Nilt_

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  1. [ QUOTE ]
    AND now...we're changing the way Archvillains spawn.

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    Woot!!!! Thank you! Now I can have ii]some[/i] hope of actually soloing my solo-only toon all the way to 50!

    /em does a happy dance.
  2. [ QUOTE ]
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    The problem is that arscoh.com apparently vanished in late April, at least from the DNS servers in my part of the internet.


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    The domain appears to be back up, but the Calc is still gone. It was possible to grab the page from Google's cache a few days ago, but that too, is now gone.

    But even grabbing the page from the cache wasn't enough, because there was a javascript file that also needed to be downloaded (cookieFunctions.js).

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    Noooooooooo........
    I hope someone sets up a mirror somewhere, that was the most incredibly useful utility.

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    I know ... this is ressurecting the long dead post. However, don't rely on Google's cache alone for stuff like this. Use The Wayback Machine.

    That being said, here's what you were looking for. Keep in mind the reductions in endurance and such but if anyone wanted to run with it, go there and see what ya can get.
  3. Nilt_

    Twas...

    Now that's something that should show up in game somehow. Nicely done, indeed.
  4. [ QUOTE ]
    Either use Gnarly's Speed on Demand program you can download it at Nilt's City of Heroes Resources or use Monorail's CityBinder.

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    I'm personally using the new CityBinder for my MM binds. I haven't been using Gnarly's SoD binds for a while, having developed my own that work well now, but it looks as if CityBinder's integrated the functionality of Gnarly's SoD into it.

    I'll probably keep the SoD stuff up somewhere even if CityBinder takes over but my site's currently been having bandwidth issues. I may move to an alternate host but the one I'm on is free so ...

    Edit: I was shocked to see this thread still kicking. It's SO old now!
  5. [ QUOTE ]
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    I'm guessing Statesman will make some kind of apologetic post within the next 24 hours ... with a further statement about how he's most happy with defenders as they stand. And yes, he even understands how certain sets are perceived as underperforming. But, rest assured, the devs have their eyes on the situation.



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    As a regen since beta, if this happens ....

    you should be frightened ...

    very very frightened

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    I'll second that. As a regen since beta myself, I've seen one nerf after another. Can I still play? Yes ... and play well at Invincible, too. I am, however, rather miffed at 4 Issues worth of Regen nerfs after Statesman said "Don't wory regens. Concern = small tweak." Just because they think it's small now doesn't mean a thing.

    And, all irritation aside, I still love CoH and am actively trying to get my wife hooked on it too. :-P
  6. [ QUOTE ]
    Demonacsaid:
    -As a Fire/TA controller, the new controller damage bonus was great for the low levels I was playing through, but I noticed (many times) that a successful Net Arrow immobilization does NOT trigger the double-damage from Controller-Primary-Attacks. However, Ice Arrow's hold DOES trigger the double-damage from CPAs. I don't know which way is right, but it is at best inconsistent.

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    I've noticed this as well. What happens is there's a delay for Entangling Arrow (EA). Fire EA then queue an attack. EA fires then the ttack fires, of course. However, the attack hits before EA's done with its animation and, it seems, the target is not immobilized until the animation's done. Some powers such as Spectral Wounds hit pretty much when they're fired. This means that the attack hits before the immob is active. That's why you don't get the doubled damage on a controller. This is easily worked around by waiting to fire off your attack until the animation of EA is complete.

    While this adds an extra dimension to attack chains and discourages pure button-mashing, it is inconsistent with "autohit" attacks regardless of animation. For example, if I run by a mob with Super Speed and he shoots me, I take damage even if the animation isn't done. This isn't "realistic" but makes sense due to latency. EA, however, completely violates this disconnect of animation and effect. While I personally prefer EA's technique and think it may be intentional in light of oil slick's ability to tie in with another power, it's best mentioned in case it's a bug. (How's that for a runon sentence?)

    On other notes:

    The set lacks a heal. Sweet! Contrary to popular opinion, the title of Defender does not imply healer. You can defend by debuffing just fine and it's about time people figure that out. The set also would be a great Blaster secondary. Perhaps that's planned for later to encourage non-Blaster builds.

    Ice arrow's lack of damage is OK. It'd be a bit overpowered if it did damage as well. The recharge OR duration should be tweaked if damage is added. Personally, I'd like to see damage added and the duration reduced for Defenders while leaving it alone for Controllers. Controller don't need extra damage since they do double to the mob while it's held. You'd have to exempt Ice Arrow from the double damage rule in order to be fair since you'd have both benefits from one power. Hope that makes sense.

    That's as far as I've gotten so far in TA, personally. I've been testing other sets and exploring Croatoa. There's so much to look at in I5 that it's hard to look at all of it. Hopefully a level jump for new sets will happen before long so we can test high end content and powers before release.
  7. [ QUOTE ]
    A lot of people assume Hades is evil and nasty because he rules over tartarus where those that were sinful are punished for all eternity. What people often forget is that he also ruled over the Alesian (sp?) feilds where those that were good, live happily and peacefuly in the after life.

    Hades was just the caretaker of souls, he wasn't exactly the Greek version of Satan. Hades didn't tempt people into sinning, quite the opposite probably... less work for him.

