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Did the free server transfer cause a significant migration? Ive noticed that the server i play on is noticeably empty. Was curious if any numbers or info was released about whether or not there is truth to this or if im just imagining things.
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Quote:Yea, the only openGL app that apparantly works with it is google earth, thanks much, i can now stop trying to make it work through sheer willpower hehFrom what I've read of TriDef, it is designed for DirectX9 games. Here is a link to a page on their site about 3-D games.
Since CoH is an OpenGL game, that explains your problems with it. -
Just as a follow up the 3d app is called Tridef, and now after browsing through their page, i wonder if its just a generic 3rd party app that anyone can run...
http://www.tridef.com/home.html -
It is a compatability issue, strangely, the 3d program, however, says its a problem with directx.
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Quote:It is more than ready, just got done playing eve after i tweaked the 3d settings a bit and it was awesome. The only drawback is wearing those damned glasses for hours at a time lol,Well that's interesting
Thanks for explaining. Seems kind of cool although sounds like it's not quite ready for "anything" so to speak. If you do get it to work, I'd love for you to post about how well/horrible it worksGood luck!
I was able to get COH to launch using the comand prompt, but still no go on getting it to convert to 3d, will keep playing with it though, -
No. It can convert images/games/videos to 3d with surprisingly good results. Naturally it is not as good quality as things that were made to be viewed in 3d, but i was watching BBC Planet Earth Dvd last night and it was awesome. I was also able to view some photos of mine with really good results. Its not perfect, since whatever you are running has to be converted into 3d, so Eve Online for example, could run in 3d, but was a little glitchy out of the box. I havent toyed around with all the settings to fully understand if its a casualty of the conversion process, or if its just a matter of finding the right settings.
But in short, no, you are not limited to things designed to viewed in 3d
Quote:I'm confused. Personally I haven't played/tested anything to do with the new 3D stuff, but....does it not require you to use it with software designed for the 3D devices? For instance, CoH wasn't coded/designed with 3D...should this actually work?
Sorry I don't mean to thread-jack. I'm just curious. -
Just got a laptop that supports 3D, however in order to play a game in 3d, you have to launch it through a separate app. The COH updater causes some problem with this, and i havent been able to find a work around, was hoping someone could shed some light.
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My first high level scrap is about to break 40, and im planning for end game IO. Problem is i don't really see a lot of set bonuses i like. Increased regen and recovery, and various status resistance aren't very high on my priority list, but i feel this is what the bulk of the set bonuses are. I like some of the sets that offer def\res bonus, but i was curious what route other DB\WP went. Im pretty much standard with Sweep and AV chain, along with the standard WP secondary powers (all but t8 and t9)
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If the devs made drains stronger, you'd be able to lockdown anything in seconds with little work. As it stands now... your elec/elec needs to animate a 4 second Short Circuit and then use Power Sink to fully drain mobs. The Elec/Nrg has to use SC with Power Boost followed by Ball Lightning to drain an even level mob.
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Lets keep something in mind, back when you could one shot drain a group of end, it was by no means an instant-win button. There was still plenty of risk inherent with that strategy because you were in pbaoe range. It may take a little effort to take all their end, but it took a lot of effort to keep them there and kill the group before they started unloading on you. One mistep, or unlucky misses, and you faceplant.
IMO the issue then is similar to what is now, the disparity between the varying levels of power an Elec blaster could achieve was and is dependent on the secondary. Stick to /nrg or /elec and all will be right with the world. -
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Question for you guys, have you found any way around the floor tile being invisible from below? Or have you found anything that looks good beneath it? I've seen several people use things like book shelves, even with some alternating patterns, and I'm willing to do that, but trying to explore my options a bit more. Thanks!
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Im partial to the desk items. I use either the wood or the greyish blue ones. Still DL update, so cant give you names. The wood ones stack nicely and actually have a grainy feel to them that you can play with for a varied texture look, the greyish-blue have white borders, which imo, match tech bases very well.
You can also lay down desk items as flooring, and put the floor tile on top (not to mention a plethora of other items) -
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Ok have to say, i am enjoying stacking more now. Aside from the other quirks that's making interesting designs possible, i like how you can use 5 stacked large accent lamps in combination with the floor tile in room details as a vertical placement tool with built in height ruler.
Both act like a virtual floor slider where you set the height, place your objects on the tile then reset for a new height and repeat item placement. As long as you make sure when dragging the tile to a new height, the mouse cursor stays on the column of lamps from your viewing angle and it should easily go up or down.
A bonus is each segment of the lamp is about the same length as a grid square. [edit]Meant the increments when raising the tile...the graphics of the segments don't actually match the grid squares but they're close.[/edit]
1 plot square = 32x32 grid squares. The entire height of the room with floor and ceiling removed is 48 grid squares high.
I can even merge the lamps a bit so there's no gaps but that was a bit tricky and unnecessary since the gaps still work as 2 lamp segments.
A column of floor safes is usable also but have to stack 12 of them to span floor to ceiling instead of just the 5 lamps.
This shaves a lot of time off the prep work.
