Smiling_Joe

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  1. I like it. One thing, though:

    There are those times - and I'm sure you've been there, too - when my well-coordinated and effective team of four is standing outside a mission door and another hero hops up.

    Sometimes he's a randomly generated costume with a name like PhatLewt or L337ST3R. Others he's a soon-to-be genericized tribute to his favorite hero, but wit xX or somesuch to either side of his name, like xXWolverineXx or .Superman.

    He'll run circles around you, hop up and down in front of random team members, and occasionally drop a boombox and start dancing. And you're stuck because one of the members had to change the baby.

    Eventually, someone on the team will say in team chat "I hope he goes away soon," and of course the newcomer will then say something like "Can I haz ur team?" or INVITE?

    And you say "Sorry, we're full - just waiting for people to zone." and he'll go away. With your suggestion, I'll have to be honest with him.

    ::thinks about it::

    /signed.
  2. Quote:
    Originally Posted by Samuel_Tow View Post
    This again, huh? I'm with the Goat (for a change): the game has options. If you want to farm, get on sewer teams, get on scanner teams and otherwise hotwire the lower levels, go right ahead. I choose to do the content, myself.
    .....and? Not sure where we're disagreeing here. I too choose the content. I'd just like to see more of it that actually takes place outside MA at the mid to lower levels.

    EDIT - and that's not to say I don't expect that we'll indeed be seeing new content added once GR is released. Nothing wrong with identifying a desirable level range up front, is there?
  3. Quote:
    Originally Posted by Nethergoat View Post
    I don't assign any moral value to playing efficiently.
    If someone wants to zip through the levels by blasting through scanner missions, good for them. If they want to PL to 50 in MA, great. If they like running "real" content, great. If they like playing fun, original story arcs in MA, great.

    A lot of players like efficiency and don't care that much about story. If you hand them a mechanism that delivers exp efficiently at the expense of plot and character, they're going to take it.

    I don't buy scanner missions as some sort of "gateway drug" leading inevitably to OMG EXPLOITS.
    Well, I wasn't trying to by quite so hyperbolic as that! All I'm saying is that (a) there is very little difference in playing the same mission repeatedly for rewards (farming) and playing the same repeated series of missions with plug and play enemies repeatedly for rewards (Police Band) and (b) that Police Band missions certainly don't discourage the player mindset that eventually justifies powerlevelling. While I'll admit to a large degree of unintentional hyperbole when I said it was one of the factors that leads to powerlevelling and exploitive farms, I do feel there certainly should be some incentive to do something besides that after a few characters having gone through those levels.

    Quote:
    Nonsense.
    Players are what they are. They come pre-equipped with a love of efficiency and don't need to be 'led astray' by wantonly seductive content. On the contrary, they'll actively seek it out, and if it isn't on offer they'll fashion their own as best they can from whatever's lying around.

    Players have been 'farming' here since the second the doors opened. The first 50 in the history of the game was an ar/dev farmer who street-swept his way to glory on the back of "exploits". Nothing leads them astray, they actively seek efficiency.
    I'm not saying there's any need for players to play any differently, or that they even will. Eventually, though, even the most efficiency-minded players get bored with the level grind, and start insisting on more content. Wouldn't it be nice if that new content didn't just provide faster ways of grinding?

    Quote:
    It'd be nice if they re-did the lower levels and made them more engaging.
    Since they probably aren't going to, lovers of story can camp out in MA and drown themselves in it if they like. Or they can PL to the level of their choice if they like. It's all the same to MA.

    And when GR hits we'll have another option for the low levels, which will have all the advantage of the past 5 years of advances in mission design.
    And some people can. I, however, find the MA immersion-breaking. I don't care to play a game about superheroes who play games about being superheroes. I don't find the notion particularly offensive, but at some point I had hoped I would get some user-created content that, while not canon, at least let me feel as though my hero were experiencing something that was actually heroic. That, and I actually do like flying through the zones and seeing the sights. It's part of my enjoyment, and I find that the MA takes away from that enjoyment.

    You're quite right - I did ignore MA in my previous post, but that's mainly because the fact that my character is standing in the same place mission after mission offsets the story for me. I get bored always seeing the same thing. But again - that's just me. Many people do like the story content MA offers, and I've been known to do an MA arc or two. It doesn't stop me from wanting to get out into Paragon City once in a while to do something heroic.

    It's petty. It's only a little bit shy of ridiculous, but I'll freely admit that I'd be all about MA content if players could assign the real standard contacts and have the mission start in a random door in the same zone (using the same code Police Band uses to assign doors) and be "real" to the world my character inhabits.