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    This is not intended to bring up a discussion on the merits of various religions; I have absolutely no interest in pursuing that type of thing either IRL or online.

    Yes, very true. What many modern folks have a hard time understanding is that the ancient Greek and Roman gods were not assumed to be "perfect". To my knowledge, this is a Judeo/Christian thing more than anything else. Many religions (or cultures, you decide which word you prefer) ascribe much more human attributes to their gods than modern Christians. Heck, if one actually reads the Bible, you'd find that the Christian god (God, if you prefer) is traditionally as vengeful as any ticked off mortal.

    The whole sin thing isn't where we want to go either. Just remember that we modern men (and women) tend to apply modern thinking and ideals to ancient peoples. This makes for a poor understanding of the Ancients, in my opinion. That's all I wanted to say, really.
  8. [ QUOTE ]
    Anyone else waste their talent spots on having both fly AND teleport? I really think I'm going to try it, though I'll probably end up dropping to just hover eventually. I know people say it's a waste to have more than one travel power, but I really think of teleport as a strategic choice and not just a travel ability.

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    I have both Fly and TP on my 45 MA/Regen scrapper. Fly is 4 slotted for speed, Hover is 6 slotted for speed and TP is 6 slotted 4 range/2 end reduction. I used to have Super Jump but when I came up on 40 I wanted easier travel in the Shadow Shard, so I respecced to Fly/TP. I ended up re-respeccing to get Hover due to the Knves of Artemis and their darned caltrops!

    I now fight full time in Hover and hit Fly for short hops to the next group (bound to shift+space). I use TP for lng distance tarvel, of course, and for the following attack: Focus Chi > TP into the center of a nice group and, while TP animation goes, I hit Dragon's Tail. This take almost anything to half health. I did that th eother day into a group of 6 Alley Cats and got a crit on each one for a complete group one shot. I plan on doing repeatedy eventually while recording a demo because it just made me giggle like a schoolgirl. Nothing beats that feeling.

    As far as how many slots I used (total of 8), I like the way I can fight like this. Nothing can fly out of range and I would only put the slots somewhere I wouldn't really want them anyhow. Anyhow, Fly and TP is a great combination. I am faster than anyone else (went from one end of IP to the other in 1 minute 20 seconds the other day), never run out of endurance due to Quick Recovery/Stamina 6 slotted and I have all the vertical movement I want.
  9. [ QUOTE ]
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    What about the group holds that do no damage whatsoever.

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    Currently - stay within 300 ft.

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    Not wanting to assume anything here, so .....

    Is this an indicator you'll be modifying the way controllers and/or defenders can gain XP, Statesman?
  10. [ QUOTE ]
    What do you think about this change to the default binds?

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    Personally, I've found the Ctrl+# function annoying as I'll occasionally hit it, changing my tray about. This has necessitated a change in my binds to simply remove the function. I'd certainly welcome the option for another tray being visible and agree that the Crtl+# is the best bind for this currently.
  11. [ QUOTE ]
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    Really bad timing here, but I've got an initial release of my team_select generator ready to go. You can grab it from here: http://www.the-kgb.org/Select.exe

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    Sweet. It's been a while since I looked in on this thread. That's a great way to do it. Thanks again!

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    Man this was hard to find! Darned Search "feature"!!!!!!
  12. [ QUOTE ]
    Anyone know where to get Gnarly's Hover/Fly Bind now?

    this link
    www.jim.cavanaugh.net/sod.htm

    appears to have a dead-end for it.

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    You can get it at my site. Link is in my .sig
  13. [ QUOTE ]
    Really bad timing here, but I've got an initial release of my team_select generator ready to go. You can grab it from here: http://www.the-kgb.org/Select.exe

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    Sweet. It's been a while since I looked in on this thread. That's a great way to do it. Thanks again!
  14. It's my experience that when someone other than the mission owner grabs the items, noone else gets experience for the mission. Whether this is now fixed or not I always allow the mission owner to get these. There's little or no delay in doing so and it's better than missing out on the experience for the mission.

    I will test this on the test server sometime when I get such a mission and can get a teammate as I don't know if this was fixed or not.
  15. [ QUOTE ]
    Not to add more work for you, but could these files be made with a Visual Basic Program?

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    Not that I'm an authority on VB or CoH's internal workings but I don't see how this'd work unless it's a completely separate app running in the background that somehow reworks the files on the fly. CoH, as I understand it, is designed specifically to prevent much in the way of scripting. Rebinding keys in this manner works but, since the devs want to prevennt unattended macroing there's just no way to force CoH to recognize any programming or scripting that I'm aware of.

    Sure, this'd be easier but unfortunately the unattended macroing in other MMOs have killed this as a feature in CoH.
  16. Nice use of the binds and quite clever, indeed, setting the team size, etc.

    Very slick. One of the best bind setups I've seen to date.
  17. [ QUOTE ]
    can anyone point me to the city of bindings program that someone named jonathan created? It was great but I can't find it back on the boards!

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    Here ya go.

    I've used it and found it to be reasonably good but I find I have better luck just editing the files. Perhaps I'm just old (I remember working out the bindings for Quake years back in AGQx, the old Quake Newsgroups. I've never found the apps like this to be all that helpful.