Samuel_Tow

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  1. Quote:
    Originally Posted by JayboH View Post
    Samuel is wrong anyway, there is no fear component in it anymore. Mobs run from burn when they get close to death just like they do with any other attack in the game.
    I don't have any way to actually check this since City of Data appears to be out of date and that's the only place which lists the "hidden" Avoid effects. I do know, however, that as soon as I drop Burn, enemies scatter. They may take a second or two to react, but they scatter. They never run far, but they do run out of the patch. I've been successful in keeping them in the patch only by killing them, usually via adding in Fire Sword Circle. However, if you let them stay in the fire, I've never seen them stick around.

    But again - the bulk of Burn's damage is up-front, so it works either way. Now if only the same could have happened to Ignite...
  2. Do you have any "mods" installed? Model swaps, VidiotMaps mods or anything of the sort? Check to see if your City of Heroes folder has a Data folder and if you can't find the texture that's the problem somewhere in that. The game is giving you the path to the problem, and if the problem isn't with the pigg files, it has to be with something in the Data folder that's trying to override them.

    If it's neither, then I don't know.
  3. Personally, I feel the problem with nukes is they're less a combat power and more a "skip spawn" button. Yes, they're impressive, but they're the equivalent to skipping the cutscene. Almost every time I've used a nuke, it's been to avoid a fight with a spawn, rather than as an integral part of that fight.

    I'm much more a fan of "mini-nukes" because they're part of a character's overall offensive capability, rather than a replacement for it. It's the same reason I dislike Granite Armour, among others.
  4. I've suggested this many times before, and I will agree with it again. I want to see an option which removes level variance. If I picked +0, +1 or -1, then spawn enemies of that level, not enemies one level above what I asked for half the time.

    I've nothing against keeping existing options as they are, provided I have an extra option, call it "Prefers to fight enemies of a consistent level." Let me pick that if I choose to, and let other people looking for more challenge or more variety choose to disable it.
  5. Quote:
    Originally Posted by Aura_Familia View Post
    Plus the fact that more people playing Khelds may have lead to the decision to look into them pretty soon to see if they need any buffs. (as was mentioned in one of those marketing articles or ustreams).
    That's a good point, as well. As long as Kheldians are considered some kind of exclusive prestigious reward (they never were, but let's assume they were for the sake of argument), then a lot of their faults could be left in with the excuse that they're "elite" and so don't need good balance. After all, if a player made it all the way to 50, said player should be able to play an obviously under-performing, prohibitively complex character. Because it was "l33t." Once you open the AT to the masses and a lot more people run through the levels with one, the faults in the AT become that much more apparent, the datamining that much much comprehensive and you see opinions from a lot more than just the select hardcore few who can tolerate improper balance.

    In a way, opening Kheldians to everybody meant that they had to be good for everybody. And that's a good thing.
  6. Have you tried running a Repair (Consistency Check) pass on your Test client. This sounds like a corrupted pigg file. I couldn't tell you which pigg file that might be, and it's generally not a good idea to mess with them or delete them, but running a consistency check is a definite must.
  7. I just know that I, personally, find "entitlement" to only extend within the confines of a single person. "What am I entitled to," not "What am I entitled to as opposed to that other guy?" As such, I find it completely and utterly immaterial what other people have, because I don't measure success by how much more or less it is than other people, but by success own merits. As such, all I care about regarding Epic ATs is whether or not I have them. I couldn't care less if other people have them or what they did to get them. So long as I have my Epics, others can get them for free for all I care.

