MTS

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  1. MTS

    Containment

    Quote:
    Originally Posted by Oedipus_Tex View Post
    Did you just die on that iTrial? Oh, enjoy building your Dom bar back up surrounded by enemies who can obliterate you and with a secondary that doesn't contribute a lot to your survival.
    That's what Frenzy is for.

    Granted you have to stay redside to keep that, but it might just be worth it.
  2. Quote:
    Originally Posted by Jasra View Post
    You can do it with rotating binds. Have one bind set your first choice and load the other bindfile. This contains the commands that will change back to default and re-laod the first bind.

    You'll need to look at a guide to get the exact commands, I don't recall them off-hand.
    ^ This. I have the following two files in my data\binds\state directory, that I use for binds that keep state (have some for toggling the map between big / small also):

    data\binds\state\platesoff.txt:
    Code:
    SHIFT+V "optionset ShowVillainName 1$$optionset ShowVillainBars 1$$bindloadfilesilent binds\state\plateson.txt"
    data\binds\state\plateson.txt:
    Code:
    SHIFT+V "optionset ShowVillainName 6$$optionset ShowVillainBars 6$$bindloadfilesilent binds\state\platesoff.txt"
    Then just load platesoff.txt and press the key to get started. After that each press will toggle it.
  3. That mission seems really buggy. I've done it more times than I can count on different alts and the badge sometimes awards for rescuing them all, and sometimes it doesn't. I can't seem to figure out exactly what causes it. My current theory is that you have to make sure you actually click the dialog option (it's something like "get out of here") for each rogue PPD you rescue. If they just get up and walk off before you click the option it may not count for the badge.

    Of course now that I say that someone will come along and debunk it, but at least we'll know

    That mission is also annoying because it doesn't co-complete on teams. At least it gives everyone another chance for the badge...

    You can "cheat" the timer at the end by leading the escort captive to an elevator door, even though they're disabled after the building is on fire. For some reason that completes the mission.
  4. Quote:
    Originally Posted by Samuel_Tow View Post
    Finally, about the only real way I've found to ensure I don't die BEFORE I nuke has been Personal Forcefield. In every other case, I need to run into the middle of an enemy group and squat down for upwards of two seconds while every minion, lieutenant and potentially boss takes potshots at me. I've lost count of how many times I'd go to nuke, get knocked back with my nuke queued, then killed before I could recover and have my nuke end up pointless.
    I'm a big fan of Aim+Build Up, Teleport, and queue the nuke while the teleport is executing. I've found it to be extremely reliable if you can target the teleport accurately. I don't think I've ever been killed or knocked back before the nuke could go off, and mezzes won't stop it if it's queued when you teleport in (but have a breakfree handy to get free afterward).

    The only trouble I occasionally have with that is if someone else on the team causes the spawn to move out of position after I've targeted my teleport.
  5. MTS

    Debuffing AVs?

    Quote:
    Originally Posted by Rigel_Kent View Post
    They will not have special resistances to your damage or resistance debuffs (Enervating Field).
    Sorta... Both of these are resisted by their own damage type resistance. It's kind of complicated, but boils down to they way resistance works mechanically, since it's not a separate attribute but rather a modifier of an existing one. If a hypothetical AV has:

    50% Smashing/Lethal Resist
    90% Fire Resist
    100% Psi Resist

    And you hit it was a -30% Resist debuff, which is actually a bunch of debuffs, one for each damage type, the AV will end up with:

    35% Smashing/Lethal Resist
    87% Fire Resist
    100% Psi Resist
    -30% Cold/Energy/Neg/Toxic Resist

    The interesting thing is that because of the way the math works out, you may only be doing 13% fire damage instead of 10%, but it's still 30% more than you were doing. So a total of -30% res debuff on an enemy will always increase your final damage done by 30%.

    As Rigel mentioned, even though an AV resists 85+% of other debuffs, the values on some of them (especially regen debuffs) are so high that they still have a dramatic effect.
  6. Quote:
    Originally Posted by MasterElemental View Post
    This looks like a really cool issue. alot of cool upgrades

    What is Windfall? it's in the 9th tier but didn't catch if any one said what it is
    Positron mentioned something about it in ustream chat. I want to say it was an inf booster and maybe even a drop rate increase (of what exactly I don't think he said).
  7. Quote:
    Originally Posted by Sermon View Post
    This is the most complicated thing I have ever seen.
    You click things and get stuff. When you click enough, more options open up. How is that complicated?

    Or do you mean the conversion? You keep the vet rewards you have, plus you get to click a few more things after it goes live...
  8. MTS

    Oooh

    Quote:
    Originally Posted by SlickRiptide View Post
    I assume you didn't mean Mender Silos - If you did, then Positron himself let the cat out of the bag when he hinted rather broadly within the first few days of Ouroboros' existence that Mender Silos is an anagram. That's one I'd consider to be open knowledge.
    That one is definitely not a spoiler anymore, considering that Ramiel will flat out tell you if you ask him.
  9. Quote:
    Originally Posted by Westley View Post
    I have a substantial concern that if Vets can make use of their old "Vet Rewards" credit to basically "buy off" all the restrictions placed on the Premium accounts... that we'll see a large migration of former paying customers cancelling and going free to play.

