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Posts
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Quote:Have you actually played AR/Dev, or are you just quoting numbers from Mids'? Try this: find a spawn with one LT and a bunch of minions. Snipe the LT, follow up with Full Auto, and move on to the next spawn. Or drop a trip mine for the 27% Defiance boost, fire off Full Auto, and finish off the LT.400, 800 and 2500 are the magic numbers in the game minion level hp, lt level hp, boss hp, respectively. Full auto with out build up just doesnt cut it. With build up the minions are cleared a lts and bosses seriously hurt. Toss in the fact that /dev requires prep before every spawn well you have just attached a giant time sink to your play. The reason that it doesn't do well with teams is that except for certain crotoa missions and respec trials the team has killed the spawns by the time you have set your mines, caltrops and summoned the gun drone.
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Quote:If you don't like pets, then avoid Plant/Storm: it's got four of them.If I was going to get just one Controller character to find out what this control thing is all about, I'd go with Earth/Storm or Plant/Storm.
1) Your official pet, Fly Trap.
2) Carrion Creepers, an invisible pet that follows you around spawning Creeper Vines.
3) Tornado
4) Lightning Storm
On the other hand, it's a great demonstration of what control can do (I'm running at x5, and thinking about moving up to x6), and at the higher levels, it's an AoE damage powerhouse (with all your pets out, you can tear through an x5 spawn in under 20 seconds). -
This is incorrect. Knockback and knockup are distinct effects. I've got a MA scrapper with Crane Kick with a mag 4.98 knockback, and Jump Kick (I'm probably the only person ever to take it) slotted with a pair of Kinetic Combats for mag 5.66 knockup. The Crane Kick will bounce targets off the walls, while the Jump Kick will bounce them off the ceiling.
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I'll have to disagree with all of the above, and say "no".
Win7 is a significant improvement over Vista, but assuming you're reasonably competent with computer security, it doesn't offer any "must-have" benefits over XP yet. Sooner or later, somebody will start providing software you need that doesn't work with XP, but until then, I'd wait.
As a side note, you say you're dual-booting Ubuntu? Be sure you back everything up before you upgrade: the Windows installer doesn't play nicely with other operating systems. -
The side effect of this is that they are also unaffected by recharge debuffs. This makes pets very nice to have against things like Council Marksmen and others with -recharge attacks.
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This happened recently on a Baby New Year mission.
We had an eight-person pickup group consisting of my MA/Regen scrapper, a Warshade, and assorted other types. As we were clearing the frosties out of the central cave of the BNY map, somebody accidentally aggroed a Shadow Cyst crystal.
Teamwipe.
"Okay, let's regroup and try that again"
Teamwipe.
"Let's try pulling the frosties to clear things out"
Teamwipe.
"This is starting to get annoying"
After the third teamwipe, I'd bought a tray-full of purple inspirations. The rest of the team faceplanted, and I spent the next few minutes feeling like I was in the middle of a bubble -- nothing was touching me. I was vaguely aware that three members of the team had quit, and that the team leader was talking about resetting the mission. During that time, I wiped out the last of the frosties, most of the Nictus spawn, a handful of Redcaps, and the crystal, at which point I faceplanted -- those things pack a punch when they go down. That was enough that the rest of the team was able to clear out the room, at which point I rezzed and we were able to finish the mission. -
I can play villains just fine. I just can't play the sort of villain that the CoV story arcs seem designed for.
My villains are typically motivated by a desire for power. If you get in the way of one of my villains, he'll remove you as efficiently as possible. If you stay out of his way, he'll ignore you (and might even help you, if doing so would increase his power).
The CoV missions I've encountered seem to be designed for amoral mercenaries or sociopaths, and totally at odds with the motivation of my villains -- you don't gain power by being somebody's lackey. The only CoV character I've gotten beyond level 20 did so through a mix of newspaper missions and MA arcs. -
Quote:Running at +0/x5, I didn't have any trouble keeping the ones in the Samurai mission alive: they're elite boss-class, they've got those stacking forcefields, and they only ever attacked in response to an attack that hit my character -- and between the forcefields and my character's controls, that didn't happen very often. By the time I decided I'd gotten bored, I had 17 of them following me around.I think this makes the issue moot. Buffers will only help as long as they stay alive. (maybe if they have a tanker defense set) If there's enough enemies to be worth farming, then the allies are likely to not last long from enemy aggro. If you're on a team big enough to keep them alive, then you probably don't need them in the first place.