    I find the drop to level 20 is a good thing. If more people can have the good stuff for less work, then that's a better game for everybody, as far as I'm concerned.
  8. Quote:
    Originally Posted by Aura_Familia View Post
    If folks think they are racing through content, they can . . . UNSLOT their incarnate abilities.
    Or they can ask for content which is designed to expect the level of power which the Incarnate system - the de-facto end game - is designed to give them. Right now, Incarnates are like selling fast sports cars to a village that has only one dirt road. Yes, you can drive slowly, but you don't buy a fast sports car to drive it slowly on a dirt road. You buy a Range Rover for that.
  9. Quote:
    Originally Posted by Ironik View Post
    I was very excited when I realized the Valkyrie faceplate could be colored to match one of the stripe patterns.
    OK, this one I REALLY like! I love how the goggles match the Valkyrie face plate almost exactly. The round eyes in round slits give this one a sort of otherworldly, inhuman aspect as they express no emotion whatsoever, unlike some of the other helmets with a little more... Attitude

    Thanks, this gives me an idea
  10. Quote:
    Originally Posted by Johnny_Butane View Post
    The idea being normal maps, the technique the Steampunk faces employ, is that it does respond to light and it can fake detail that isn't in the actual 3d model. If we could shine a flashlight on these faces, the light would accurately play off the wrinkles and creases and they would appear to have depth on the otherwise flat model.
    So I've been told, but again, this is only the case with high-resolution textures and high-resolution normal maps. The most common way I've seen normal maps used is to take an extremely high-polygon model, something on the order of several million polygons, and then fake almost the same look on a much lower-polygon model, something on the order of a hundred thousand. Granted, that's talking about entire characters, but the point remains - normal maps are intended to face mesh complexity.

    The Steampunk faces don't appear to have been prerendred on a very complex mesh, and indeed don't seem to bring any additional detail at all. I don't see any wrinkles on them, I don't see any skin pores, any bumps or dimples, I don't see anything of the sort. It's like someone took a low-resolution texture, slapped it on a low-polygon face, slapped a low-resolution normal map on it and called it a day. This produces not only a low-quality face, but one which looks unnatural on top of that.

    Quote:
    The OTHER problem is that normal maps take up video texture memory. The Organic armor faces can be one 512x512 color map for example and that's fine. But any face using normal mapping may have to be shrunk down to half and so you can have one 256x256 color map AND one 256x256 normal map. Seeing as how blurry and low resolution the Steampunk faces look compared to the Organic armor and Clockwork faces, this may be part of what happened.
    If that's the case, then this isn't worth it. However, I know that the game already has a "bump map" associated with absolutely every costume piece which exists, and that bump map is to the size of the texture. Quite a few costume pieces also have reflection maps associated with them, and quite a few have "self illumination" maps, as well, all of them to the size of the original texture. As far as I'm concerned, drawing the Steampunk faces in anything BUT a very high resolution removes any point in putting normal maps on them. Not only do they look weird with this bizarre high-contrast lighting, but there's no point to adding normal maps if they won't add extra detail, for which you need high resolution.

    Of all the things faces need, "new technologies" are not a priority. What they need is better meshes and higher-resolution textures. And, no, normal maps can't supply better mesh substitutes in this case any more so than normal maps on a cube can make it look like a sphere. Normal maps add fine detail. They cannot make up for the lack of major structural detail deficiencies.
  11. Quote:
    Originally Posted by Electric-Knight View Post
    Yeah, Energy Torrent is likely the best bet, but nothing exists that is perfect (or close to) for it (If you don't like the energy blast effects).
    I actually don't mind the Energy Blast effects, I just can't find them in use by melee ATs. I don't even mind Energy Transfer so much, I was just looking for a single-target attack, something in the vein of Power Bolt or Power Blast. Does ANY melee AT get those in any of its Epics? As far as I'm aware, Tankers and Scrappers get Laser Beam Eyes (one more reason to HATE Superman for making that confounded power so popular!!!) for their sole single-target Epic attack, and Brutes and Stalkers get the same Epics, or close to them.

    If I could snag anything from Energy Blast that isn't Energy Torrent (or Power Push), I would be happy, but I don't see an Epic that offers that. Keep thinking we need a purely ENERGY Mastery set, as distinct from Body.

