Katie V

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  1. Quote:
    Originally Posted by Mattwo7 View Post
    Odd I have 220 GT and it runs just fine with every slider maxed out... still I saw no real reason to have the shadows that high...
    Define "just fine". I've got a 6600 GT that runs "just fine" with maxed-out settings, if you don't mind running 2.5 fps at 1024x768.
  2. Quote:
    Originally Posted by Master-Blade View Post
    Like you said, if the "else" is equal, and I resorted to comparing clock speeds instead, how was it wrong? I don't understand why you keep telling me I'm wrong by saying I'm right. That doesn't really work. lol
    In your post, you didn't mention that the "else" was equal, you simply compared clock speeds. Most people are unaware that that clock speeds aren't the only thing determining performance, and from the content of your post, it looked like you had made the same mistake.
  3. Quote:
    Originally Posted by Master-Blade View Post
    Like I said, there are other specs and factors that will make the card slightly better, but as the OP found out, it's not very significant overall for CoX.
    You're not following my reasoning. Only if all else is equal is a comparison of clock speeds a useful way to compare cards. In this case, the "else" is the number of texture units, and it is equal.

    Following your reasoning (clock rate is the main factor, everything else is minor) leads to the conclusion that a GTX 295 (core clock 576MHz, memory clock 1998MHz) is slower than a GTS 240 (core clock 675MHz, memory clock 2200MHz). A comparison of number of functional units or a comparison of fill rates says that the GTX 295 is at about four times faster.
  4. Quote:
    Originally Posted by Master-Blade View Post
    In my opinion, you shouldn't see much difference. The reason is this...

    9800GTX:
    675Mhz Core Clock
    2.2 Ghz Memory Clock

    EVGA Nvidia 260 GTX:
    626Mhz Core Clock
    2.1 Ghz Memory Clock
    These numbers are totally worthless for comparing graphics cards. The important numbers are:

    9800GTX:
    Core config: 128:64:16
    Fill rate: 10.8 gpix/sec, 43.2 gtex/sec

    260 GTX:
    Core config: 192:64:28
    Fill rate: 16.1 gpix/sec, 36.9 gtex/sec

    The 260 GTX has 50% more shader units, exactly as many texture units, and 75% more raster units. It's much better at pushing pixels onto the screen, but with the slightly lower clock speed, it's worse at computing complex textures for those pixels. Much of Ultra Mode is complex textures.
  5. If you want Ultra Mode on Linux, it looks like your best bet is an ATI graphics card and Wine. Using the 9.11 drivers, Wine 1.1.43, and an ATI 4350, all Ultra Mode features work, at about the framerates you'd expect from that card.

    NVidia doesn't work: none of the Ultra Mode features are available, and very few of the regular mode features are.
  6. Quote:
    Originally Posted by berrycola View Post
    My favoritist teams of all time came about with 4 brutes/ 4 corruptors. Battles < 1 min, Health and End > 90% at all times, brutes at full fury most of the time, ~%100 recharge rate at all times with /rad and /kin corruptor mix. Don't know how to translate that to blue side/
    Blueside, that would probably be four scrappers and four defenders. Certainly a fun combination.
  7. Quote:
    Originally Posted by ClawsandEffect View Post
    It's only supposed to take one or the other.

    I surmise that the MM version is the one working correctly and the OTHERS are the borked ones. If you look at it, all Location AoEs (Rain of Fire, Sleet, Freezing Rain, Blizzard, Ice Storm, Rain of Arrows) take Targeted AoE sets.

    A PBAoE, by definition, originates from your character's location. A Trip Mine can originate from a location that you are not present at, making it a Location AoE, and as such should use Targeted AoE sets.
    Looking at it from a utility perspective rather than a concept perspective, Trip Mine should take PBAoE sets rather than TAoE sets. The TAoE sets all include range enhancements, while Trip Mine doesn't have an enhanceable range. PBAoE sets only enhance accuracy, damage, endurance, and recharge, all of which can be enhanced on Trip Mine.
  8. I know exactly what's happening there: the enhancement name is being sent directly to the text-formatting function, when it should be sent as a string parameter. It's a common newbie programmer mistake.

    (Specifically, it's being interpreted as the "%A" format specifier, and the next (probably non-existant) element on the stack is being interpreted as a double-precision floating point number.)
  9. Quote:
    Originally Posted by houtex View Post
    Oh, I don't know about that laptop thing... With a budget of $2000 this can be had, and still have money in the bank:
    http://www.newegg.com/Product/Produc...82E16834114804

    I daresay it would probably do pretty well in Ultra mode.
    I wouldn't be so sure. It's got a 360M graphics card. As far as I can tell, that's slightly inferior to a 9800GT, which is described as the minimum for activating all Ultra Mode features.

