strength: Strong
Blur: Trilateral
Ambient Resolution: Quality
Gamma Correction: 1.000
Geometry Buffers (VBOs) Enabled: Yes
Suppression of FX When Camera Close Enabled: No
Close Suppression Range: 3.000
Show Advertisements: No
Audio Mode: Performance
3D Audio: Yes
FX Sound Volume: 0.202
Music Sound Volume: 0.005
Show Advanced Graphics Options: Yes
Overall Graphics Quality: 0.750
Reverse Mouse Buttons: No
Save Login Username: Yes
Transfer Rate: 623902 bytes/second
Current Game Version: 1800.201003300904.20T5r
Installation Directory: C:\Program Files (x86)\City of Heroes
Mod files in the Data directory
.\texture_library\GUI\Icons\Powers has 120 files
.\texture_library\MAPS\city has 1 file
.\texture_library\MAPS\Safeguard has 9 files
.\texture_library\MAPS\sewers has 44 files
.\texture_library\MAPS\static has 34 files
.\texture_library\V_MAPS\Outdoor_Missions has 9 files
.\texture_library\V_MAPS\Static has 16 files -
The biggest problem with the current system is the cap on how many recipes that you can hold on your character and how many you can put up for sale. I regularly delete set IO recipes and salvage because I have no room to store then and I'm not going to have them take up a market slot.
Another change that could be made to the market is to allow me to enter a level range when putting in a bid rather than having to select the specific level for a bid. If I'd be happy with an IO between 35-40, I have to put in 6 bids and it's very possible that I'll end up with more recipes than I need.
IMO, the entire system needs a second look. Also, there is probably a better thread for this discussion... -
If you are going to command your pets based upon their tier, it is better to use the petcompow bind. One command and you're done regardless of the name of the pet. For example if you want all of your Ninja to attack and then go defensive, you just need to give one command: /petcompow Nin att def
You don't even need to give the full names if you don't want to. -
<QR>
Instead of making empowerment buffs into inspirations, have them create a 1-shot temp power that has the same duration. That way, you can build the empowerments and activate them as you need them. The Devs could then increase the power of some of the buffs while reducing their duration to retain balance. -
<QR>
One that I didn't see. Please make empowerment buffs into a click temp power (1 charge) so that we can build them and activate them when needed rather than have them running as soon as they are created. -
Web Grenade is not crap. Not by far.
The powers that are crap are: Taser, Smoke Grenade, Time Bomb and Auto Turret.
The powers that are subpar are: Targetting Drone and Trip Mine (mainly due to detonation bug).
The only truly useful powers are Web Grenade and Caltops.
This is based on my first-hand experiences using all of these power. I gave each a real try and modifed my play to attempt to make use of the powers. -
<QR>
I PM'd Statesman in January and asked about this (PM below). He replied that there were no plans to change the sets and it was still something for the future.
Castle, has this changed, or are you just taking a look at things in your spare time and making a few tweaks?
My PM from 1/12/06
I read in one of your QA posts or Stratics chats that you were going to look into Blaster secondary power sets with the possibility of changing or radically altering the sets.
Is there any news on this? Many in the Blaster community are eager to know if this is in the works and if so, when we might expect to see it. If it is not even in the queue, knowing that would help.
My specific questions are:
* Are changes to Blaster secondary power sets in the queue? If so, which set(s)?
* If there are changes, can we expect them in I7 or I8? Is so, in which issue?
* If there are changes, will these be tweaks to the existing powers; minor changes in the power set(s); or a complete retooling of the set(s)?
Please let us know.
Thanks. -
[ QUOTE ]
Well thanks for the feedback, I'm glad you liked the guide to a certain extent. As for the question regarding Toe Bombing, it won't work even with Smoke Grenade+Cloaking Device. I've tried doing it once and was killed brutally and swiftly.
[/ QUOTE ]
You can toe-bomb with CD+SG. The combo of the two is essentially invisibility. However, since SG is considered an "attack" your stealth is suppressed for a short time. You have to wait for the suppression to end. Also, you have to make sure that you are not too close when you use SG or the mobs will see you.
I find this method way too slow. It might work if SG was autohit, but since it's not you invariably end up missing a mob. So you have to wait for SG to recharge and try again. If you want to toe-bomb, take Superspeed. In PvE SS+CD = Invis.