    Quote:
    Originally Posted by Electric-Knight View Post
    Of course, I was thinking that General, Epic and Patron Pools would be available to see and customize any day after Power Customization was implemented, hehe...

    And now... I find myself wanting to have such full documentation of all of the Incarnate Powers and their effects as well...
    Oh, it hurts to laugh Actually, yes it does, because I was right there with you pumping my fists about how the rest of power customization would come ANY DAY NOW! Are we there yet?!? That was, what? A year ago? Two years? I lose track of time.

    I hope the rumours of power customization being worked on are true, and that it's better than the half-hearted customization options for Blasters.

    Either way, DOO EET! I would gladly peruse such a resource and give you many "likes" on YouTube
  12. Quote:
    Originally Posted by Zombie Man View Post
    The Steampunk faces smooth out textures like the tiny lip wrinkles lending toward the waxy appearance.
    I'm pretty sure that's just because their textures are fairly low-resolution. Are you suggesting that they higher-resolution than they appear but have been "smoothed?" That would be... A questionable move.

    Quote:
    Originally Posted by Zombie Man View Post
    The Steampunk faces have contrasts that are too high (darks are too dark, lights are too light).
    This is the primary reason they stand out in the editor like a sore thumb. You're flipping through all the old faces, seeing a fairly smooth gradient shading and then BOOM! You get these pale faces with thick, dense black shading and that oily skin. Yikes!
  13. Quote:
    Originally Posted by Jophiel View Post
    I have no idea what the technology/technique was to do the Organic faces or the Clockwork faces but both seem to look superior to the Steampunk faces. If I was able to use Organic without the "organic" bits or if the basic clockwork face was available as a flesh option, I would use them all the time.
    The Organic Armour Face (and the Bio-Organic face) for all body types looks superior because its texture is HUGE. It's easy four times the surface area of the regular faces, and the result is a high-definition face that has sharp lines and crisp detail even up-close. The Steampunk faces, however, look to have very small, smeared textures. I've so far been unable to find the actual textures in the pigg files to confirm my suspicions, however.

    But the Organic Armour faces prove one point beyond reasonable doubt - a high-resolution texture counts for a hell of a lot more than any amount of shading or special effects. It's a really basic fact of 3D graphics that high-polygon meshes and high-resolution textures make for by far the GREATEST impact on visuals, bar none.
  14. Quote:
    Originally Posted by Memphis_Bill View Post
    Soul storm's going to be the bright glowy tentacles spinning someone in midair. The blasts aren't bright (as I recall,) but just like Dark Blast. Shadow meld - unknown. I *want* to say it's like the dark armors, but don't recall right offhand.
    Well, dog! There goes my reason to care. If they're just regular Dark Blasts, I can just pick regular Scrapper Dark Mastery, and I'm not going to do that, either. I had considered Mace Mastery for the Focused Accuracy, but... The mace...

    I was a bit hasty in writing a "particle cannon beam" into my character under the assumption that one of the Scrapper sets had it, without realising that... No, none did. So I considered using Patron powers, but as I've seen these won't cut it, either.

    Now, I did hear talk of further power customization coming (as opposed to "we're considering it"), and if this includes Pool and Epic customization, then that might solve a large part of that problem. Until then... Well, we'll see. I guess Energy Torrent will do.
  15. I checked, and I don't have access to any villain with Patron pools who has the same Patron powers as Scrappers do. Scrappers seem to have gotten the Stalker Patron powers, and I don't have any Stalkers above about 33.
  16. I suppose I could go to Test and try those out. I hadn't thought it it, believe it or not However, I'm looking for the Patrons available to Scrappers, and I'm not sure if I have a level 50 villain with powers equivalent to those. The link in the video, for instance, featured Soul Storm, which I don't think Scrappers get, but I could be wrong.