    A more direct comparison would be the GT 240, but I don't know how that does with Ultra Mode.
  10. Quote:
    Originally Posted by Sunstormer View Post
    How can RAM be the issue if I said a defrag sorted it...
    If you've got enough RAM, your computer can keep a copy of the CoH data files in RAM rather than reading them from the hard drive each time. I've got 8GB on my system, and after I've been around the city a few times, my hard drive light doesn't even flicker when zoning.
  11. Quote:
    Originally Posted by Gorgar View Post
    I've barely been on since I17 hit.
    Which may be a good thing. Based on the patchnotes for the current training room version, the colors get reset the first time you log a character in after I17 hit. Characters that haven't been logged in still have their original colors, and it should be safe to log them in after the next patch (but consult the patchnotes to be sure).
  12. In my experience, teleport is optional (I went 48 levels without it) but quite useful, mostly as a substitute for jumping.

    24/7 Granite is a different matter. Granite is sufficient for 90% of the content out there, and your other armors are sufficient for 90% of the content out there, but they're not the same 90%. Sooner or later, you'll come across something like a psi-using archvillain who can shred you through Granite, and you'll need the protection that Minerals and Rock Armor provide. Against large numbers of high-level Arachnos Granite is of limited value, but then, so is every other form of protection.

    As for increasing movement, that's easy: figure out a way to put two more slots into Swift, and work additional Gift of the Ancients: +runspeed into your armors. You can also try things like putting the fifth piece of Kinetic Combat into Haymaker, or putting three pieces of Winter's Gift into a travel power.

    Quote:
    Originally Posted by Nihilii View Post
    There is one thing I disagree with in her post however (although I might be assuming she implied something she didn't) : 33% defense, along with 77% resistance, 500% regen (~55hp/s), a fast recharging PBAoE KD in Footstomp and the option to heal yourself for 1500 hp and increase that net regen to ~70hp/s for 2 minutes should you ever get low on HP is enough to take 17 robot bosses pretty much indefinitely against the ITF comp (unless on +4 or something maybe, I have to admit I never did an +3 ITF or above).
    My stone/fire tank doesn't have a PBAoE knockdown, the heal was on a six-minute recharge, and my regen was (according to Mids') 350%. I believe I also got unlucky with the spawn and the bots were +2 to me (+1 from sidekicking, +1 from normal variation).
  13. Quote:
    Originally Posted by 2Sly4U View Post
    dunno if this has been asked but i'm curious whats the best to worst types of damage
    i've been playing mainly classes that use lethal damage and i read its highly resistant later on to most mobs
    This is grossly overstating things. It would be more accurate to say that some higher-level opponents have a small amount (10%-20%) of resistance to lethal damage, and a very few opponents have large amounts of resistance. In general, no damage type is greatly favored over any other damage type.
  14. Katie V

    CoH and Linux?

    Quote:
    Originally Posted by Sunstormer View Post
    Strange thing though, since i reinstalled XP I installed my drivers and everything like before, however now i have better graphics and less lag in CoH, although I do still get the crashes on using anything requiring a photo of the charecter (tailor, name entry screen, contacts etc)
    I've been watching these reports of crashing on the tailor/contact/whatever screens with some amusement -- before I17, they were a common Linux/Wine bug; but with the release of I17, they seem to have moved over to Windows.
  15. I'm sorry if I sounded rude in my previous post: I didn't mean to.

    The slotting for Granite looks a lot better. I'd replace the Impervium Armor: Resistance with a Luck of the Gambler 7.5: you lose a bit of resistance, but gain 2.8% defense to all and a bit of recharge speed. Alternatively, you could go with the much cheaper Red Fortune: Defense/Endurance for the same defense gain and a bit of endurance reduction. At the same time, I'd swap the Impervium Armor: Resistance/Endurance for a cheaper (and slightly more powerful) level 50 Titanium Coating: Resistance/Endurance.

    The other change I might make is to drop Physical Perfection, Conserve Power, and Combat jumping for Boxing, Tough, and Weave. Suitably slotted, Weave will give you 7.9% defense, putting you 1.3% from the softcap for energy and negative. At the same time, Tough can give you 24% smashing/lethal resistance outside of Granite, and slotted with three pieces of Aegis, will put you 0.7% away from the softcap for fire and cold.

    I don't know how good this change is, because I don't know how much endurance a fast-recharging Super Strength attack chain uses. I'm more familiar with the slow-recharging powers of my stone/fire tank (I focused on mobility and speed rather than global recharge).

