Master-Blade

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  1. Quote:
    Originally Posted by TheUndertaker_NA View Post
    downtime expected 3 hours i believe.
    It was 2 hours. It's already an hour late as of this post, but as mentioned.. most of us realize that more time is sometimes needed.

    I sure hope that an extra hour or two without CoH doesn't ruin somebody's week. I'm sure they can find something else to do. Personally, I took the time to catch up on some of my bills and monthly bookkeeping. If I do some extra cleaning too, I wont have to do it tomorrow, and I can play CoH instead. haha
  2. Quote:
    Originally Posted by maxtsorm View Post
    When I saw the server status actually updated today I was happy...
    ...
    Must go get the lotion....;P
    Hey man.. don't get TOO excited. lol j.k
  3. Quote:
    Originally Posted by beyeajus View Post
    So what's the patch details? Something to read while we wait at least...
    Unofficial notes can usually be found on the Training Room forums:

    Quote:
    Originally Posted by Avatea View Post
    Patch notes for build 1850.201009101722.1T.

    COMBINED

    Alignment System
    • Characters under level 20 can no longer be awarded credit for alignment missions before level 20.

    Powers

    General
    • Burn (all versions) – the tick damage will now show up in combat chat as pet damage.

    Critters
    • Rikti Chiefs shouldn’t skate any more.

    Invention
    • Chance to Heal Self IO's will no longer heal enemies when slotted into Chain type powers.

    Tasks
    • Cathedral of Pain - Fixed Merit diminishing returns. Merit rewards were dropping off too quickly when diminishing returns kicked in. This has been fixed.
    • Warburg Missiles can no longer be used in the Cathedral of Pain.

    Bases
    • Corrected the swapped prestige costs for Small Steel Lab Tank and Steel Alembic Tank.

    Badges
    • Fixed a bug that prevented being awarded the Day Job Accolade Mercenary.
    • Fixed a bug that prevented being awarded the Day Job Accolade Rapid Response (Hero)/Trouble Maker (Villain)

    CITY OF HEROES

    City Zones
    • Someone had kidnapped all the wandering pedestrians in Paragon City. They have now been rescued to pace the streets once more.

    Powers

    Blasters
    • Force Mastery/Force of Nature - The bonus recovery of this power was marked to ignore Buffs and debuffs, including enhancements. This has been corrected and it is now enhanceable and buffable.
    • Fire Manipulation/Burn – This power will no longer damage the caster on its first tick.

    Controllers
    • Mace Mastery/Personal Force Field - This power has been replaced with Focused Accuracy.

    Defenders
    • Power Mastery/Force of Nature - The bonus recovery of this power was marked to ignore Buffs and debuffs, including enhancements. This has been corrected and it is now enhanceable and buffable.

    Tankers
    • Fixed a number of Patron Powers that were not unlocking properly at level 41:
    • Mu Mastery/Electrifying Fences
    • Mace Mastery/Web Grenade
    • Leviathan Mastery/School of Sharks

    Badges
    • The Achievement badge for completing a Hero Morality Mission has been renamed "Gallant" from "Resolute" to correct a duplicate title with the Veteran badge "Resolute".

    Tasks
    • Fixed a bug in the first mission of the Positron Task Force (Teleport Assault into Orenbega) which could cause critters not to move.
    • Peregrine Island - Maria Jenkins - Olympian Guards now spawn at an appropriate level.

    CITY OF VILLAINS

    Powers

    Dominators
    • Primal Forces Mastery/Energy Transfer - Reduced Self Damage from scale 2.75 to Scale 3.0
    • Primal Forces Mastery/Energy Transfer - Correct IO Set Slotting -- no longer accepts Stun or Melee AoE sets, now accepts Melee IO Sets.
    • Ice Mastery/Sleet - increased recharge time from 60s to 90s.

    Masterminds
    • Ancillary Power Pools: attack powers in these pools were incorrectly given a chance to crit. This chance has been removed.
    • Field Mastery/Temporary Invulnerability – This power now properly accepts Resistance IO sets instead of Defense IO sets
    • Robotics/Battle Drones - fixed grammar in the info text.

    Stalkers
    • Kinetic Melee/Build Up - adjusted the Cast Time from 1.93 to 1.17 to match other versions of the power.

    PRAETORIA

    Critters
    • Destroyer Crusher bats should no longer become invisible.
    • Praetorian Clockwork Dismantler - "Particle Burst" no longer automatically hits its target.

