LonelyHero

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  1. Just to know:

    All that stuff about it becoming true time is just RP fluff right? The battles won't really have any long term effects, correct?
  2. Gah, no one asked the important question:

    Is there plans to give elec melee to heroes (preferrably scrappers)?
  3. I've read repeatedly that players don't influence monster spawns, but here's my experience nonetheless:

    [1] It seems that every time I'm leveling up a new alt and I do the 'Lou the Mechanic' story arc, I'll be running those missions in Kings Row, and a Paladin siting will come in. Coincidence: Probably.

    [2] Me and my SG have 3 characters we only play together, on a team. We were in KR doing the bonefire arc and we thought we'd check for the Paladin. We get to the site and he's not there, just the usual "appear out of nowhere" spawns. However, those spawns happened to con white to use (yellow lts, etc), so we decided what the heck and started fighting them. After about two had died, presto, Paladin construction begins. Sure, it could be a remarkable coincidence, but I get the feeling that if we hadn't engaged those guys nothing would have happened. As someone who has repeatedly checked the spawnsites (usually after I get travel powers) solo, and as someone who has engaged the spawns on repeated occasions, I was suprised he appeared. It makes me wonder if the team all being present and the spawn being that level didn't have something to do with that construction.

    Ofcourse, it's quite possible that all monster spawns are completely random. However, it's also possible that it's tied to a storyarc or mission, or tied to a set of conditions like team, level, etc in the area. Were I a dev who had set up such conditions to simulate randomness, I'd not make them public.

    I'll believe Lusca is random. Randomness explains 3 spawns at the same time.
  4. Etiquette question:

    Are the fires and raves considered too insignifcant to announce on Protector Watch?
  5. [ QUOTE ]
    The inherent problem of course with flat duration-limited buffs is that if it lasts too long, you'll get large SGs essentially running them for hours on end in PvP zones. Most likely the buffs will have to remain uselessly inconvenient in PvE so that they don't become godly in PvP.

    [/ QUOTE ]

    Ofcourse, they could always make them only work in PvE. Heaven forbid. I mean, I can't datamine or anything, but in my personal experience, even after all the nasty things that have been done to PvE for the sake of PvP, CoH is still a better PvE game than PvP game. I'm sure I'm not the only one who wouldn't mind at all if these were Godly in PvE and disabled in PvP.
  6. For those that play with mouselook on all the time, tp and other click location powers can be a problem since the mousepointer usually isn't out for you to click on the location.

    I play that way and it made teleport the most inconvenient travel power. This bind fixes that:

    tp1.txt
    <font class="small">Code:[/color]<hr /><pre>
    LCONTROL "+$$powexec_name Teleport$$mouselook 0$$bind_load_file C:\tp2.txt"</pre><hr />
    tp2.txt
    <font class="small">Code:[/color]<hr /><pre>
    LCONTROL "+$$mouselook 1$$bind_load_file C:\tp1.txt"</pre><hr />

    What it does:
    Press and hold the left control key to whip out the mousepointer and activate teleport. Click, then release the left control key. This throws you back into mouselook mode if you're done teleporting or need to look around real quick to make a sharp turn or whathaveyou.