    On the subject of the defense softcap, you're softcapped to smashing and lethal, but Stone Armor has the potential to be softcapped to energy, negative, fire, and cold as well. Energy and negative are the most important. For example, the fight at the control computer during the Imperious Task Force has you facing 16 boss-class opponents who do pure energy damage, and I know from experience that 35% defense isn't good enough if the team takes too long to destroy the computer. Similarly, the fluffies spawned by a shadow cyst crystal do pure negative damage.

    The other reason to softcap is that most debuff and mez effects come with a typed attack, and if you defend against the type, you avoid the debuff or mez. For example, the endurance drain of a Malta Sapper is a pure energy attack, and Ghost Widow's hold and heals are negative. Most recharge debuffs are negative, and there's nothing worse than jumping into an enemy group, firing off a few powers, and then sitting there at -200% recharge.
  16. Without knowing what you're building for, I can only make general observations:

    1) Granite Armor is badly slotted. You've managed to underslot it for both resistance and defense while using six slots, something I hadn't thought possible. Unless you're only going to use Granite as a set mule, it needs about two and a half SOs worth of resistance and defense, with the rest going to whatever you want.

    2) You're not softcapped either in or out of Granite. True, even unslotted Granite is as tough as other tanks, but the softcap is the difference between being just another tank, and being impossible to defeat under normal conditions.

    3) You seem to have built for additional hitpoints. Most of the time, you won't need them, and when you do, that's what Earth's Embrace provides. Those slots could better be used elsewhere: increasing movement speeds or reducing recharge times.

    4) That's an expensive build. Hope you've got the cash.
  17. Dell is pretty much the only company that still does non-standard things with their hardware these days, and even they've mostly given up on it.
  18. Quote:
    Originally Posted by Ironblade View Post
    From the animations, I think he has Energy Melee, which is loaded with stuns.
    It is. Found that out the hard way when my kin/ice defender got close to fire off Transfusion to heal. Other than that, it was an easy fight: Siphon Speed kept him out of melee range, Siphon Power keet his ranged attacks from doing much damage, and Transfusion kept him from healing. I didn't have Transference yet. I don't know if that would have helped: on the one hand, it would have made my endurance issues go away, on the other, it would have meant more time near melee range.
  19. Quote:
    Originally Posted by Finduilas View Post
    I know it's a SATA drive, and I see that the options are for 2.5" and 3.5" drives...I'm guessing it's a 2.5" since space is at a premium on a laptop. At this point, I mostly want to make sure there's not something special I need to get or whether any 2.5" SATA drive enclosure would work.
    Pull it out and plug it in to another computer. All SATA drives use the same connectors. Any 2.5" enclosure will work, as will most 3.5" enclosures and all desktop computers with SATA connectors.
  20. Quote:
    Originally Posted by Seldom View Post
    Really common: Blaster
    Low-level blasters may be common, but there's a distinct shortage of high-level blasters. It's rare for me to see even one on a team, and in my experience, Hamidon raids have more defenders and controllers than blasters.
  21. Looking at the console spew, it looks like the addresses are currently in the 206.127.152.* and 216.107.240.* ranges. Since the client itself tells you this (via -console), I can't see how sharing it violates the subscriber agreement.
  22. Based on a comment in an earlier thread (on the lack of connection between the Yellow and Green lines), I spent a few minutes hopping around Skyway City, mapping out the monorail lines. There are four of them:

    1) The Yellow Line. The track runs between Atlas and Kings Row by a convoluted route.

    2) The Green Line. The track presumably runs between Talos (via an impossibly thin tunnel) and Faultline, although it does not visibly pass through either War Wall.

    3) An active loop in the south-central area that goes nowhere, but with trains running on it.

    4) An inactive track running due north-south between the Yellow and Green stations.

    Who designed this mess, and has his engineering license been revoked yet?
  23. The only protection that remains protection in PvP is knockback. Everything else is converted to resistances.
  24. Quote:
    Originally Posted by Oedipus_Tex View Post
    - I see that you've taken Air Superiority and Fly. While a lot of people disagree with me, I tend to avoid Fly as a power pick on a Controller. The reason is that very long lasting jet packs are available that perform the same basic function. If I take any travel power at all, it's Super Speed--mainly for the invisibility. These days, a lot of people (like me!) use a power called Ninja Run available by purchasing the Ninja pack on the website for $10. Ninja Run + Hurdle slotted for Jump is very, very fast. It's basically like a mini Super Jump.
    Choice of travel power is mainly a matter of taste. Steamy Mist + Fly is good enough for most stealthing (most ceilings are high enough that you can stay above what the enemy can see), and for tricky situations such as doorways, you've got Deceive to keep the enemy occupied while you go through.
  25. Create an "ally" or equivalent objective with "front" placement and no surrounding enemies. On many maps, this will put the ally in the front-most objective spot, which is often within sight of the entrance.