SinisterStairs

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  1. Thanks, guys. Despite my inability to count or properly phrase my questions, you figured out what I was trying to ask! I'm still confused by this:

    Quote:
    Originally Posted by StarGeek View Post
    I believe there's only 2 morality missions per alignment, per level grouping, but I could be wrong. You can change alignments as often as you wish.
    The Paragon Wiki Morality Mission page suggests there are limited morality missions. Are the morality missions 1-time only, or will they repeat?

    Likewise, the Alignment Mission wiki page suggests there might be a limited number of alignment missions per level grouping; or do they also repeat?
  2. I've read the Paragon Wiki and the helpful info/links in this thread, but I've still got questions about how the Alignment system works:

    1. Is there a limit to the # Morality missions available (besides the tips per hours) or how many times a character can change alignment?

    2. If I've confirmed a character's alignment once, then change my mind; would I need to do 2 morality missions to change alignment? (1 to "undo" my previous confirmation, and a 2nd to change alignment?)

    3. Are there degrees of heroism/villainy? i.e. Any difference between a 1x confirmed hero compared to a 2x confirmed hero?

    4. If I get Alignment points as a hero (without spending it) and become a villain, do I lose the previous alignment points?

    4. Just out of curiosity: If I alternate between hero/villain alignment missions, does it have any effect besides taking longer to collect enough for a morality mission?
  3. SinisterStairs

    VIP vs. Store

    Just wanted to chime in with agreement. My wife's VIP subscription is ending soon and she has just enough points to purchase the on-sale Dual Pistols that all her characters use; but the Paragon Market won't allow her to buy it because technically she's still a VIP.
  4. I'm sold on Titan Sentinel, but for existing characters it only seems to record the basics (e.g. Primary/Secondary/Ancillary), and not any of the individual powers/slots.

    I love that it records characters' bio though - that alone makes it worth using. And it works as advertised with new characters.
  5. Quote:
    Originally Posted by StarGeek View Post
    I recently noticed my online backup was uploading a bunch of NCSoft files "Visted Maps" out of my Documents and Settings folder. On my Windows XP machine, it's under C:\Documents and Settings\<user>\Local Settings\Application Data\NCSoft. I haven't tested them to make sure but there are a lot of them, all named Player#######Map##.vm
    Thanks! For Win7 it appears to be:

    C:\Users\<user>\AppData\Local\NCSoft\CoX\VisitedMa ps

    (Note that you may have to disable various of the Explorer "hide" options to find it.) I may try restoring my XP drives and see if I can move those over.

    Quote:
    Originally Posted by Ironblade View Post
    He could have been teleported there. That's sometimes done when running the Abandoned Sewer Trial - one person runs ahead and teleports everyone else.
    True - but it was my character that was doing the teleporting.
  6. Thanks for the info - very puzzling. It's not a huge deal having FoW return in city zones, but one of my characters is in the Abandoned Sewers with a fully blacked out map. He didn't get there magically!
  7. I play(ed) CoH from 3 different PCs, and my characters' maps (fog of war) differ on each PC! That is, when I play from PC #1, the fog of war in Atlas Park is distinctly different than when I play the same character on PC #2.

    Where are the maps/fog of war stored, so I can sync them up between computers? The fact that my characters' maps (FoW) change based on the PC makes me think they're stored locally and not on the server.

    Having said that: I've returned to CoH after a 5+ year hiatus and one of our PCs is brand new (fresh CoH install). On that PC, some of my characters still retained their maps; while others have completely blacked out maps. So apparently in some cases, the FoW is saved on the server.

    Can someone explain??
  8. There was a time in the distant past when you weren't significantly penalized for slotting powers with 4+ Enhancements of the same type. e.g. You could 5-slot Hasten and have it permanent.
  9. Thanks again. I had no idea exemp didn't affect slotting - that makes things a lot easier!
  10. Thanks, the Alt-Tab worked for me. I've never tried Snipping Tool, so I'll play with that too.

    Thanks for the Titan Sentinel link, I'll use that going forward with new toons!
  11. I've got pre-ED characters that I'm finally getting around to respec. Is there a way to either:
    1. Get a list of how I selected powers/slots at each level?*
    2. Take a screenshot of the Enhancements Manage screen, showing my current slotting.**
    * It's been 5+ years since I last played, so I want to follow similar a build (for flashback playability), minus the post-ED extraneous slotting.
    ** PrintScreen doesn't seem to capture the Enhancements Manage screen.
  12. That was fast -- thanks, all!
  13. It's been 5+ years since I last played CoH, and needless to say much has changed since then.

    1. While in the SG base editor, is there a way to see what the upkeep/rent would be?
    2. If i'm editing the base and accidentally delete a room containing storage bins, what happens to the salvage/enhancements that were in those bins?
    3. Is there any way for an *SG* to "go rogue?" We had a pre-CoV SG that we'd like to turn into a "VG," and don't want to lose its prestige by having to recreate it.
  14. It's really annoying how all the citizens steal "tab focus" even though we can't do anything except waste endurance on them.

