Quinch

Legend
  • Posts

    1484
  • Joined

  1. Spire 420 thermal paste, came with the new heatsink. Also, the heatsink specs are http://www.spire-corp.com/main/produ...sp?ProdID=1140 , the CPU is a fairly oldish Athlon x2 dual core at 2.1Ghz. Anyway, I've reapplied the thermal paste again, much thinner this time, and it helped a bit. What's the generally "safe" temperature range for a CPU to work in, anyway?
  2. Done that twice over - the second link is the paste before I've clipped the heatsink on, not too thick, but with a large and consistent surface area. I think.
  3. Alright, so... I've got an overheating CPU problem.

    A quick rundown... replaced my old and grindy CPU fan with a new one... except when the CPU runs at full or near capacity {for example, when running, oh, a game of some sort}, the temperature gradually creeps up, and keeps creeping up indefinitely - or until the CPU starts screaming in pre-shutdown agony.

    Stuff that might bear mentioning;
    The fan only has three connector pins instead of four. However, since it came with the heatsink itself, I assumed it shouldn't be a problem.

    The specs on the box say that it should go up to ~3K RPM, but SpeedFan never reported it going more than 2K-ish.

    Once the CPU eases off, the temperature quickly drops back into fifties and gradually down into upper thirties.

    There's a consistent layer of thermal paste across the chip. There's a bit of horizontal wiggle room with the heatsink clipped in place, but it seems to fit snugly against the chip anyway.

    Pictures and crap: http://img.photobucket.com/albums/v2...h/PB120246.jpg and http://img.photobucket.com/albums/v2...h/PB120248.jpg

    Any ideas? This constant game of "I'm not touching youuuuu!" is starting to get on my nerves.
  4. Just to run this by the board and see if there's a point to it. What with freems being heavily locked down communication-wise on account of spammers, would there be any point in creating a Steam group for freem players organize and coordinate team-forming?
  5. Quote:
    Originally Posted by Synapse View Post
    There's a fix for this in the works. You'll likely see it in issue 21.5. Instead of needing to claim base items multiple times you'll only need to claim them once. Then you can place the items an infinite number of times.

    Synapse
    Yess!! I'll be able to have my Wall-O-Guns again!!
  6. Quote:
    Originally Posted by Morgan Reed View Post
    Fair enough.

    But there are still RMT /local spams.

    It happens either way, and it is just as easy to report a person for spamming each way.
    That's much like saying that car accidents will happen either way is a valid reason to make brake pads optional. Spamming local has a limited range and is generally constrained to more active points, such as auction houses. Spamming tells... well. Nowhere is safe. We've been there and learned the hard way.
  7. Unslotted, what are the speeds at what levels? Paragonwiki fails me and I can't check firsthand in the game.
  8. Banefire: "Hey, run a bunch of only thinly connected missions, hunts and runarounds that culminate in nothing at all!"

    The Tsoo Takeover: "Ninjas have kidnapped the other gangs. Are you a bad enough dude to rescue the gangs?"

    Division: Line: Needs to be revamped to reflect the second invasion.
  9. Short version is, you get Marauder as your Lv1 contact no matter which side you pick. After that, it's up to the alignment - you can run Warden and Responsibility arcs regardless of which side you're on, but for Power and Crusader arcs, you need to be a loyalist or resistance respectively, so if you want to run everything, you'll need to switch sides periodically. On the upside, there's a trick to switching sides easily - almost all morality missions let you choose your side before the mission ends; so you can switch a side, then simply exit the mission and repeat as necessary. I usually use Cleopatra's takedown, since there's least hassle involved before the pick-a-side prompt.
  10. Quote:
    Originally Posted by Ultimus View Post
    I've read Zombie Man's Guide and such. Curious if anyone has done this, does it matter if you go with Loyalist or Resistance at start?
    If you turn off your XP, yes, it's quite possible to run all of the Praetorian arcs - I've done so twice so far. Your initial choice dictates on whom you "really" work for, which is kind of an annoyance - so if you choose resistance, you can only sabotage loyalists, and vice versa. Most of it is just flavor text, but it does undermine the theme if you like to go with the "playing both sides against each other" approach.
  11. Quote:
    Originally Posted by Obscure Blade View Post
    Use the guy who did Recluse's speech in Grandville.
    Mojo Jojo reading the CoH EULA?

    DO IT!!
  12. Quote:
    Originally Posted by SnakeRogers View Post
    I totally agree. My current main is a Praetorian, and there is no acknowledgment of this in any Redside or Blueside material. It's actually sort of funny, right after arriving from Praetoria my toon goes to Kalinda for a cape mission, and Kalinda tells me about how Arachnos broke me out of jail. Praetoria was/is supposed to be such a big thing for CoX, but no real attempt has been made to retrofit pre-Praetoria content to acknowledge it.
    Or if you go back to Praetoria, nobody remembers you anymore.

    Apparently they fixed those Enriche-water pipes quicker than I thought.
  13. The only, but huge {huuuge!} thing that's been keeping me out of Praetoria are the mobs.

    Unmezzable, unstoppable, rock-flinging Big Dogs?
    Burnpatch spamming blast masters?
    Instadeath-from-range sword masters?
    loldefense clockwork?

    They don't belong in a starting area. I consider them Lv30 mobs on a vacation, certainly not something to be fought when your options are "punch" and "punch a little harder".

