PoptartsNinja

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  1. I wonder if this is an artifact of the random number generator.

    As in, when a mission goes to assign spawn-points, it now knows it can spawn "a boss with a minion" in addition to "a swarm of underlings", "lots of minions and a lieutenant", and "a bunch of lieutenants and some minions".

    We all know how streaky CoH's RNG can be at times; or how, when you're fighting a pack of Rikti monkeys, the NEXT spawn (or two, or three, or five) also tends to be Monkeys as well.

    It seems entirely possible that, when they added bosses to the 'mission spawn generator', they did so with absolutely no limitations as to how many or how often bosses could spawn. It would seem to me that adding some sort of artificial limiter to the boss spawn code could resolve this; either by 'capping' the number of bosses that can spawn in any mission (based on map size, 3-4 for small, 6-7 for medium, 8-12 for large); or by forcing the RNG to 'skip' a boss spawn (and spawn minions instead) if it's assigned a spawn as a 'boss' spawn within its last three picks or so.
  2. Steve kicked more butt then the rest of her graduating class at Wolf Spider academy; and one of her male classmates (second in the class) started calling her 'Steve' as a joke, which caught on like wildfire. It's not her real name, but it's what everyone in Arachnos calls her.

    Really, I made her on launch day for VEATs--she was indeed a joke referencing the formerly all-male nature of the Wolf Spiders. I also made a huge max-height max-slider Blood Widow named Widow Steve (who wound up deleted, 'cause I found his concept a bit more horrifying)
  3. I'm having the same issue with the Wolf Spider breastplate (the 'shoulders' option). Both pieces are just gone. I've tried toggling SG mode (just in case it was an issue with the SG symbol), switching from one breastplate to the other, and even switching to Bane Armor and back; none of it works.

    The cape going missing... it definitely sounds annoying. Losing the whole breastplate, however, makes the Soldier costume look completely awful.

  4. Heh, I like the idea of a Spider/Widow costume change. Crabs could cocoon themselves and come out in a different costume, while Fortunatas could point off into the distance as if to say 'Look, what's that over there?' and then change in a flash of purple light. Night Widows and Bane Spiders could... turn... invisible... and change, flinging physics-enabled pants everywhere? >_>
  5. Submitted mine, after much work (and actual testing; which I don't normally bother with). I think it's solid, although it might be a bit tricky solo if you lack Mez protection or are afraid of Vanguard.
  6. I have. I've even tried switching to the Bane Spider armor to try to jump-start it into working--nothing. It's like the piece doesn't exist anymore. Has this been a common problem; or is this something new?
  7. I'm not in SG mode, I've tried toggling between the two and the problem remains. When I go to select the other breastplate option in the tailor it'll take my money but doesn't change anything.

    ... in short, both versions of the breastplate are simply gone.
  8. Alright, so I was in the RWZ just hanging out, more to avoid Arbitrating anything for a bit then anything else, when I noticed that something seemed to be missing.



    ... Rikti Monkey stole my chestplate! If anyone's seen it, please return it ASAP. I can't be a proper Arbiter without armor!

    Hehe, anyway, has anyone else ever had this happen? It looks like the breastplate/shoulder spikes were replaced by the little Arachnos symbol that normally sits on the breastplate; not even Icon can fix it. It's simply gone, completely, and it looks really, really strange.
  9. It could also be the 'magnitude' is somehow scaling weirdly with your AT, although I wouldn't imagine that to be the case, I have seen some weird things with the [power] function. For example, Seismic Smash apparently does double damage against held/stunned/etc targets if used by a SoA Crab Spider. It's possible (but unlikely) that whatever modifiers Reichsman gets for being an AV are flubbing the curve a bit. Do the numbers change at all if a control character looks up [Fist of Tyrrany]?
  10. The Cassandra Cain / Batgirl one was pretty much the nail in the coffin for DC for me. That, and killing off of Spoiler / Stephanie Brown.

    ... Of course, Steph recently got better from being murdered with a power drill by Black Mask, and is now the new Batgirl (and so far, the first 3 or so issues of that have been sorta... fun, in a way I don't expect to see in DC. I imagine that'll last right up until someone else takes over the book and has her murdered by Black Mask again so Barbara can have her spine and become Batgirl again or something. >_> )
  11. It even happens in the Mission Architect:

  12. PoptartsNinja

    New ATs please

    Quote:
    Originally Posted by HeroJunkie View Post
    Blaster Ranged Sets with Mastermind Pet Sets

    Mastermind Pet Sets with Scrapper Melee Sets
    All the fun of being a Mastermind, with none of the survivability!

    Quote:
    Originally Posted by HeroJunkie View Post
    Dominator Attack Sets with Scrapper or Brute Defense Sets
    This could work, though. Especially if they added a sword/pistol "Swashbuckling Assault" set and slightly lowered the 'caps' on defenses (making them slightly squishier scrappers with more ranged options and AoE)
  13. Clamor, definitely. Anyone that old who can have that much fun would be a better date then a fire-based villainess who lived through World War 2 and thinks Hitler is an 'ok guy'. Clamor probably knows all the best dance parties, and if worst comes to worse you could always take her on a drive-by.