    I realize that's probably due to technical reasons, so my suggestion would be to get off the fence: Either make them defeatable, or make them standard, non-attackable, non-tab-stealing NPC.
  15. It took me 11 launches on Guardian. One of my launches was done immediately after someone else had launched a rocket, so there was no rocket graphic/animation when I launched it. Just FYI.
  16. [ QUOTE ]
    [ QUOTE ]
    I may be in the minority here, but I like the way AVs currently spawn. I have so much more fun fighting AVs to the edge with just two players, then gangbanging them with a team of 8. If I can't duo AVs, all the challenge is taken out of the game.

    [/ QUOTE ]

    But you can. Just turn your difficulty up to the point where a duo will spawn one.

    [/ QUOTE ]

    I understand your point, but that's not the same thing. Now the AV is +3 which is a lot tougher for a duo than an even-con AV or even +1 AV.

    That's like going back to square one and requiring soloists to "Gain 3 more levels before you trying fighting your AV."
  17. I may be in the minority here, but I like the way AVs currently spawn, they're one of the few things which pose a challenge in the game.

    I have so much more fun fighting AVs in a duo, where every round is on the edge of disaster; than gangbanging AVs with a team of 8.

    For me, if I can't spawn AVs with just 2 people, the challenge is taken out of the game.
  18. [ QUOTE ]
    Balance: Escort Missions unfairly require Stalkers to not use their intended playstyle (striking from hide), because hostages will stop following once a stalker is hidden.

    [/ QUOTE ]
    If they could give NPC hostages/allies "super vision" (a la snipers) with even a 5-10' range, that'd work for me! This is my only major complaint about Stalkers thus far.
  19. The Flower Knight Outbreak mission is a fun way to introduce the new NPC AI, but for practical purposes, it only works half the time: In the "spiral office" map, ** won't be rescued until the foes have already been defeated.

    I'm sure others have already commented on Flower Knight's lack of perception.

    ----

    In general, hostages are irritating in that as I'm fighting their captors, they're cheerleaders; only after I've defeated their captors, then they offer to help fight. At the very least, use a different animation so captives appear to be doing something during the fight; or bind them in ropes to rationalize why they refuse to help.

    It'd be a nice touch to have some hostages (such as scientists) use Control or De/Buff powers instead of Blasts or Melee.

    ----

    For the most part, I love the "ambush missions", where an event triggers mobs to spawn. It makes missions so much more exciting when you attack the mission boss's gang only to see reinforcements pouring in around the corner and sandwiching you between the two groups.

    But this can also be quirky when someone is standing near the spawn spot and villains suddenly materialize out of thin air. It's frustrating to instantly die through no fault of yours because 8 villains suddenly spawned on top of you.

    The two [actual] examples above were the same mission/ambush under different circumstances; the first example is fun/exciting/challenging, the latter example is not.

    ----

    I like the escort missions when used in conjunction with ambushes. I haven't had a mission where I escorted a hostage without being attacked, but if it those exist, that would be really boring.

    I enjoy the "help the hostage find the blinky" escorts too. In general, missions feel more heroic with these NPC interactions.
  20. There is a bug with Entangling Net when used by a controller: Controllers often do not get Containment from EN. This bug occurs when a [damage-doing] power is chained immediately following Entangling Net. The Net hits and immobilizes a foe, then the follow-up attack is fired; but it only does single damage.

    Just last night this bug happened three times in a row in Outbreak: I shot EN and immediately queued up Levitate. I had combat messages turned on so I know neither power missed, but the Levitates still did single damage and did not get Containment bonus.

    When I wait a half second after EN, Containment works properly; the bug only seems to occur with powers chained immediately after EN. It's as if EN's activation time overlaps into the next power, so follow-up powers activate before the game registers that EN has already immobilized a foe.
  21. [ QUOTE ]
    The Steel Canyon fires are surprisingly fun

    [/ QUOTE ]

    Agreed, and I think it's because I'm actually doing something for the city and being heroic, instead of Killing Yet Yet Another Monster.

    Now we just need mini-events for arresting all the car thieves, purse snatchers and break-in attempts in AP and GC.
  22. So, I guess I haven't read the forums in nearly 3 months.

    Talk to all your contacts and anyone they introduce you to. When none of your contacts will introduce you further, do a mission for your highest-tiered contact(s), and they'll start introducing you to more people until you're back on track.
  23. Here's another idea which would be even nicer than having a third tray available:

    Create a new bind command which allows us to bind a tray to a power. E.g. whenever the Dark Nova toggle is active, goto to tray #x.

    I realize players can "manually" create a similar bind, but it gets broken by stuff such as stun/sleep/hold; and an official one makes it acciessible to more players.
  24. Fix the sorting by "Last On". Allow re-ordering the columns.

    Add a "Founder" rank. Founders are able to demote/boot anyone, even another Founder. This would be used for SG maintenance, for example, when SG executives have gone MIA.

    Obviously, bases/headquarters/vaults would be invaluable.

    Allow founders/leaders to change SG settings such as team colors and chest detail.

    Allow the Chest Detail to be optional in Supergroup mode. It looks really silly on some Chest types, and perhaps this is the #1 reason many members never use their SG mode.
  25. Yes on a third tray -- as you've mentioned, shapeshifters need this badly.

    As far as the default binds go, I really don't care: Other than the WASD movement keys and 1-4 power buttons, I don't use the default binds; I actually re-bind over most of the defaults.