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On a side note, has anyone done any testing with targeting through all these items that are invisible from a certain vantage point? The floor tile for example, is invisible if viewed from below, i wonder if you can target people standing on it (like with a heal\buff) and if they can or cant target you. That would be a serious line of base defense if\when base raiding comes back -
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Wow, you can stack on that floor tile? <Cries over the amount of time wasted using only floor safes>
Well then, now I know, and I hear that's half the battle, or so they keep telling me
I'm 5-staring this thread and saving it as a favorite for reference in the near future. Thank you!
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This. I was making a room into a two story duplex of sorts using floor safes and desks. However once i saw the floor tile trick, i could accomplish hours of work in a few minutes. Well done on this find! -
OOo fantastic, thanks to the both of you for setting me straight. Now...i just have retool my entire build! Hoo...ray?
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People mean the actual percentage should not be dublicated more than 5 times because any after that will not count.
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So you could have five 12% regen IO and five 10% regen IO and get a total of 110% regen bonus? I have been operating under the assumption that you can only have five of any category, not five of each percentile category. Am i wrong? -
<<* Ability to drop missions. Coming soon!(TM) I know this will make a lot of players happy that they don't need to contact Customer Service just to continue thier story arcs. >>
Thank you for this and the other information. It is great to hear what is comming down the pipe! Thank you! -
<<The more I read.... the more I push the pvp plate away. Potential enjoyment shrinks the more I find out. I guess its nice to know that the only way for someone to get any enjoyment out of it is to play someone elses toon. >>
Agreed. This happens a lot in games when PvP is injected into a game designed around PvE mechanics. You get very skewed results because the game was not designed to allow a high degree of synergy between the two.
The problem for me, is how many times can you take a toon to 50 before you're just playing the same tired, boring level over and over? Hell you dont need to do it more than a few times because that office level im playing in at lvl 12 looks a lot like that office i see at lvl 50 (same with sewers, caves, science facilities...you pick it, there are very few unique looking levels). Add on to that the PL nerf, so now i have to suffer through these boring, similar levels, rather than take a shortcut.
PvP was where the replay value was, and its just not appealing to me anymore because i play concept characters, not FOTM HOed out cookie cutters, which is what PvP requires.
Ahhh CoH, what happened? -
<<It is about time! The event should not be a "detoggle fest" for some types to have all the fun. >>
I, and many others, agree. The point isn't "100% is just fine! WTH are you doing Devs?!!?" The point is "without a dependable source of toggle drop, my chances to win are marginal, at best. 22\5% is to low"
This nerf is almost exactly what the Devs did to End drain. Even though they promised us End Drain would shine in PvP, it was nerfed to hell, mostly because an opponent with no end cant fight back, not much fun for PvP. Similar to end drain, the nerf here goes to far. It keeps the mechanics in the game so these devs who are far removed from the playing experience can say "look they still have a chance to drop toggles! all is well." just like they say "look they can still drain endurence! all is well."
Anyways, i think most of the complaints are saying the nerf was to much, not that the nerf shouldn't have happened. -
<<Ice: Slows... and a hold I beleive. course RARELY see this set much at all. Not very damaging from what I understand. >>
Dont forget ice patch, anyone without knockback\knockup resistance is pretty much hosed once IP gets laid down. -
<<Had the devs actually done any serious testing, and not just listened to complaining from blasters,>>
Wow do you know anything about complaining Blasters? Let me illuminate you.
Top Ten Blaster complaints
1) Defiance
2) no scaling of damage at end game
3) not enough ranged attack chains
4) Drastic difference between successufl PvP and PvE builds
5) Imbalance of secondaries (Do devs think the change to greater fire sword cure this? I hope not)
6) Lack of status protection
7) Defiance
8) Aoe target limit
9) Glass cannon vs Glass water pistol
10) Defiance
* ed gets throw in there, but usually is a subset of some of the things above,
Believe me, if the Devs spent 1 minute listening to complaining Blasters a dozen+ other things would have been changed long before whatever change that occurred because of what you think blasters complained about tanks or whatever. Red names stay away from our forums because they've mislead us in the past (end drain), have made promises they haven't followed up on (blaster review), and refuse to even dialogue about some of our widespread complaints (defiance).
Castle's been brave enough to stop by and been very honest about what he can do, what is optimal etc, which a lot of us appreciate. But blaster complaints run deep, since a lot of our complaints are well over a year old.
However with that said, if you aren't a FOTM you'd realize how frustrating and unfun PvP is, and to a lesser degree PvE
Just for the record, i thought global nerf was a bad idea to. I think 100% toggle drop was a to much as well. I think a lot of non FOTM blasters would like to PvP. I think a large percentage of those blasters dont want to choose between a PvP and PvE build. Toggle dropping was just a small portion that allowed non-FOTM, non PvP specific, non HOed out blasters to have a chance to succeed. It was reduced to much. 100% is to much 5\22% is to little.
*edited for clarity and to stay on topic. -
<<NOT using the mine+tp Foe method... is the combonation at the bottom of the barrel as it concerns blaster Kill to death ratio? >>
Id say yes, but more generally the problem with this scenario is that some blaster sets are more support than offense (dev, ice). Anytime you combine a damage type that is across the board resisted by defensive sets with a secondary more about support you are going to get a low kill ratio.
