Katie V

Mentor
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  1. Subjective feedback:
    Quote:
    Originally Posted by Brimstone_Bobby View Post
    Robots sound like a herd of armoured elephants stomping through the map.
    I like my armored elephants. It lets me keep track of where they are without being able to see them.

    Quote:
    Originally Posted by gameboy1234 View Post
    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.
    Put the glowies on their own sound channel, with their own volume slider. Normally I want the glowies to be quiet, but once I've cleared an Orobengan map and I'm looking for the last two glowies, I want them to be almost deafening. At the same time, I don't want to be deafened by my own footsteps.

    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.
  2. Quote:
    Originally Posted by Mazdryk View Post
    Also there accuracy is only 75 base when I have them sloted for +96% accuracy?
    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.
  3. Quote:
    Originally Posted by Mazdryk View Post
    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?
    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.

    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.
  4. Quote:
    Originally Posted by jg0001 View Post
    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').
    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.
  5. Katie V

    Apex?

    Quote:
    Originally Posted by Risko_Vinsheen View Post
    We HAVE uncorrupted Hero 1 DNA. It was used to make the Lost Cure.
    Are you sure it's uncorrupted? The blood in question was described as having come from Hero 1 after he went through the portal.
  6. Quote:
    Originally Posted by je_saist View Post
    This release may be of interest to CoH players since there are a couple of memory leaks exposed through Cedega's testing engines, such as the Loading Message Stores...Done lock up error,
    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.
  7. Quote:
    Originally Posted by Amy_Amp View Post
    Outside of what has been mentioned, getting enhancements would be a pain.
    Just buy IOs from the auction house.
  8. Quote:
    Originally Posted by Shady Sam View Post
    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?
    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.

    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.
  9. Quote:
    Originally Posted by Agonus View Post
    So you can run CoH with Wine and without Cedega?
    I'm doing so right now.
  10. Quote:
    Originally Posted by AussieBadGuy View Post
    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.
    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.

    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.
  11. Quote:
    Originally Posted by je_saist View Post
    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.
    This covers about 95% of the work needed for stereoscopic display, but there are a few bits that only the developer can do:

    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.
  12. Quote:
    Originally Posted by Call Me Awesome View Post
    You'd need on the order of 145% defense to soft cap yourself against buffed DE. Since this isn't practical...
    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.

    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.
  13. 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.
  14. Quote:
    Originally Posted by Oracle_NA View Post
    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)
    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.

    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.
  15. 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.
  16. Katie V

    So... rularuu

    Quote:
    Originally Posted by Feign View Post
    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.
    This really depends on your archetype, powersets, and builds.

    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.
  17. Quote:
    Originally Posted by ArcticFahx View Post
    Just did all the steps in here to get it to work, but I can't get CoH to skip the updater (since it won't load properly from the updater, just goes to the banner and sits there) with -project coh
    It sounds like you need to disable multithreaded rendering. Try "cityofheroes.exe -project coh -renderthread 0".
  18. Quote:
    Originally Posted by Arcanaville View Post
    24 times higher than the numbers quoted in the thread (x4 for the resistance floor, and x6 for the maximum combat modifier difference of -49 between player and critter).
    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.
  19. Quote:
    Originally Posted by Father Xmas View Post
    Never had /bug reports show up in my support center, just /petitions.
    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.

    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.
  20. Quote:
    Originally Posted by Spiritchaser View Post
    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?
    I've tried it in Mids'.

    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.
  21. 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.
  22. Quote:
    Originally Posted by Tulare View Post
    Is it better to use a higher team setting and not higher level setting? Is there a good way to go about mixing the difficulties?
    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.
  23. Quote:
    Originally Posted by peterpeter View Post
    I thought the sudden increase in new characters being created would cause a spike in demand for the Halloween costumes pieces, but that didn't happen at all.
    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.
  24. 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.
  25. Quote:
    Originally Posted by seether28 View Post
    The Powers tab has them under Inherents. The only thing it lists as a Temp power on my blaster is Taser Dart.
    As far as I'm concerned, if you can't use it on a "Master Of" run, it's a temp power.