    My original hope, to be honest, was to find a database for the things similar to how I can check out all available weapons on ParagonWiki. Say, that doesn't have screenshots of those, does it?
  17. The "Epic" in Epic ATs refers to the literal meaning of the word, which is just a long story, rather than the colloquial meaning of the word as a stand-in for "grand." As such, Epic ATs are epic not because they are somehow elitist and exclusive, but rather because they are inextricably tied to the game's storyline and because their powers and abilities are defined by their storyline in-game, rather than by player volition.

    As such, no, I don't feel any less "Epic" than before, nor did I see the change to unlock Epic ATs at 20 as anything but a good thing despite having "worked" my way to 20 several years before. The developers have always admitted that tying an AT to reaching level 50 was a mistake, and I have always agreed with them.

    Not that I have any interest in Soldiers of Arachnos or Kheldians, either way.
  18. Quote:
    Originally Posted by BrandX View Post
    They should really increase the length of that crit window imo, but I think they kept it short so some really good people didn't get TWO attacks off in a row with an additional +CRIT chance.
    I agree that they should. As I said before - why not make it a mini-combo like in Dual Blades? It doesn't have to be marked with rings around the powers or even announced as such, so long as it gives a longer window of opportunity to act in but cancels as soon as you throw an attack.
  19. Quote:
    Originally Posted by Starflier View Post
    I'm using IrfanView, although I've never bothered to fiddle with the settings.
    When you choose to save a file as a jpg, IrfanView will give you a "Quality" slider that goes from 0 to 100. I suggest setting the Quality for any reasonably-sized pic to 100. I typically post things around 800x600 and they are never larger than about 300KB, which is well within the capacity of most image-hosting sites. You'll get a large file if you screenshot an entire 1920x1200 monitor, of course (I have), but anything of a reasonable size really doesn't deserve being lower than maximum quality. It's what all of my shots are saved at.
  20. I need to put my foot down here. /Fire Scrappers are not delicate, fragile, squishy or in any way weak. They may not be super defence power houses, but I've taken my own Fire/Fire through some unbelievable fights and she came out no worse for wear.

    The key to survivability, I've found (other than plain killing things) is to not depend on JUST Healing Flames or JUST your shields or, indeed, JUST on both. Burn is a very powerful attack now that it delivers 3/4 of its damage upfront, but it also still has an Afraid effect, which you can use for mitigation. Finally, Rise of the Phoenix is made to be used.

    The one thing you NEED to accept on a Fire/Fire Scrapper is that defeat is not necessarily a bad thing. Yes, you get some debt and a slap on the wrist, but in return you get to deal massive damage and return to life with nearly full stats. The only time defeat is really scary is if you fall and Rise of the Phoenix hasn't recharged yet. Beyond that, it don't matter how often you fall. Long as you can keep getting up, you ain't beat.
  21. Samuel_Tow

    Claws Clause

    Quote:
    Originally Posted by bAss_ackwards View Post
    I've already thought about that, but the problem there is what about the non-attack animations that outnumber Claws animations by far? What if you tried to do a /e drink and your character had a bottle sticking to the side of an open handed animal paw? Even worse, if the paw is supposed to cover the original hand, some animations would go through the geometry making it look like you have multiple hands!
    Actually, the problem is more that you need to make the "bear arms" large enough to fit over most existing gloves. I'm not even talking about things like Large Robotic or Enforcer, just the regular Large and Banded gloves, or even the Flared ones.

    However, if you make this into a weapon, what this means is the "weapon bear arms" would only exist when you're using Claws attacks. As soon as you attempted to use a non-Claws attack, the bear arms would disappear just like the Claws do now. Furthermore, emotes suppress weapon props, so if you attempted to eat, drink or even cross your arms, the bear arms would disappear.