[ QUOTE ]
As for the team game, the main problem with Trip Mine is the fact it has a limited use. You either toe bomb it or you set it around a corner and wait for a Tank to herd or a pull to come through, in my personal opinion, Trip Mine truly shines when you're running solo.
[/ QUOTE ]
You can also use it as a point defense. Set a mine in front of you just before combat starts. If any mobs charge you, they're in for a surprise.Just make sure to throw Caltrops a little in front of any mines. This slows the mobs and will prevent them from running past the Trip Mine. It also bunches up the mobs so that the mines hit multiple mobs.
[ QUOTE ]
In terms of Leadership Powers, I'm not very sure what to tell you. I personally have no problem hitting upto +6 con mobs, I have 3 ToHitBuff SO's in Targetting Drone as well as 1 Acc SO in all my attacks. (Yes, even rain of arrows) If you feel the need for the extra Accuracy bonus, I wouldn't stop you from taking Tactics, however, I've never had a problem with missing my targets.
[/ QUOTE ]
I have TD slotted the same way. For PvP you'll eventually want Tactics as well so that you can become Stalker-bane. However, you shouldn't need it in PvE. My AR/Dev has less of a +Acc than my Archery/Dev and he almost always hits with 1 Acc in his attacks (except snipe and nuke).
The issue with Tactics on a Blaster is that even if slotted with 3 ToHit Buffs, it won't even give you as much +Acc as a DO, let alone an SO in the power. -
I guess the Devs feel that it's okay to require an AT to take a specific power in order to fulfill its core role as long as it's Tankers.
Yet another reason to shelve my Tankers. -
Did you even click on any of those contacts after you cleared out the first two old arcs that you had?
You can be on a story arc without ever doing a single mission for a contact. If they ever *offer* you the story arc mission you are stuck with that arc and there's no Clue for you to know it. This may also be true if you click on them to get insps.
I've never had a problem with that many arcs though. Once I've outleveled the contact by a bit I've never gotten a new mission from them.
SA -
Gauntlet was very useful in PvE, but with some of the recent changes it's now broken. When a Tanker hits a mob while running Invincibility at the *same time*, the mob shouldn't turn on a Blaster who hits that mob with a moderate damage attack.
I had that happen multiple times when I played my Tanker last week and tested it in a mission. The mobs are constantly turning on the Blasters *and* attacking them on a regular basis completely ignoring my efforts. The mobs were +0/+1 and I have a Taunt slotted in Invinvibilty.
As it stands now, my Tanker can't do his job. I can't protect my team anymore.
SA -
[ QUOTE ]
[ QUOTE ]
For the record, I play a Rad/Rad on a team who runs on Unyielding.
[/ QUOTE ] And I have a Rad/Rad as well...who has all red enhance his attacks. I know EXACTLY what /Rad can do with zero accuracy enhancements. I also have a Dark/Dark...
[/ QUOTE ]
If you truly knew what /Rad could do, you wouldn't be questing it. I also have a Dark/Dark. Two in fact. I also have two /Rad toons. A Dark/Rad doesn't have it as easy as a Rad/Rad, but you can still skip Accuracy enhancements.
SA -
[ QUOTE ]
[ QUOTE ]
Yes I actualy do. Rad Blast's -defense stacks with it's self, so if I hit once, I keep hitting.
[/ QUOTE ] Just lie through your teeth hunh? I have a rad. The -def is on the order of like 5% or so. Without acc enhancements...you don't "keep on hitting." You're lying, plain and simple. I've seen some of your other posts and you don't know up from down.
[/ QUOTE ]
Mieux, you just don't know what you are talking about. A Dark/Rad could easily solo on Rugged (3rd level) with not a single Accuracy in any power. Just because you can't do it doesn't mean that anyone is lying.
You have a Rad, but you have shown over and over and over in this thread that you have no idea how the powers work, or how to play the set. Go read the guides on Rad. Learn about the powers and stop embarrassing yourself any further.
Your complete lack of understanding on the Rad sets makes everything that you say about TA suspect in my mind. If you "understand" TA as much as you do Rad, then it is surely wrong.
For the record, I play a Rad/Rad on a team who runs on Unyielding. I have Accuracy slotted in only one power of the five in my attack chain and I could probably eliminate that one as well. I'm sure that I could solo a mission with him as well.