    ::shrugs::

    Unreasonable? Maybe. But I am what I am.

    Quote:
    I don't consider any levels a "chore" the way the game is currently set up.
    My blaster only suffered through Kings and Skyway because I wanted to see if it was as bad as I remembered (yes, it was). If I were playing "normally" I'd have mixed together scanners, street sweeping, Safeguards and some teaming until I got past stamina. Or alternately I could have hit MA and either PL'ed or run lowbie friendly story arcs.

    Tedium is now voluntary- the game provides many options to avoid it.
    See what I said above about the authenticity of MA content. Believe it or not, there are those of us who dislike the MA's implementation of an entertainment medium within an entertainment medium.

    But to consider any in-game tedium voluntary because you can speed past it is just putting a bandaid over an unsightly scar.

    Quote:
    The game is the game. It's been around 5 years, it'll be around for at least another 5, and right now it has more and better content than it ever has, with a bunch more on the way.
    I don't see what you're worrying about.
    I'm not worried. I'd just like to see some of the future content aimed at something besides the end levels. The end levels have enough, IMHO.

    Quote:
    No, we won't.
    The devs are largely content with the levelling speed at the upper levels, they weren't content with the speed at the lower levels.
    You always progress faster at lower levels than at higher levels- players are used to it. They're not going to riot in the streets because the higher levels take longer to traverse.
    Well, yeah. But when the speed of the lower levels is increased so that you level even faster than before, then the perception is created that the upper levels go slower than before. Now you could respond by saying "no it isn't. I don't feel that way." and I'd have to say that I do. It's all anecdotal and subjective when dealing with perceptions, but just as I can't guarantee that people will feel a certain way, you can't guarantee that they won't.

    Quote:
    As noted, the tedium is now voluntary.
    We have plenty of options, choose the one you like.
    If you like story-driven advancement, MA awaits- there are a LOT of good lowbie friendly arcs waiting for you to play them.

    MA is the ultimate 'playstyle-caterer'.
    If you don't find what you want, make your own!

    As I've said repetedly, it'd be great if they re-did the early levels top to bottom. Pointing out that it probably isn't going to happen because they'd rather make new stuff than fix old stuff is hardly saying the OP is "wrong" or trying to silence his brave call for reform.
    Hey now - don't go disaparaging the OP because you disagree with me. If anyone's full of crap here it's me. Beside's I'm totally not accusing you of that.


    But neither I nor the OP are saying to fix a bunch of old stuff. Two of the three suggestions deal with adding new lower level content specifically, and by lower-level, he appears to mean pre-40 content, since the post-40 content is what he identifies as being heavy. Some good stuff has come down the pike for level 35 and above - and the supersidekicking combined with losing the level requirements for hazard zones is HUGE for my lower and mid-level characters - bigger than the MA for me.

    But the thread is about new content at lower levels, not fixing a bunch of old stuff. If they do fix a thing or two about old story arcs then great, but new options for new characters would be most welcome.

    And yes, I am looking forward to GR for that reason, too.

    Quote:
    Or I could have hit MA and run story arcs with engaging plots and interesting enemies.
    Why do you consistently ignore that option?
    If your point requires you to wear blinders, maybe you should reconsider its logical foundation.

    The early levels could deliver a Half-Life quality storytelling experience, and if MA let them level faster everyone would still be in MA.

    You aren't going to get farmers out of MA with great storytelling.
    You get them out by improving the rewards available from 'regular' content.
    Who said anything about stamping out farmers? I'm in support of the OP's ideas for purely selfish reasons.

    And yeah, I did ignore MA previously, but I covered that above.

    Quote:
    MA *is* improved content- that's why so many people are in there.
    The farming is tremendous, yes, but it also delivers great stories.
    Point taken. It is new content - I don't particularly care for it for purely arbitrary reasons, but that's not an excuse for me to exclude it. But then, I'm not complaining about what the developers have done, it's more the case that I'm voicing a desire to see something done in a different direction in the future.

    Quote:
    You're really reaching here.
    The bulk of the "story" talent is obviously working on GR. They wanted to put *something* out, so we got TFs. And frankly the older TFs are mostly lamer than the old story arcs- more TFs that don't make you pass out from boredom should be welcomed with open arms (even if, like me, you lack the time to play them).
    Must you insist on pointing out ALL of my hyperbole? Heh. Yeah upon rereading that it was really reaching. Well, that's what I get for posting in a hurry. The real point I was trying to get to was below that, but I did a good job diverting attention from it with this. Yeah. Not previewing my post ftl.

