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Posts
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Joined
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Subjective feedback:
Quote:I like my armored elephants. It lets me keep track of where they are without being able to see them.Robots sound like a herd of armoured elephants stomping through the map.
Quote:The Glowies used to be really loud. We asked for them to be turned down. The devs listened, but I think they went a little too far. Just nudge them up a bit, but not to where they were before.
More subjective feedback:
In isolation, the volume levels of gunfire sound effects are good. In combination (say, when an entire room of Council types opens fire on you), it's overwhelming. If the volume of the sound effects were reduced in proportion to the number of guns in the area, that would be nice. -
You're reading the numbers wrong. The 75% you're seeing is the "base to-hit": the chance of hitting before any to-hit or accuracy buffs are applied. Elsewhere in that window should be a "1.96" or "196%" representing your accuracy slotting.
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Quote:You're forgetting your non-pet powers. Global recharge may not make the bots attack faster, but it'll let you put down two Acid Mortars at once, or stick Forge on all six pets, or call out Gang War more often. Defense, regen, and HP bonuses won't affect your pets directly, but will let you play a "tankermind" style that makes those pets survive longer. Damage buffs won't help you much, true, but they're generally not strong enough or common enough to help anybody.After other AT's start slotting global recharge/damage they start doing way more damage than a MM. What is our way to counter this since set bonuses dont effect our pets which is our main source of damage?
Honestly, if you're seeing damage numbers way below that of other ATs, I'm wondering if there's something wrong with your build or playstyle. -
Quote:It would use software decoding. There's no efficient way to get decoded video back out of a video card, and while the USB display has its own video card, it doesn't have one capable of decoding video.That said, I feel confident that the USB screen WOULD work, though I do wonder how exactly the video player would decide whether to use software (CPU) or hardware (GPU) decoding -- i.e. would it still use the MAIN video card to decode the video even if the video was shown on another display that is driven by a different video card (the USB screen supposedly runs off of its own video 'card').
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To the best of my knowlege, the "Loading Message Stores...Done" lockup is a threading issue. It has nothing to do with memory leaks, and is probably independent of the graphics drivers.
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Quote:A well-built Invulnerability tank has capped smashing/lethal resistances, softcapped defense to all types, and a strong self-heal. A well-built Granite tank has all that, plus near-capped energy resistances. Lord Recluse has several strong attacks that do Energy damage.I ask why granites can survive when INV cant?! with all those buffs there above and beyond the def and res cap and they drop like flies ... why can the 'magical' stone tank survive where others fall?
The big difference between the two is that with a decently-fast team, a Granite tank can handle Lord Recluse unsupported, where an Invulnerability tank needs support (or a steady supply of inspirations) until the red and blue towers are down. -
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Quote:Reflections are always a problem in 3D. Try looking at a reflective surface in the real world sometime: you can either focus on the surface of the object, or focus on the object reflected in that surface.One thing that i know from experience was a problem with Fallout 3 was the water reflections. I hope i wouldn't have to turn off the awesome new look of the CoH/V water with the Ultra settings if/when we get to use 3D Vision. Lighting i cant see being too much of a problem, but definitely reflective surfaces. But then, maybe some of the Auras may bring some problems for rendering.
Proper computation of reflections involves reflecting the camera through the plane of the reflective surface and rendering the scene from there; equivalently, you can reflect the entire scene through the surface of reflection and render it using the normal camera. This is what the floor in City Hall in Atlas Park does, and it should work just fine in stereoscopic 3D.
Shader-based reflections (such as what Ultra Mode does) often take shortcuts that look "good enough", and these shortcuts tend to break badly in a stereoscopic environment.
There's a third way of doing "reflection" that shows up from time to time in City of Heroes (eg. on Praetorian doors and solar panels): environment mapping. Take a picture of distant elements of the world, overlay it on the "reflective" object, and slide the image around as the object and camera move. This gives the impression of a reflective surface at a very low computational cost, but it looks wrong if you're paying attention, and breaks horribly with stereoscopic 3D. -
Quote:This covers about 95% of the work needed for stereoscopic display, but there are a few bits that only the developer can do:So if you want Stereoscopic 3D support, you need to go talk to Nvidia. Not Paragon Studios.
Let me repeat that.
You need to talk to Nvidia. Not Paragon Studios.
1) The GUI/HUD. On a stereoscopic display, 2D elements such as these will, if unmodified, display at infinity -- in other words, they'll appear to be behind the rest of the content. This causes strain because stereopsis is telling your brain that they're behind everything, but occlusion is telling it that they're in front of everything. The developer needs to give these elements a well-defined position in the world -- Nvidia can try to detect these and move them into the world, but it doesn't always work right.
2) Screen-level special effects. Some effects, such as glows and blurs, are drawn at the screen level (2D) rather than in the world (3D), giving the same issue as the GUI. The developer needs to either move these effects into the world or disable them -- Nvidia can't do anything about this.
3) Billboarded effects. A cheap way of creating volumetric effects such as glows/lens flares around bright lights is to create a 2D object slightly in front of the light and have it always face the camera. This doesn't work on a stereo display -- they're clearly flat objects, and there's nothing Nvidia can do about it. -
Quote:Pop Elude. 45% defense from normal powers/sets plus 70% from three-slotted Elude gives you 115% defense, a perfectly good starting point for building to 145% defense to the position of your choice.You'd need on the order of 145% defense to soft cap yourself against buffed DE. Since this isn't practical...