    Balance, please.
  14. Quote:
    Originally Posted by TheJazMan View Post
    No? Nothing?
    It's been suggested before, and I agree. Problem is, AE system is at a disadvantage from the regular content because of a much more limited array of tools AE has at its disposal.
  15. Quote:
    Originally Posted by warden_de_dios View Post
    Newbs should learn the joys of tab targeting, and get into the habit of hitting tab a lot when they are in a zone that's their level or higher.
    Or /optionset showvillainname 1 {with showvillainbars 1 for good measure}
  16. My personal "lawbook" for newbies;

    1} Forget everything. Yes, everything. Including that thing. And that other thing too.
    2} If you're having fun, you're doing it right.
    3} It's the journey.
    4} No harm, no foul.
    5} When in doubt, ask. When certain, answer.
    6} Experience trumps XP.
    7} Present your best side. Expect the same.
  17. Ehh, for the most part, I only use dual builds on my glittersquid - one with heavy slotting in the tentacleblaster form, and the other for lobsteratry.

    For almost every other character, I just stick to general-purpose slotting.
  18. Mind control/Empathy controller.

    Whack-a-mole on crack.

    That is all.
  19. Quote:
    Originally Posted by Feycat View Post
    When there's an AOE specialist, you get the Cabal
    -fix't-
  20. The problem with market "balance" argument is that it treats the goods as a homogenous entity, while they're anything but. High-level salvage, for example, is often in high supply and low demand* because once slotted, Lv50 characters have a continuing supply of salvage with no need to replace their enhancements, whilst lower level IOs are more "transient" and thus have a much higher replacement rate.

    My suggestion would be an inspiration-style conversion system, much like what we saw with base salvage - convert three {or more} identical pieces of one type of salvage {or recipes} into one piece of salvage of the same rarity. That way, it might be possible to balance out the disparity between items which are in absurdly high demand, and ones which are in absurdly high supply, while a net material loss would keep the goods from being completely interchangeable.


    *hell, I think I broke the Lv50 damage market just by mass-producing thousands of IOs from cheap demon reports and kinetic weapons
    **and recipe pool categories and whatever else they might be grouped by
  21. Quote:
    Originally Posted by IanTheM1 View Post
    On that note, I'm personally not concerned about being able to further alter NPC appearances, but rather being able to alter their powers. I'm still not entirely clear on why it's not possible to do that. (I suspect that part of it is them wanting to stop you from giving Dual Blades and other such weapon sets to enemies it would look completely wrong on, like Bladegrasses or something, but I would assume the basic functionality is entirely possible.)
    Eh, I don't see the problem - it would be up to each author to verify if a model is compatible with powers. On that note, I'd like it if we could treat models and combat abilities independently - so for example I could create a custom NPC and assign them the combat attributes of say, a storm shaman. Or conversely, take a CoT mage and deck them out with an array of Assault Rifle powers. Or take a Tsoo sorcerer who's actually a disguised Gunslinger, and so on.
  22. Quote:
    Originally Posted by Texarkana View Post
    /em wonders if Quinch is too young for AOL references

    ( ' :
    Not too young to know of them, far too lucky to know them personally.
    {mind you, my 14Kbit days weren't that fun either... but still, AOL}
  23. Quote:
    Originally Posted by NerfSliver View Post
    Fine idea...like many on this board. I would want the sound to be very distinctive...this game makes a LOT of noises.

    Perhaps a voice message, e.g. "You've got Leadership"
    Or a big splash sign, like the kind you get when you change/affirm alignments in Praetoria?
  24. Quote:
    Originally Posted by Rhinoxx View Post
    My interest in creating my own bit of content for the CoHniverse have recently rekindled and as far as I can tell nothing has been added featurewise, even if the new maps are nice

    I was wondering if there are any intent on some of the following points:
    • Creating scripted scenes: I know scripted scenes are not everyone's cup of tea, but for the climax of a story arc it would be grand to be able to add a little drama that way. I don't know how the current setup is for that - but I was thinking that a fixed camera position, use of the model we have picked and some way to create a number of dialogue+animation blocks would be within the realm of possibility? Adding a skip-function right away would probably also be really helpful
    This is from way, WAY back, but unless something has seriously changed, making cutscenes in the CoH engine was a massive pain in the waffles. Wouldn't mind if, but won't hold my breath.

    Quote:
    • Creating custom NPCs from existing groups: Currently we can only alter the colouration of existing enemy models - I was thinking it would be great if we had the option to create custom additions to existing groups, say Freakshow or Devouring Earth. I assume the parts they are made from exist as resources that can be put together, so a costume editor that would allow us to flip a few things back and forth using a fixed set of arms, hands, heads, etc so the models arent broken - like adding a Dreck arm to a custom Freak boss or perhaps scaling down or up down models to create shorter or larger minions, lts and bosses.
    Nope - most NPCs are one-piece models.

    Quote:
    • Monster maker: I am REALLY missing the ability to create large and grotesque monsters - and given that unusual shapes already exist in the game, this should also be possible with something like a "monster costume editor" that allows for larger size than 8 feet and access to some of the hands, tentacles, body forms and whatnot you have created for all myriad of non-humans in the game.
    How would that work exactly? Also keep in mind that, if you stretch the geometry, you'll also stretch the textures, leading to 90's looking graphics.

    Quote:
    • Custom maps: Custom maps is really high on the list - and if not full maps, then just a specific room in a map (for that end-all-be-all showdown) so it could be tailored to the occasion and the NPCs in play. Given that we already have the base editor, this would also seem within the realm of the plausible - even if I suspect that maps probably take up a lot of space if they are constructed in the same way as custom critters
    This would be ambition, but I want this SO much. Use the base building interface to build mission layouts from scratch - if you look into demorecord files, you'll see that it doesn't take much data to define base object placement either. Maybe go the extra mile and develop algorithms that would build missions on the fly from a predefined group of objects, and mission layout repetition might as well go bye-bye. It would be a massive effort, but the potential... the potential!
  25. Scrappers, stalkers and brutes.

    Given that I can't relax unless I'm keeping track of at least three separate things at once, a single-target oriented AT bores the living daylights out of me.