    Tasks
    • All Praetoria Story Arcs will now give out the proper amount of completion XP, before some were giving out slightly lower XP than intended.
    • Charles Monroe must now be defeated before you actually arrest him.
    • Jessica Flores is clearer in her instructions for her mission to manipulate files inside Athena Labs.
    • Metronome now makes an effort to stop you from rescuing Susan Beck, but less so with Alec Parson.
    • Alec Parson will now really tell you important information over the micro-communicator as you are investigating the Haywire Clockwork in M.I.C.I.R.
    • Dumpster, the Resistance Leader in Praetor White's "Rescue PPD in Tunnels", will now appropriately display his information.
    • Clockwork in Penelope Yin's mission to "Retrieve Clockwork info for Aaron" will no longer say the word "TEXT"
    • The clues for Warrant's storyarc, Guns and Money, no longer have their titles chopped off.
    • The Resistance attack on Gravatech Labs now has a more 'heroic' pace to it.
    • The computer desk inside Athena Labs is now correctly oriented.
    • Neutropolis - On Neuron's "Help Test Neuron's Latest Experiment", the clone will use its powers as expected to fight back.
    • Neutropolis - Allies will now spawn at the correct level during Calvin Scott's "Assist the Storehouse Raid" mission.
    • Neutropolis - Penelope Yin: Players of opposing factions can no longer attack each other on Penelope Yin's final mission.

    Badges
    • Defeats of Nightstar as appearing in the Praetorian arcs now counts towards the Dimensional Warder badge.

    Known Issue
  4. Quote:
    Originally Posted by Fulmens View Post
    My impression is that they usually DO patch on maintenance days. I could be wrong- it's your peak playtime, you pay more attention than I do. I've only reported one very serious bug in the system (I could have gotten 50 characters to the inf cap in one day) and they had a fix through to live in about 24 hours, resulting in a patch on a non-Thursday.
    The scheduled maintenance day is every Thursday, but patches are usually released on Tuesdays, including today.

    Personally, I don't mind. I'm just trying to state the point of view of this thread. Checking the Patch Note history confirms the majority of patches are not on Thursday.
  5. Well, Turg showed up at 10:01pm, so we all got started on time! lol

    It was another fun set of arcs tonight. When Luna's team decided to call it a night, my team decided to jut finish up Praetor Tilman's arc anyway. According to the Wiki, it was only 4 or 5 missions long, and we were on part 3, so it didn't take us much longer.

    I now have Antimatter as my last contact, who has about 6 or 7 missions for us for next week. That should be enough to get us all to level 20. I'm already at 19.5 or so. Depending on how much time we have or how we fee, we might still do that badge-tour thing we were talking about before. We'll have to see.

    Thanks everybody for coming and making it another great Monday night. Goodnight everybody!
  6. Master-Blade

    Screen Tearing

    I'm using a 5770 and currently running version 10.8, which lets me run all the "new" options. It was nice when they finally fixed the FSAA and Occlusion compatibility. I have not seen the need to upgrade to 10.9 yet.

    Anyway, I also have "Wait for vertical refresh" set to Always On in the CCC, and Vertical Sync is also enabled in-game. Mine still caps at 60fps as expected, and I get no tearing.

    I wish I knew why yours is not working. I don't know why your card would shut down after a driver reinstall either. That sounds a bit fishy. I've never seen that before. Hopefully there isn't something physically wrong with it.
  7. As long as superspeed is already active when you press jump, that will work. Otherwise, you might want to reverse the position of the two powers.

    The only other problem you are going to have with that is that the first "hop" is going to be very small until the power is fully activated. Once you land and start the second jump, you'll finally be at your full jump height.
  8. Quote:
    Originally Posted by InsanityPeak View Post
    without deaths. (No masters badge.)
    I wasn't aware there was a serious rumor about such a badge. I figured most people were just joking around about something like that being added.

    Well, if there was.. are no-temps also an option for CoP, and if so, was it set? Also, would it still count if somebody on one of the other teams died? I don't think there is such a badge anyway, but you'd need to cover all the options to say it definitively.

    And gratz to everybody on the runs! I was working, so I missed it today, but I'll see you next time!
  9. Quote:
    Originally Posted by Kheldarn View Post
    *waits for Badge for helping others with avatar problems*
    No badge, but I could offer you a bacon-wrapped burger:
  10. I never heard of any such command. I just double checked the List of Slash commands and didn't find anything there either.

    If there is one, and you find out what it is, please let me know. I might find a use for it too. lol
  11. Quote:
    Originally Posted by Paragon View Post
    It was fun, thanks for hosting it. 4½ hours is still a very good time for a 1/2 PuG run without a meat shield.
    Indeed. It could have been much worse, but we mowed through where possible. Good times. Thanks for hosting it.

    Now for the other three shard TFs... lol
  12. Quote:
    Originally Posted by Blood_Beret View Post
    Tip one use the tabs. Stay off the the "All Tab" unless you are just checking numbers. But myself I always hated that all tab.
    I agree with this...