    I've suggested this before in a slightly different form - large cloven metal gauntlets perpetually stuck with fingers extended into a clawing position which appear when you attack and disappear when you stop, revealing your normal, smaller hands underneath. I still think it's a viable suggestion, though probably one best made in the de-facto Suggestions forum.
  22. It doesn't matter what you pair it with, SR will feel like total suck for over half the way through the levels. Then, one day you will turn around and notice that you're being apprehensive of fights for nothing. Enemies can't hit you, debuffs can't land on you and your health rarely goes down. And I'll bet you dollars to doughnuts you won't even be able to tell exactly when that happened.

    As for Martial Arts, it's an incredibly solid set. Yes, it lacks any meaningful AoE, but it more than makes up for that with solid single-target attacks. Now that Cobra Strike and Crippling Axe Kick don't suck, you're looking at a set which quite literally has no weak attacks. Every time you swing, they WILL feel it, and it's fairly easy to keep piling on the damage. In fact, I've gone toe-to-toe with a Sword/Shield Scrapper (in the early 20s) and stood my ground against large numbers of foes by one-hit-killing them while the other Scrapper was damaging the whole group by smaller amounts.

    I used to have a MA/Inv Scrapper at 50, but that was before the changes. For concept reasons, that one got rerolled to a SS/Inv Brute (now also 50). But the one I'm playing now is MA/Will, which takes care of most of the endurance concerns with Martial Arts, as well as constituting a pretty solid, early-blooming protection set. If you can solve your secondary and not die all the time, Martial Arts is a great set.
  23. I ran into a bit of a quandary yesterday when planning ahead to see what Epics I wanted to pick for a Scrapper of mine. I wanted something that would look like a "particle cannon" shot out of the hands, for a fairly broad definition of the term, and realised I had very little choice in the matter. The only Energy Blast attack - which is what I was picturing - that Scrappers have access to is Energy Torrent which... Isn't appropriate... But then is it? I don't know what the Epic version looks like. I considered trying Ghost Widow's Patron pool for the Dark Blasts, but I don't know if that'll work, either, since I've no idea what her Dark Blast and Gloom powers look like, not beyond "pastel darkness."

    So I have to ask - is there some place where I can see videos or screenshots of all the Epic and Patron powers, at least for Scrappers? I'm not really picky - YouTube, BlipTV, Photobucket, Image Shack, anything will do, so long as I know what these powers look like BEFORE I take them, as respecs don't grow on trees for me to be messing around uninformed. I know there were clips of the Incarnate Judgement powers recently, but I don't recall ever seeing such of the game's Epics.

    I did discover that customizable epics so that I could cause Laser Beam Eyes to fire from the fists would solve all of my problems but... Well...
  24. Also, from the Costume Redesign thread, I bring you a few alternate helmet designs for 13, even though I'm not actually using most of them. I figured as long as I had screenshots, I might as well

    This one ended up too boxy for the rest of 13's costume design.


    The hump on this one bothered me


    This one seemed to freak people out


    This is the one I ended up swapping to for its smooth lines.
  25. Quote:
    Originally Posted by Starflier View Post
    Mmm.... terrible screenshots.
    Actually, the screenshots are pretty good, but they're saved with a very aggressive jpeg compression.What programme are you using to save those? If it's MS Paint, that has a terrible image quality when you save. If you're using something like IrfanView (which I greatly recommend!), then you may have control over the final quality.

    I really like the helmet on your Chernobyl (which I inferred from the screenshots file name), though. I love how well the PPD visor melds with the Martial Arts face mask as though they're parts of the same plate. What's that mask underneath, by the way? It looks like Technis, but I can't be sure. The whole thing kind of reminds me of the lead suits people in older science fiction wear to protect against radiation, though that's probably the colour and the bulk of the helmet talking more than anything else.

    Just a quick question, though - isn't the red on the helmet detail 1 a little too bright in contrast with the darker visor and the upper torso in those shots? You seem to be using what looks like either a Vanguard or a Tech Sleek top, I can't tell, and both of those have primary plates that, because they are reflective, colour a darker hue for any given colour.