    Hopefully enough new "Free" players will come in and perform micro-transactions that will cover that difference, but I have my doubts.
    Even if you can "buy off" most of the restrictions, the biggest reason that I'll stay a VIP is character slots. The idea of going from 12 character slots per server to maybe 6 or 7 globally just makes me shudder. It would take a fortune to buy that many slots. It won't affect people who aren't as big of altaholics as I am, but I expect plenty will have a similar reason.

    That and no Incarnate content, which so far it sounds like will be VIP-only. That one might cut both ways depending on how people feel about it though
  10. I'm curious when it comes to the consumable ones, like the unslotters and the summon signature character powers. Are those account-wide like current vet rewards, or do they get used up after you claim it on one character?
  11. Quote:
    Originally Posted by Wicked_Wendy View Post
    Also do the same check with your control.. I can't recall if a vault even needs any but if your over your limit there stuff stops working as well.
    I think the vault needs 5 of both power and control, so definitely check to make sure you're not over on those. I think there's some sort of priority order to what gets shut off if you're over, maybe teleporters are higher on it and get preference.
  12. MTS

    Oooh

    Quote:
    Originally Posted by Zombie Man View Post
    Who breaks their chief weapon purposely for revenge? You *need* that weapon to get revenge.
    Didn't Statesman break Manti's bow in one of the comics (the one that Mender Silos TF is based on) when he kicked him out of the Phalanx?

    Manti of course had a backup bow.
  13. MTS

    A desperate plea

    Quote:
    Exception Type: System.IO.IOException
    Message: Unable to read data from the transport connection: The handle is invalid.
    This looks suspicious. Do you have any kind of software firewall / malware blocker / virus scanner running?

    Invalid handle on a socket call sounds like something is wrong at the network layer (of the OS, not your internet provider), maybe a security program blocking something it shouldn't.
  14. Quote:
    Originally Posted by Bloodspeaker View Post
    Ummm, you just answered your own question. Why would he bother using Triage Beacon when a) it's a static +regen field, and thus impossible to apply meaningfully to a group moving between reactor controls, and b) gets repeatedly destroyed by the radiation pulses and multitude of enemy AoE attacks?
    Don't forget c) Doesn't add enough +regen to have an appreciable impact against the pulses.

    Fully enhanced you're looking at about an extra 12 HP/sec on a squishy if you're standing near the beacon. Over 30 seconds that's 360 HP, and as mentioned earlier, good luck standing still for that long in a Keyes. You'd be useless as everyone moved on to the next terminal. The pulse is half of your max health at minimum. Even a controller takes like 500 damage from that, making it impossible for Triage to keep up even if you could stay near it.

    A tanker or brute will get more HP/sec from it, but they'll also take more damage from the pulses... It's a losing battle either way.

    I hesitate to call any power useless, because everything can be used situationally, but Triage Beacon is pretty near the top of my list of skippable powers.

    Quote:
    Originally Posted by Psylenz View Post
    I haven't done Keyes, but I would think a kinetic would shine in a non-damage debuff project. Siphon Power and Fulcrum Shift are great for reducing damage. Siphon Speed at one point was found to have an irresistible debuff against Giant Monsters; I don't know if they closed that opportunity yet.
    Unfortunately a kin won't be able to reduce the damage any. The pulses are zone wide and don't come from anti-matter himself, so debuffs won't affect them. A kin's best best is to fulcrum shift the mobs to buff everyone's damage, and do as much healing where it's possible with enemy placement.

    Siphon speed is in fact still unresistable, which has some interesting implications for the other trials (I remember a Surveillance screenshot of Marauder having 10000% recharge debuff resist which I thought was unfair to Ice tankers, but I figure there's some mechanics reason for that), but not Keyes.
  15. And don't forget that in addition to getting better numbers on their primary, they ALSO get better numbers than anyone else on the secondary effects of their blast set.

    i.e. Their sonic blast has more -res debuff than the Corruptor and Blaster versions, their dark blast has more -tohit than the Corruptor and upcoming Blaster versions, etc.

    The only exceptions I think are Archery and Fire Blast when it's proliferated, since they doesn't really have any secondary effects.

    So a Defender will put out less raw damage than a corruptor, in exchange for being a better buffer / debuffer, with ALL their powers. Thus the bigger the team, the more they contribute as their debuffs multiply everyone's effectiveness.
  16. Quote:
    Originally Posted by Snow Globe View Post
    Actually, the NCsoft Launcher is:
    • Still using Internet Explorer as it's basis on the Windows platform. I can actually prove this. The launcher uses IE's registry keys to identify itself.
    • Because it is using Internet Explorer, it presents a gaping security hole to your user's computer(s). So much for valuing your client's security.
    If you're that worried about the security of embedded IE, best stop using Windows altogether then. The OS uses it for quite a number of UI elements, no easy way to escape it.