SA -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
My dark/rad defender doesn't slot accuracy in attacks, and solos the third dificulty.
[/ QUOTE ] lmao.....sure ya do.
[/ QUOTE ]
Always the hater. The more you comment, the more you really look like you don't know this game.
[/ QUOTE ]
QFT.
SA -
I read this entire thread last night and GP just said nearly everything that I was thinking. I'll add a few more things.
Many of the recharge times in the game were greatly increased pre-ED when the Devs were trying to balance the game for perma-Hasten and 6 Recharges in powers. This was done to stop perma-Elude, perma-Mog, Perma-Lightform, etc. The problem is that Post-ED, the timers were never revisited.
I've played every Defender primary set with a number into the 30s and I can say with a good deal of confidence that TA does not bring enough to the team in its current configuration. TA is not a horrible set, it's just a little out of whack.
Here are the issues that I see with the set:
Weapon draw and animation times are not balanced with the effects of the power.
It takes TA longer to get the debuffs on the mobs. In order to get a full range of debuffs on the mobs, it will take TA over eleven (11) seconds. None of the other debuffing sets come anywhere near that length of time.
Sure, you can cut that back a bit if you use FA first, but that still leaves TA taking a lot longer. Also, you don't start every fight completely in control.
If it takes a longer to start defending the team, there should be some tangible benefit to the debuffs. The lingering effects are good, but are by and large not relevant for targetted mob AoEs.
Recharges are not balanced with the effects of the powers.
Last time I checked, the AoE debuffs of the other debuffing Defenders have a 3-1 Recharge-Duration ratio. GA and DA have a 4-1 and do not have superior effects to account for the increased recharge.
Here are the few changes that I feel that TA needs.
Entangling Arrow: Change to a Immob, -Fly, -Jump, -Recharge, -Speed. This power should be a superior version of Web Grenade. A Defender primary power should outshine a Blaster secondary power by a great deal.
Flash Arrow: -Acc to 25% base. It should not be as high as the -Acc powers of the other sets because it does not aggro, has a -Perception and it is a click power. However, FA needs to hit and has a long activation for a -Acc power with no other effects. In addition, a debuffing set needs to have a significant -Acc power to defend the team. Therefore, the increase is appropriate.
Glue Arrow: Reduce recharge to 90s. Increase range to 70. Remove restriction that target must be on ground. Increase AoE to 20'. Add -Fly and -Jump.
Acid Arrow: Increase AoE to 15'.
Disruption Arrow: Reduce recharge to 90s.
Oil Slick: The slick should always ignite if defeated. Give every TA a special auto-hit power that can ignite the slick. Make it an arrow, so there's no redraw. Use the snap shot animation.
I think that with these changes, TA becomes on par with the other debuffers. It still has a delay with getting the debuffs on the mobs, but increasing the -Acc in Flash Arrow should mitigate that a good deal. TA has increased flexibility over other sets, so the overall delay is a balancing point.
SA -
[ QUOTE ]
So instead of doing a bindloadfile based toggle, you could "clean" it up like so:
<font class="small">Code:[/color]<hr /><pre>CTRL+T "+ $$powexectoggleon Integration$$powexectoggleon Acrobatics"</pre><hr />
[/ QUOTE ]
This type of bind also works like this:
<font class="small">Code:[/color]<hr /><pre>CTRL+T "powexectoggleoff Sprint$$powexectoggleon Chilling Embrace$$powexectoggleon Frozen Armor$$powexectoggleon Wet Ice"</pre><hr />
This is a much more reliable way to turn on powers, but it is one per press of the key and the order of the power activations is much more reliable.
I tried it the other way and if you hit the key too quickly, you can change the order of the activation and even have the key do nothing at all for that keypress.
SA -
[ QUOTE ]
When I said Electronic Haze was the first AOE I was correct. Irradiate is a PBAoE (in otherwords works best if you get surrounded).
[/ QUOTE ]
No, you were wrong. A PBAoE is an AoE.
Irradiate is an AoE and a PBAoE.
Electron Haze is an AoE and a Cone AoE.
Neutron Bomb is an AoE and a Targetted AoE.