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Quote:Only one of them actively buffs you, but the 322958 map has FF/Ice allies with Dispersion Bubble, a passive buff that stacks -- and the map has enough allies to stack to the defense hardcap if you're anything but a tank.The AI is supposed to be that if you have more than one friendly buffer, only one of them buffs you.
Without the allies, it makes for an interesting exercise in juggling for my Plant/Storm controller. With them, it's borderline exploitative. -
Quote:Or try "Murder in Triplicate": the final mission has four bosses, one of whom is the murderer, and the other three are innocent (but hostile towards you). The mission is timed, and doesn't give you enough time to beat down all four -- you need to use the clues you picked up in the previous missions to figure out who to target. Imagine if there were a hundred different sets of clues, and the engine supported the mechanic of "defeat the wrong opponent and you fail the mission".This said, if you haven't yet give Scott Kurtz' Lolbat mission in the AE a try (it is one of the guest missions from Herocon). He introduced a mission where some glowies summon vicious ambushes, and others are required to complete the mission. It is a limited implementation using the tools available, but a good step in the right direction and makes for a very nice variation on the usual mission of walk in the door, beat down everyone, leave.
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I suggest making sure it's the sound card that's at fault: crackling and popping are usually either a bad connection between the speakers and the card, or drivers that aren't providing sound information to the card as steadily as they should.
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Quote:A better working environment. City of Heroes (or at least those zones where players spend their time) tends towards brightly-colored, well-lit environments that permit easy navigation. City of Villains, on the other hand, comes from the "Real is Brown" school of game design, with city layouts straight out of the middle ages.I never understand this. I can't wait to make some of my blueside toons come redside. What does CoH have that's so much better than CoV?
I haven't gotten very far in City of Villains, but the sorts of available missions I've encountered don't help matters. The first mission arc has you grinding rats (excuse me, tunnel snakes) as a second-rate hero in a third-world slum. The other missions I've done don't help things -- unless you spend all your time in the AE building, CoV would be better titled "City of Lackeys". -
I would bet that most of the names people are clamoring for are taken by active players. It's what the devs found when they did the "every inactive character below level 35" purge, after all.
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Quote:It's not in the main game, but I recently completed an AE mission (heroic morality) where you need to break into a Longbow base and click a number of glowies. It's not enforced by the game mechanics, but for roleplay reasons, you really want to do this mission without engaging in combat. My AR/dev blaster completed it using only Cloaking Device (+stealth) and Smoke Grenade (-perception); my plant/storm controller could do it with Steamy Mist (+stealth) and Vines (hold). I think my FF/Rad defender could do it using Personal Force Field (+defence, +resistance), but I haven't tried.Extreme example aside, there are few situations where killing things alone can't get you through the game. There are no situations that I can think of where only debuffing or only buffing or only control can get you through any situation whatsoever. Sooner or later, everything comes down to damage,
I'm aware of one other mission in the game like this: a Rikti War Zone mission where you fail the mission if you defeat certain opponents. -
Pretty much any pairing of a damage dealer (scrapper, blaster) with a protector (tank, controller, defender) will work. Scrapper/blaster and scrapper/scrapper pairings can work, but require both parties to coordinate well. Tank/tank, controller/controller, and defender/defender pairings will be highly survivable, but won't be too fast at taking down enemies. Blaster/blaster pairings have problems with survivability, but will tear through enemies incredibly fast.
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City of Heroes runs reasonably well on Linux (I've got a tweaked version of WINE that fixes the one major bug, if anyone's interested). No telling if Ultra Mode graphics will work with it, though.
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Powers seem to come in four varieties:
1) Powers that can be cast while airborne, at an airborne target. Most powers are in this category.
2) Powers that can be cast while airborne, at a grounded target. Most pet and pseudo-pet summons are in this category.
3) Powers that can be cast while airborne but in contact with the ground. The only one I've found is Gun Drone, but there are probably others.
4) Powers that cannot be cast while airborne. The Ouro portal is one of these, as is "throw snowball". -
Quote:That's why they put in the streakbreaker: to generate results that feel random even though they aren't.Welcome to the world of the Random Number Generator. I remember someone else saying this as an example. Lets say you tell another person to write down one-hundred random numbers on a piece of paper. So he writes the numbers 2, 5, 8, 7, 7, then he'll say "I've already picked seven twice, so lets pick something else."