A more fair comparison would be to compare kill\death ratio with average damage output (DPS). That would probably be a more fair display, since those with a higher DPS would be held to a higher standard of kill\death. -
<<22% toggle-drop chance>>
22% for 1 attack, that needs to recharge. In a level 50 pvp fight you will be dead before you can get this off more than twice.
<<unresistable ranged and melee damage>>
Only a % is unresistable. Not the entire damage.
<<An inherent that makes them more dangerous in prolonged fights reguardless of range since thier secondaries do great damage.>>
Yes, but you overlook in lvl 50 fights a blaster does not live long enough at 20% or less health to take advantage of defiance. If you are lucky you will get 1 attack off with defiance being anywhere near the point of having an effect.
<<Sounds like a solid AT to me.>>
You don't PvP as a blaster much do you? The majority of blaster ATs get destroyed in PvP. Only a small number of highly specialized AT with very specific APPs do well....do well against your generic run of the mill melee class. The majority of blasters get destroyed, across the board in PvP. It is no myth or secret that PvP oriented blasters must construct their build from the ground up to succeed. Do not confuse those people who do that, and do that well, with the general, overall blaster experience. There's a reason you dont see much blaster variety in PvP.
<<Sounds like more than what most AT's get.>>
No offense but this is just a self serving comment. I cant convince you your opinion is wrong, because its an opinion.
<<Just no more "I win" button. >>
Really? So i take it melee class ranged attacks, stalker assassin strike, stalker\scrapper crits, self heal\Hp buff, controller containment, any hold/stun/root abilities should be taken out as well? Since these are basically I win buttons against blasters. -
<<Blaster have damages, lots of them, partly unresistable. I fail to see why would they even need toggle dropping capabilities at all. >>
I do not think you have PvPed as a blaster with this statement because our damage output is < defenses. Why do you think so many of us Blapp? Because our melee skills hit harder and have a faster recharge than our ranged skills. Because it is nearly impossible to engage in a sustained ranged battle in PvP. Because we are squishy and everyone salivates at the thought of going after us. Because most arena maps are for melee fights. Because our ranged attacks require us to stand still (why is ice popular? quick animation times maybe?) Because some blaster sets are not given enough ranged powers to sustain a ranged attack combo. We are being forced by the system, by ED, by game design to fight in melee, yet our ability to have a fighting chance to survive at melee has just been critically reduced.
For me to have any chance in a lvl 50 pvp fight, i need aim+bu+snipe to activate, and i need to follow it up with two or three attacks. How many times in a lvl 50 fight do you think i get left alone long enough to get aim+bu+snipe off?
Sure in PvP zones the equation changes somewhat, but with toggle drops i stood a chance of standing and fighting any AT with a defensive set.
Now i stand none because blasters do not have the damage output to compensate for the advantages defensive sets give. Was 100% toggle drop to high? Yes. But to give me a 1 in 20 chance or 1 in 5 chance to drop a 1 toggle is to low.
2 blaster offensive sets < 1 defensive set -
<<Personnally, I really like these numbers. Toggle dropping has no counter and is too far from the PvE gameplay. Also, most squishie can do well without them (like Blasters and Controllers on the Hero side). >>
It has no counter!??! To far from PvE gameplay?!!?
I think we need to rexamine the larger picture. Every class with a stun or a hold has a 100% toggle dropping skill, which is a counter to toggle dropping. So long as your opponent doesn't have defense against that ability.
So while every single AT with defense for these things is saying "these changes are long overdue!" the ATs who have no defense (blasters) are whinning. Why? Because toggle dropping was my ONLY COUNTER to ANY AT that has a stun\hold (mentioning acrobatics will show have far removed you are from the blaster experience).
But i guess the devs would rather me walk into a fight with 20 BFs than have a chance to rely on my powers to win. I mean its not like i have 2 power sets devoted to offense...oh wait...
Maybe i should save this rant, because blasters are getting a review, and things will probably improve. Right Statesman? -
Yay for Castle's endurance drain change!
Boo for toggle drop changes. No i take that back, toggle dropping changes were needed. Boo for thinking this is a fair change. Boo for widening the power gap between FOTM builds and non-FOTM. Boo for treating \nrg as the same as everything else. Boo for nerfing toggle drops without nerfing stun%/hold%. Boo for the blaster /Dev nerf (i mean come on, doesn't blaster /Dev have it bad enough in PvP? Timebomb nerf!? I would love to see the email exchange that thought giving TB less than the 22% other 2nd blaster toggle dropping skills get.)
Boo for me, for thinking the Devs care about what the other 98% of non FOTM, non HOed out blasters pvp experience is like. Boo for City of Herolessness.
Yes i play CoH. No i didn't misspell CoV, i said CoH on purpose. It's a cool game, I think if the players and devs here like CoV they will like CoH too. You can find a link to it here. -
Thanks for the candid replies, Pos. On the Hero side, could you comment on what the upcomming change to blaster end drain is going to be? We've been told that a change is comming with i7, just wondering if we could get some idea of what that change entails,
Thanks
Miles