    When sorting out invention salvage, just use the Invention tab. lol
  13. Quote:
    Originally Posted by Dark_Respite View Post
    I've only ever had it happen with Mercs. My bots come along just fine. But I will remember the /release command, thank you!
    I think /release sends you to the hospital if you are dead.
  14. For password issues, it's required that we mention it is Case Sensitive. Check your CAPS?
  15. Quote:
    Originally Posted by Scene_EU View Post
    /release_pets

    the Pet wielder's new command of the gods
    *Fixed (it doesn't work without the S at the end)
  16. Quote:
    Originally Posted by AnimeWarrior252 View Post
    How come?
    Like I said.. it's bugged. Any time you zone with your pets, there is a chance of something like that happening.

    If I saw the code, I might be able to give you a more specific reason.. but if that were the case, I would have been able to fix it by now too. lol
  17. Things like that have been happening ever since they made pets re-zone with us.

    Part of the cause is that the pets actually don't zone with us at all. Rather than their status saved and sent to the destination zone, a new copy of them is simply loaded at the entrance instead. Evidence of this would be zoning while your pets are very low on health. You will find they will zone with full health, and possibly not have any of their buffs applied to them. Any slight lag or glitch while zoning may make them follow you as a standard pet instead. You cannot really resummon because the game internally still links them to you even if you can't control them. I'm wondering if it's actually a glitch with the client itself not recognizing them, not a serverside error in assignment.

    Anyway, the only workaround we have for "losing control" is to rezone again and hope for the best, or /releasepets and resummon.

    Quote:
    Originally Posted by AnimeWarrior252 View Post
    Come on! SOMEONE ELSE HAS to have had THAT happen to them before!
    Man, don't make me get the Aspirin out again! lol
  18. Quote:
    Originally Posted by Local_Man View Post
    I'm pretty sure you are wrong. You could NOT stack Mystic Fortunes on people. Did you ever look at the numbers? Before this "fix," if you cast your Mystic Fortune on someone who already had one active, you wasted the cast and the recipient got no benefit. This "fix" makes it so you don't waste a Mystic Fortune on someone who already has one. (Imagine how overpowered it would be if you could stack 7 or more of these on one person!)
    I agree and disagree with you.

    I agree that one of the primary reasons for the change was so that you don't waste it, and prevents the target from having to accept or decline something that wont do anything anyway, but..

    ..I disagree with your statement that you couldn't stack the buffs. Of course it was never intended for them to stack, and simply casting an extra one on somebody normally had no extra benefit, but there were at least a couple exploits that I know of that still allowed you to get them to stack.
  19. Quote:
    Originally Posted by Scarlet Shocker View Post
    Any news on this? I've not seen anything relating to this bug but it's seemingly taking a while to get resolved.
    It's not really a bug. Any player that already has a Mystic Fortune buff is not a valid target to receive another one.
  20. Master-Blade

    Flying Speed bug

    The funny part is that the Fly power itself is almost not even necessary anymore. With the right slotting, you can even get Hover pretty close to the cap. It's quite silly.
  21. Quote:
    Originally Posted by Call Me Awesome View Post
    (Well, technically there's two clients, one for the PC and one for Mac)
    Ok. You got me there, but then you have to consider the EU version too.. Technically the client itself still uses exactly the same files, but the main executable points to different servers... so I guess you can say there is really 4 different clients overall.
  22. Quote:
    Originally Posted by SurlyVee View Post
    Actually, I don't even have the computer back from the store yet, but when it gets here, it'll be wiped clean.
    Well in that case.. I suppose there is nothing wrong with that. lol

    Quote:
    Originally Posted by SurlyVee View Post
    Still, good to know that GvE goodies are attached to the account - I'm assuming same thing applies to booster pack goodies.

    Now if only that computer gets here soonish...
    Indeed. Every "permission" is decided by your account status internally. The actual program we all use is the same, no matter if we have every pack, or even just the trial.
  23. Master-Blade

    Halloween 2010?

    Quote:
    Originally Posted by Dark_Respite View Post
    Why wouldn't it be? Although the Seers would be on you like white on rice if you tried to toilet paper Cole's Tower...

    Michelle
    aka
    Samuraiko/Dark_Respite
    Maybe we'll get new temp powers for toilet paper, eggs, and shaving cream? lol
  24. Quote:
    Originally Posted by SurlyVee View Post
    So, load the game from the disk, GvE goodies are attached to my account
    Just apply the code to your account to get the benefits. If you already have CoH installed, don't load the disc at all. Everybody plays the same version of CoH, so as long as you already downloaded the most recent patch, the disc isn't going to do anything for you.
  25. Quote:
    Originally Posted by Techbot Alpha View Post
    That's still fairly unhelpful, especially for an EU player.
    His second link shows European prices:
    Quote:
    • 1 month - £8.99/12.99€
    • 3 months - £23.99/34.99€ (the equivalent of €11.66 per month)
    • 6 months - £44.99/64.99€ (the equivalent of €10.83 per month)
    As for it being "buried" in support, I disagree. It can easily be found by searching any number of things from "how much does CoH cost" to simply searching "monthly fee", and it will show you the options when you sign up for your subscription as well anyway. It's not like they are really hidden.