The computer is entirely different. You can tell it to pick one-hundred numbers at random, and it could pick the number 5 ninety-nine times in a row.
For me, it seems to be an even 50/50 chance. You probably just had a bad luck streak. =/ -
Quote:This has two impacts on performance:
...I really need to start playing Faultline arcs. I've rarely been to that zone.
And Razoras, yah, I agree with you. But I still do think in this case, having multiple instance of this design inefficiency does have an impact on performance; it's minor, but it's not negligible, in my opinion.
Does anyone know how I could get a developer response on this? I'm really curious as to why they've designed the map like this.
1) By re-using design elements, they only need to upload those elements to the graphics card once -- the second time an element shows up on a map, CoH just needs to tell the card "oh yes, and put another copy here". This reduces both GPU memory consumption and AGP/PCIe bus bandwidth usage, speeding up rendering (with an enormous speedup if the reduced usage means the entire scene fits in GPU RAM).
2) By using overlapping design elements, they slightly increase the time needed to render the scene. Fully-hidden polygons are removed very early in the rendering process, and contribute effectively no GPU load. Hidden parts of partially-visible polygons are removed later, but still before the really slow parts of rendering: antialiasing, texturing, and lighting.
Which impact is more significant depends on many things. I'd guess the effect is generally to speed things up, and the older or less powerful the card is, the more significant the increase. -
A level 25 common IO is about as effective as an even-level SO -- in short, the game is balanced so you can complete most normal content using them. Good frankenslotting is more effective than SOs/common IOs, so you should be more effective there.
As for the Aegis set, ED comes into play here: both a full level 25 set and a full level 50 set are solidly into the ED cap for resistance. The only difference is that the level 50 set gives 25% lower endurance use and faster recharge.
The benefit of staying with level 25 IOs is that you get the set bonuses as long as you're not exemplared down to level 22 or lower. The benefit of going with higher level ones is you can try to do absurd things like soloing GMs and AVs, or running at +4/x8 difficulty. -
Quote:Thematically, it's a good idea, but it runs into gameplay problems. I'm not familiar with Nerva, but Croatoa has two problems:Personally, I think that the Deadly Apocalypse events should be limited to one or two zones when it's not the time of the Halloween Event. Limit it to Croatoa, heroside, and Nerva, villainside.
I mean, if the salvage contacts are in that zone, it should trigger in just those zones. If your actions are going to bring the apocalypse, it should be in the zone that YOU are in.
Plus these two zones will get more use as they are also zones that I have seen less and less people in, besides from the occasional TF/SF.
1) Unlike Atlas or Talos, Croatoa doesn't have a standing population. At any given time, you might have a couple of people working the mission arc, someone popping in to hit the university, and maybe a team doing Katie or the GMs. You simply won't be able to build the two pick-up teams you need to do the banners. Limiting the banner event to this zone won't fix it, because there's nothing for people to do while they're waiting (and it may take hours or days for the next banner event to happen).
2) The Croatoa arc has a high number of street-sweeping missions. A banner event hits it harder than events in most other zones. -
This could be tricky: with me along, the team has plenty of knockback/knockdown, but not much else for mitigation. BP are nicely vulnerable to being knocked around, and do mostly (IIRC) smashing and lethal damage, which the tank should be about 50% resistant to. Thorns, on the other hand, tend to have exotic damage types, and the ghosts are immune to knockback.
Against BP spawns, the tank, the defender, and I could all take the alpha: M30 Grenade lets me put half of them on their backs, Freezing Rain lets the defender do the same, and the tank simply has good survivability. After that, I concentrate on whatever is the biggest threat.
Against Thorns, especially ghost-heavy spawns, it's harder. I'm not sure what I'd do. -
The to-hit rolls are made at the beginning of the animation. This is most obvious with ranged attacks against a moving target: an attack that will hit will curve to follow the target, while an attack that will miss will go in a straight line. Damage and other effects are applied when the attack hits, though, so you can, for example, see a hold attack coming and pop a breakfree ahead of time.
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Quote:Triumph is one of the slower servers, yes.As far as what server I'm using, currently Virtue, I tried Triumph, but found it quite dead.
Quote:I felt like I was the only here on and I actually did a search late one night to find out that I was indeed the only person on the server.
The lowest population I've ever seen was Villain-side Protector at 3AM Pacific on a Wednesday, and even then there were a dozen people online. I've never seen Hero-side populations below 50 or so.