    Using it to render elements that they have complete control of is relatively low-risk. You're only exposed if their web site is compromised, which is Bad News anyway as far as what an attacker could do.

    Quote:
    Originally Posted by Snow Globe View Post
    • It is much slower to launch the game.
    CityOfHeroes.exe -project coh -launcher -auth 64.25.36.4

    Then only run the launcher when you need to update. People who want a quick startup have been doing this for years to bypass the old, slow updater.

    Quote:
    Originally Posted by Snow Globe View Post
    • It uses the .NET framework.
    Scratch using Mids then.
  17. Quote:
    Originally Posted by Oedipus_Tex View Post
    EDIT: Paralyzing Blast in Electric Control for some reasons lists 30ft radius + ranged on Controllers and 20ft radius + ranged on Dominators. I have reported that discrepancy as far back as GR beta. I don't know whether the powers really have different radii or the info text is just wrong. The expected value would be 20ft +ranged to match identical powers.
    The info text is right. Doms have a 20' radius (consistent with Gravity Distortion Field, Total Domination, and Vines). Controllers, Freakshow Super Stunners, and MA Critters with the set all have a 30' radius.

    Looks like an oversight to me, but I can't say for sure.
  18. It seems to happen to me most often when I open a bunch of posts at once in separate tabs (i.e. going down a list, middle clicking them to open in the background). So part of me wants to say it's some overzealous session verification losing a race condition.

    Then again, rarely I'll have it happen just opening a single page, like User CP, so who knows...
  19. Domination is very strong still, even without the damage bonus. The only set I can see it having an issue with is Electric which is very soft-control oriented (and illusion if it were ported for the same reason).

    I actually wish it wasn't quite so strong. As it is, Dominator base mez duration is lower than controllers when domination is down, but greater when it's up. Whenever I play one of my doms, I feel like I have to save my long-recharge hard aoe controls for when I have domination up, or I will have "wasted" it. That severely limits my options and makes me feel like I *have* to try to reach permadom to be effective.

    It's worse when playing /icy and I have Power Boost as well

    I'd be happy if it increased the magnitude but not the duration, but I know that probably won't be a very popular opinion.

    Fixing pseudopets like volcanic gasses to work with Domination wouldn't be too hard. Since doms currently use the controller versions of pets like Volcanic Gasses (which uses the pet modifier tables), they would have to be made less effective when domination is down to balance it out.

    Regular pets on the other hand are a whole can of worms because normal pets aren't allowed to inherit buffs from the caster. It's an all-or-nothing flag, so if Doms had illusion and the flag was set, it would allow them to inherit damage buffs and all sorts of things that they normally can't be affected by...
  20. I have that happen sometimes. What usually fixes it for me is to go into the base editor and move an aux power item slightly, one square over will do it. Then move it back. If you don't have any aux power items, place one and then delete it.

    Moving main power items may work too, I just always do the aux since my mains are usually floating and/or buried in a stack of objects
  21. Quote:
    Originally Posted by Scythus View Post
    Hm... I could have sworn I've already seen that martial arts billboard before.
    Maybe you saw it in the thread where everyone posted their contest entries?

    I'm really glad Quantum_Knight's got in; when I first saw it among the contest entries, I was hoping it would win -- it's an awesome billboard. I don't remember which one ended up winning the contest, but there were a lot of good entries and it's a thrill seeing them in the game! IMHO that's better than any contest prize.
  22. Quote:
    Originally Posted by Lazarillo View Post
    Wasn't it already explicitly stated somewhere in the lore that the whole skull-and-bones Shivans thing is the result of the meteor landing in a cemetery, not just because it was their environment but because those were, y'know, the actual remains of people, integrated into the Shivans' bodies? I coulda sworn this was something "we already knew". But maybe it wasn't as explicit as I thought.
    IIRC it's in the info box when you look at the description while targeting a shivan.
  23. Probably not Infernal, IIRC his axe is baked into his character model. Jounin is likely your best bet, maybe you can apply the upgrade FX to an arbitrary model?

    Other ideas are an invisible NPC with the rotation angles tweaked, but I shudder to think of the work that would be involved to keep it synced with the animation. You might also try putting the weapon geo itself in the back slot of the character's costume data

    Slight threadjack, but this reminds me that I need to demorecord maelstrom sometime, since the jerk somehow manages to have his pistols disappear from their holsters when he draws them...

    EDIT: Lol, my usual timing
  24. It would also be nice to see the drop rate for common and uncommon temporary power recipes reduced, the former more than the latter.

    As it is, they are worthless on the market and do nothing except take up recipe slots, requiring you to go in and delete them when your recipes inevitably fill up.