    ... I mean, to a drive-through. Yeah.
  14. I'll support new skeletons if the first priority is dinosaurs (and dinosaur riders) added to Cimerora. Because nothing says "history" like Nazis, Romans, Aliens, and Dinosaurs. If we can add in some gorillas, we'll be golden (because everything's better with monkeys)!
  15. Potentially, that's just a bug where the 'water height' was set below the actual level of the water. You can't change your height/depth at all, so it's really not much different from normal water.

    ... if we get an underwater zone, it'd probably put everyone in the zone under a group fly effect (with a different animation), and disable access to normal travel powers. At least, that'd be the easiest way to pull off 'underwater' (of course, the animation team'd have to make a ton of animations, and the powers team would need to find some way to keep swimming from crippling powers that only work in contact with the ground...)
  16. Wow, I'm really not sure how my factions got all messed up. The arc was originally created before you could custom name boss factions etc--it almost looks like it reverted to one of my previous versions without my noticing.

    I was hoping for a better score, but I can understand how it might be frustrating. I just wish there was a more reliable way to get Rikti into a lower-level mission. >_>

    I'm also really not sure what happened to the bombs (in my last revision, they were all 'A Bomb').

    I'll have to rethink the kill-all on the boat, I picked the smallest one and if people still find that annoying I think I'm simply going to eliminate the kill-all objective from any subsequent arcs. I felt it made sense, since the boat IS how you smash in the doors to the secret island base, but I may re-work that.
  17. Most hated: Mind / Illusion control (really, any set with a high magnitude fear or confuse). Very few sets resist either in any appreciable way, and confuse is especially annoying since it even overcomes Blaster defiance.

    Most loved: Really hard to say--any combination that 'meshes' together in a surprising or effective way.
  18. It'd be great for pirates, too--sword and pistol. They could call it the "Swashbuckling" set

    Give it a good 3 solid ranged attacks (two single target, and a cone with pistol version of full auto, perhaps), and the rest melee. Make the set flashy (a melee power where you immobilize the foe by stabbing them in the foot would be pretty hilarious), etc.

    The Tier 9 heavy hitter could be a "mixed" attack (sword knockback + shoot them a couple of times as they go flying away), but would likely have to be reduced damage compared to other sets heavy-hitters to compensate for the extra utility the ranged attacks would bring.
  19. Vanguard are melee Kryptonite, but they're entirely beatable in melee with melee characters provided you're careful and stay mobile.

    ... and keep your eyes out for that nasty 30-odd minute debuff the Vanguard Wizards can toss at you.

    They were pretty much cake for my Stone Melee/Electric Armor brute, who pretty much just kept them flat on their backs in every fight (go knockdown!)
  20. I'm all for this.

    As part of the Blueside tutorial: You could rescue Serge, who would then offer to change your costume for free AND would ask you to "come find me at Icon at level 20!", which would serve as an introduction to getting extra costume slots for new players.

    As part of the Redside tutorial: you could help a Vhazilok Eidolon escape from a cell. She'd then offer to perform a gratis "cosmetic surgery" to make it harder for Longbow to find you, and tell you to go meet her boss once you reach level 20.
  21. Quote:
    Originally Posted by Hercules View Post
    I didnt care much for the response - but I guess most GMs would assume you're lying.
    They don't assume you're lying. What they do is check to see if any of the mobs are stuck outside the map or in places where they're otherwise unreachable (or if any of the objectives is unreachable). If mobs are on the normal map (no matter how obscure a location (did you check all of the little office rooms?), and are reachable (and there's more then one--i.e., a missed spawn), then the GMs likely won't be able to help.

    And yes, you have to stay on the mission to keep the instance active. If you leave the mission to go do other things, the instance closes and resets itself, so the GM can't do anything anyway.
  22. I suggested this multiple times when I13 went into open beta, and a lot of people seemed to support the idea of making some of the text more neutral. Now that we (potentially) have the option for two separate text trees, I fully support the idea of changing the mission text in the RWZ to render Vanguard a touch more... sympathetic... to their estranged Villain allies (After all, they asked the Villains to come help, so of what benefit is it to annoy them?)
  23. The War Witch in Pocket D doesn't act as a trainer for anyone; unless they've changed something in the last week or so.
  24. Quote:
    Originally Posted by Sardan View Post
    Surely you're joking. I have a pretty high end PC with a fast internet connection, and the "valley of lag" in the 3rd mission is horrendous. It's also common to get horrific lag on the towers at the end of the final mission. It doesn't seem to be a client issue, as it hits all players simultaneously.
    I've never bumped into this issue either, even at moments when everyone on the team is screaming "Ahh, the lag", my computer (which is fairly middle of the road) seems to handle it fine.

    The only difference I can think of--I bump down my particle count by 50% (whether my computer needs to or not) to streamline things when there're a lot of effects going off. The Romans aren't firing off a ton of particle effects, though, so I really don't imagine that's making a huge difference.
  25. I also believe the -ToHit from flash arrow is unresistable, even by AVs, which means against AV-level targets Trick Arrow is providing the roughly the same level of -ToHit as the entire Dark Miasma primary.