Quinch

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  1. Unless they changed it since the last time I've used it, we're talking about the same Ignite with the duration and area coverage of flaming poo on someone's doorstep?

    That said.... eh, AR works fine for me, in terms of gameplay efficiency. My biggest gripe would be that it's generic-looking; after the flashiness of the newer powersets, just pointing and shooting is a bit bland.

    One way of using the OP to solve it would be to make a separate powerset - say, changing the original AR into armcannons and AR {in name only} with this. But I don't see how it could be done without ticking off quite a few AR users with concept characters.
  2. Are you fighting enemies inside AE missions?
    Are you below Lv20?
    Are the enemies you're fighting below Lv20?

    Tips won't drop for you if any of the above is true.
  3. As a content junkie, I agree that there's a problem here. A simpler {for the players, anyway} solution would be for the mission to exemplar you to its maximum level; that way players don't have to worry about missing anything, without the devs having to worry about balancing enemies all the way up to Lv50.
  4. Quote:
    Originally Posted by Mind_Lad View Post
    Aww guys... I have just moved to Kenya to take up a great position.
    Good thing it wasn't Nigeria - you'd never hear the end of it.
  5. Okay, when I finished Luke Whateverhisnameis {the politician} arc, I didn't get Steffard. I'm aware that I can basically arrest/kill him during Investigator's Whossface's arc - I made a point of not running the Arrest Cutter Cain {or rather, I ran it, went "OMFG, that's the contact I'm supposed to not kill!" and abandoned it}. Please, please, please tell me I didn't lose Steffard just by taking the investigator's arc.
  6. Refresh my memory, is there a way to have player names show up during demo playback?
  7. Quote:
    Originally Posted by Talen Lee View Post
    Psst, quinch, they're talking about the cap.
    I'm pretty sure the blue numbers in the attributes window mean that the value is capped out.
  8. Quote:
    Originally Posted by Panzerwaffen View Post
    No. I'm not sure off the top of my head, but it's something like 2000%-3000%.
    Ehehehehehno.

    Tested it with Rest {edit: on a corruptor} - which also has a 425% recovery bonus, by the way - without it, base recovery is 1.67EP/sec - with it is 8.34EP/sec with it, resulting in about 400% recovery bonus. That's after the interruptible six-second animation time.
  9. The recovery cap is what, 300%?
  10. Quote:
    Originally Posted by Void_Huntress View Post
    It's not risk that's crucial, but pacing. Risk functions as a statistical rate gating effect.

    If you just stop and wait for a moment, yes, this is risk free, but it also adds a small amount of delay before you resume producing rewards.

    In effect, free access to rest has a side effect of increasing the average reward over time for the entire game. This is a presumably excessive side effect unless you're ALSO prepared to demonstrate that the reward over time in the game is too low.

    That's a hard sell.
    The flaw in your reasoning is that you're using a reward vs. time equation, rather than reward vs. effort. The former would be a valid argument in you-know-what where combat can easily be automated, but not in a far more dynamic {and let's be honest - far less time sink oriented} design philosophy of CoH.
  11. Quote:
    Originally Posted by Techbot Alpha View Post
    There is no one-shot rule. Or if there is, its only in very extreme cases.
    There is, actually - I forget when it was implemented, but you can't go from 100% health to dead in a single tick of damage. If a power has two damage components, however, yes, you will die - if you have, say 300HP and get hit by a power that does 1000HP damage, you'll get knocked down to 1HP. But if the power does one tick 1000HP damage and one tick of 1HP, then you'll be dead.
  12. If you took the mission at Lv2 and are Lv9, then you've outleveled the contact - they don't have any more missions in your level range. However, they should refer you to the next contact.
  13. Quinch

    Content Revamp

    Quote:
    Originally Posted by firespray View Post
    No, they don't actually. Some of the arcs give certain missions out in a random order. The contact in The Hollows that gives the Frostfire Mission (can't think of his name right now) does this (and I'm sure there are others too). When my wife and I are running missions, it's a pain when he gives her a different mission than I got, since then we have to go through parts of the arc multiple times.
    Haven't noticed it. Anyway, abandoning the mission will give you a new random one, so there's a solution already on hand.
  14. As always when this topic comes up...

    GOD DAMMIT YES!
  15. Quinch

    Content Revamp

    Quote:
    Originally Posted by firespray View Post
    1. Remove the random missions that contacts give out. Instead, make it so that they only give out their story arc missions, the way the new contacts in Praetoria do. I understand why they were set up that way originally, but they just aren't needed anymore, and frankly, they detract from the story arcs.
    Unsigned. I like my random missions. If you want to run story missions exclusively, abandon the given missions until you receive a story arc one {you'll recognize it through the book icon in your contact list}


    Quote:
    2. Change the contacts so that they give you their cell phone numbers much earlier, ideally after doing a single mission for them. This makes any running between zones that you need to do much less painless.

    Your wish has been retroactively granted.


    Quote:
    3. Make sure that contacts give out the missions in their story arcs in the same order to everyone. This makes it much easier to run a story arc in tandem with someone else.
    To my knowledge, story arcs always run missions from A->B->C etc. Not doing so would result in narrative confusion.

    Quote:
    4. Fix the story arc missions so that unless there is a good, story-related reason for it to be otherwise, all of the missions are in the zone that the contact is in. I understand that there are reasons that certain missions should be in certain zones, and I'm fine with that. But if you're just doing 3 different 'defeat all' missions to gather information, there's no need whatsoever for those 3 missions to be in 3 different zones (none of which is the zone that the contact is in).
    I agree there - less travel time between missions is always good. That would require reshuffling of contact-given missions to ensure that enemies in those missions fit thematically into the zone {Outcasts in Steel Canyon, Trolls in Skyway, etc}.
  16. It's.... back....? For now? Globals too.
  17. Quote:
    Originally Posted by zprophet View Post
    Is it just me, or has Virtue specifically been having a lot of problems lately? Seems Virtue, and only Virtue, is going down almost every other day.
    Blame the catgirls.

    Also, globals seem to be down. And the whole thing is rubberbandy. But up. For now.
  18. Quote:
    Originally Posted by Flashforward View Post
    Same here...

    ((ohh and post #1 for me))
    Hey, welcome to the CoH forums. If you're new to the game altogether, double the welcome.
  19. Ran around a bit after the maintenance finished, mapserved and now I can't get any of the characters logged in - anyone else having this issue, or is it just me?
  20. Also, when you use the ;newspaper emote, it opens the Praetorian version of the papers, instead of the stock CoH one.
  21. Is there a way to add custom sparkly text into a demo? The kind you see around "Inspirations Full", "Level Up" and similar effects? I've tried capturing the text, but the "float" command seems to call on predefined effects.
  22. Quote:
    Originally Posted by Doctor_Gemini View Post
    I haven't done any of the old missions yet, but the tip missions do seem ramped up in difficulty. Playing at just +1/x0 is giving me purple bosses.
    Purple bosses at +1 difficulty makes sense - they will be orange-to-red at +0 difficulty, so +1 will bump them into the red/purple range.
  23. There's quite a few complaints around the forum about Praetoria being too difficult for low-level characters, yes. They seem to be adjusting them downward, though - the latest patch rebalanced the Syndicate to be less punishing, so presumably other Praetorian groups will get the rebalance treatment in due time as well.