When you say "AoE" you include all of these powers. "AoE" is used to differetiate attacks that can hit multiple targets from the "Single Target" or "ST" attacks in a set.
[ QUOTE ]
I may respec Irradiate into the build later when I have Transference & FS since by then I'll have more than one PBAoE Attack. IMO Irradiate would better if there were more PBAoE attacks to go with it. Personally I'm not into maximizing this attack only to die. I'm not knocking it, just saying its nothing I'd take without other PBAoE's to use with it.
[/ QUOTE ]
And you plan on healing yourself how?
[ QUOTE ]
Have a Question on Speed Boost, does slotting END Mod's work only on initial use or does it improve END Regen over time?
[/ QUOTE ]
Speed Boost does not give the target End. It gives them a +Recovery buff. If you slot for EndMod, the buff is stronger and End will recovery faster.
[ QUOTE ]
(seeing as its normally an in mission power I see no reason to use Run Enhancements).
[/ QUOTE ]
Yes, adding Run is a bad idea. Same goes for Recharge.
Pre-Stamina or Transference, slotting End Reduction helps if you play on large teams. On small teams it a waste.
SA -
Unless you normally triple slot Acc in other builds, you are overslotting Acc (for PvE - I know no interest in PvP). Rad blasts bypass some Def to start and you can shread the remaining Def with the -Def in your blasts. I'll get into this more later.
[ QUOTE ]
01) --> Siphon Power==> Acc(1)
01) --> Neutrino Bolt==> Dmg(1)
[/ QUOTE ]
There's no need to ignore this power. NB is a great little powers. It has the same DPA of X-Ray with a quicker recharge. XR does use End more efficiently though.
[ QUOTE ]
02) --> X-Ray Beam==> Acc(2) Acc(3) Dmg(3) Dmg(5) Rechg(9)
04) --> Transfusion==> Acc(4) Heal(5) EndMod(9)
[/ QUOTE ]
EndMod? Is there something that I'm missing? Isn't this just going to increase the End drain of the power?
[ QUOTE ]
06) --> Siphon Speed==> Acc(6) Acc(7) Rechg(7) Rechg(13)
08) --> Increase Density==> DmgRes(8)
10) --> Electron Haze==> Acc(10) Dmg(11) EndRdx(11) DefDeBuf(13)
[/ QUOTE ]
You don't need the DefDebuf in this power.
[ QUOTE ]
Haze IMO is an Absolute Must Have, its your first AoE and its powerful.
[/ QUOTE ]
You are wrong here. I agree that Haze is a must. It is your most powerful AoE until your "nuke". However, it is your 2nd AoE.
Irradiate is your 1st AoE and it is an absolute must have. This power does the same damage as X-Ray eyes. It just does it over 10 quick ticks. It has a very quick animation. If you hit 3 mobs with it you are expending almost the exact same end as 3 XR shots, and it can hit a lot more than 3 mobs in its AoE.
All that aside, Irradiates biggest benefit is its Def Debuff. It has a 30% Debuff that lasts for 15 secs. With 2 DO recharges, you can fire the power every 15 secs. I slot this up with 2 Acc/2 Dam/2 Rchg and lead off with this attack. Afterwards, everything else is going to hit. My Rad/Rad has no Acc slotted in any other attacks and I rarely miss even purple cons after just Irradiate.
The rest of the powers have neither a significant debuff, nor a long duration. Pull out the DefDebuffs.
[ QUOTE ]
This is my current power profile the way I am thinking about doing.
[/ QUOTE ]
With Stamina and Tranference, you don't need the EndRx in Transfusion.
The slots in PV really seem wasted to me. You won't be able to use this in combat at all. I wouldn't even take it with a Kin.
I just noticed that you have Tactics too. You definitlely will need fewer Accuracy enhancers unless this is a PvP build. If that's the case,
Take Cosmic Burst. I can understand taking all of the AoEs because of Fulcrum Shift, but CB is fantastic. Stong damage and a disorient. The short range should not be an issue for a Kin.
Consider taking the Dark Mastery pool. Oppressive Gloom can really help mitigate incoming damage. The damage that you take from it is far, far less than you would if the mobs were attacking. The Dark armor is much better against S/L than the Elec one. And finally, you get Soul Drain just in case you weren't at the damage cap with FS just yet.
SA