Some quick hacking around on my Claws/SR build gives a Claws/SR/Soul that, with Elude and Shadow Meld running, has 159% to melee, 156% to ranged, and 145% to AoE. Further work might give something that's actually decent to play. -
Assuming you're using the closed-source ATI drivers, try upgrading and downgrading your graphics drivers. Some of the 10.x series of drivers work better than others.
If you're using the open-source drivers, try using the closed-source ones instead. -
Quote:Given these rules, the three pity spots go to a Granite/fire tank, an elec/shield scrapper, and an elec/shield brute. The Granite tank is there to have someone that can survive everything unsupported, while the massive AoEs of the scrapper and brute give them a chance at contributing to things.Your team must have:
-3 out of the 8 AT's must be Tanks, Brutes, or Scrappers (Any combination is allowed, and you can have more- but 3 is minimum)
-Your team must have at least 1 Defender
-You cannot have ANY duplicate AT-Power Combo's (That means no 4 Fire/Kins or Fire/Rads x4)
The core of the team would be:
Kin/Sonic defender
Emp/Sonic defender
Sonic/Emp corruptor
Rad/Sonic defender
Dark/Sonic defender
The Kin keeps everyone at the damage cap, the -res from Sonic stacks on top of that, the Emps keep perma-RA and perma-Fort on the group, while the Rad and Dark debuff the heck out of everything. The combined efforts of Speed Boost, RA, AM, Adrenalin Boost, and Transferrence will make nukes effectively crashless. -
What graphics card do you have? CoH on Linux works well with ATI, at a basic level (no Ultra Mode) with Nvidia, and not at all with Intel.
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Quote:This really depends on your archetype, powersets, and builds.Purples will be your friend much more than oranges, and kill the Brutes absolutely first (they are buffers/healers as well as main damage-dealers). If you can toss a Confuse at them, Brutes and Noble Brutes are your bestest pals ever.
For example, my claws/SR scrapper will target eyeballs first (they have a base 150% to-hit), then Wisps (mez protection doesn't cover phase attacks), then Natterlings and Brutes (neither is a serious threat). On the other hand, my katana/elec scrapper will target Wisps first (limited psi protection), then Brutes (they hit like a ton of bricks), then Natterlings, and eyeballs are last (they do mostly Energy damage, which I resist at 75%). On my stone tank, it's Wisps first (there's no psi protection in Granite, but Crystal Armor provides no protection against Eyeballs), then whatever "target nearest" brings up. -
It sounds like you need to disable multithreaded rendering. Try "cityofheroes.exe -project coh -renderthread 0".
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It's not that simple. Most of the big-damage attacks listed have multiple ticks. This is fine for doing high damage, but not so great for making big orange numbers.
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Quote:I've got eight bug reports, two petitions, and an out-of-game report on a /petition that took eight hours to enter the support queue. I've also got "we got your report" emails for all eleven of them, and detailed email replies for a few.Never had /bug reports show up in my support center, just /petitions.
I'm missing four bug reports, and I never got emails for any of them.
I've also picked up another issue I'd like to report, relating to a self-completing tip mission objective. -
Quote:I've tried it in Mids'.Has anyone had any experience stacking res buffs?
Yes, I know, there aren't many, it's tough to get enough, etc. etc...
The costs are going to be astronomical
But... has anyone actually tried it?
It is (just barely) possible to stack to the cap for smashing/lethal: you can get 85% s/l resistance by six-slotting Tough and Charged Armor; you can pick up the remaining 5% with three sets of Gladiator's Strike. If you can get five sets of Gladiator's Strike, you can reduce the slotting to four slots in Charged Armor and three in Tough. If you can find three targeted AoEs, you can substitute three sets of Air Burst for a set of Gladiator's Strike.
You get capped energy resistance simply by being an Electric tank.
It is theoretically possible to cap fire/cold; I haven't checked to see if it's actually possible to get the powers and slots you'd need to do this:
63.6% from six-slotted Conductive Shield
12.6%: 3 pieces of five purple sets
7.56%: 2 pieces of four sets of Fury of the Gladiator
3.80%: 3 pieces of four sets of Multi-Strike
2.53%: 3 pieces of two sets of Red Fortune
Capping psi resistance is fairly easy:
59.5% from six-slotted Static Shield
15%: five Impervium Armor psi resists
3%: the Aegis unique
12.5%: 6 pieces of five sets of Crushing Impact.
I don't think it's possible to cap negative: six-slotted Grounded and Conductive Shield, plus five sets of Scirocco's Dervish, plus five sets of Shield Wall is only 77.96%. The remaining sets that give negative resistance tend to be in categories like "accurate healing" or "fear", and I don't think you can put enough of them together to get 12.04%.
It is not possible to cap Toxic: there simply aren't enough sets that give resistance. All of them combined, limited by the rule of 5, only give you 68.8% resistance. -
Ten points of knockback protection will put you on a par with a scrapper or typical tank. Twenty points will put you on a par with a Rooted Granite tank.
52 points will let you resist things like three-slotted Force Bolt in PvP. -
Once you hit 32 and Upgrade Robot, you'll have some rather incredible AoE attacks. The more targets you have, the better. I run between +0/x4 and +0/x8 depending on how fast I want to complete missions. Anything less than x3 feels like a waste of my powers.
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I'm guessing it's because there's less than a month until the Halloween event starts, and people feel they can wait that long for their fifth costume slot.
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My notes say I've filed four bug reports since Going Rogue came out. The NCSoft support center says I've filed zero. Is anybody else having this sort of problem?
I've got a fifth bug I'd like to report (relating to Mastermind pets in the Shadow Shard), but I don't know if I should bother, seeing as my last four have vanished. -