    Quote:
    TL/DR:
    MA is a viable story-based alternative to the crappy lower level game.
    Players by nature seek efficiency, they aren't seduced to their doom by phat exp.
    It'd be great if they re-did the whole low level game, but since they won't MA and eventually GR will have to do.
    Seduced to their doom? When did I equate farming with doom? Who's guilty of hyperbole now?
  4. Quote:
    Originally Posted by Nethergoat View Post
    Are you referring to Positron's MA hissy fit?

    If so, it wasn't pitched over PL'ing as an activity, it was pitched over using "exploits" to level at a tremendously supercharged rate.
    My point, though is that the police band grinding in the lower levels is one of the factors that leads to the kind of player mentality that justifies the use of exploits as a means to an end. One of the developer mantras leading up to the release of the MA was "we want the MA to hilight story-driven content, not farming."

    The fact that farming was the result can in all likelihood be traced directly back to the mentality encouraged by police band experience farming (calling it what it is), and one wonders why they let the drudgery of the low-level experience undermine the MA's story-telling potential by neglecting to improve it.

    Quote:
    The 'interesting' levels are not fundamentally any better than the earlier ones- they still have pointless loads of travel, they still have meaningless fedex missions, they still have street hunts, the bulk of them do not venture beyond the generic goals go here, kill this, click that.

    Your character is more interesting to play, with more and better powers. That has always been my motivation to PL alts, to reach the point in the game where playing my character generates the entertainment, regardless of what kind of content I'm running.

    There is a notable difference in the quality of newer content compared to old content, but that's spread across many levels. I'm running my blaster alt through Faultline right now, and the contrast with the tedious garbage my Skyway contacts were shoveling my way could not be more striking.
    Well, by interesting levels I did indeed mean the character's levels, where more powers are available, so on that I totally agree.

    BUT the early levels are the prime time to get players hooked on story-driven content, and by and large it's being squandered. Only have five or six powers? Playing through an engaging storyline that challenges me to learn to use those six powers in creative ways are what makes the later levels so much more fun for me - even moreso than pl'ing in that I don't just play to get to the good stuff and then remove the "lesser" powers from my tray. I get a break from reality, a feel for my character and a fuller knowledge of what the powers can do. I can get all of that to a lesser extent from just grinding away experience, but the enjoyment and skill I get from story-arc leveled characters is exponential to those with which I've slogged through police band and PuGs.

    Quote:
    IMHO anything that eases the passage through the levels where your character is more of a chore than a joy to play is going to improve the game experience.
    My point, though, is that in a well-rounded game no levels should be a chore to play. Don't get me wrong, I'm not disparaging the fun-factor of CoX in general - it's loads of fun to play as it is, else I wouldn't play it as often as I do. However, the OP expressed the opinion that the lower levels of play could stand vast improvement, and if the response in this thread is any indication, vast improvement =/= faster passage. Otherwise let me start my character at level 24 and be done with it.

    Quote:
    Their character is more fun to play. Running content is less tedious, even if the content itself is basically the same. They have more gameplay options, and more choices about where to go for their fun.

    Helping players get to a level where they have more options will generate its own rewards.
    But for how long? How long until players have used all their new powers the exact same way to do the exact same thing ad nauseum, and need a further fix from yet more powers? Sure, it lasts a little longer than the early levels, but just load into Atlas Park AE and count the number of lv 40+ characters begging for teams because they're dying to get to 50.

    Will we see as a result a future QoL improvement that speeds up the later levels so we can get to all those shiny epic pool powers? That's like saying a road in poor condition is improved by a faster car.

    Quote:
    Players are entitled to find their fun wherever they like- if they prefer scanner missions to 'real' content, or MA to 'real' content, that's their deal.
    I won't deny that. I don't even have a problem with AE farming - it doesn't really affect me one way or the other, so long as I don't have to do it.

    But players are also entitled to make requests for improvement regarding whatever way they like to play (so long as it isn't against the EULA), and telling them that a solution that works for others should be good enough for them isn't really addressing their concern.

    Quote:
    But when I reach the 'tipping point' in the game where my character gets fun and I have options, I lose my motivation to PL. That won't be true for everyone, but I'd guess its true for a meaningful slice of players.

    Reducing the tedium of the early game is a beneficial move, whether they choose to do it by speeding things up or re-doing the content. Since it's MUCH easier to speed up levelling than renovate a huge chunk of antique gameplay, that's what we're getting.
    Speeding up the early levels don't make them less tedious, it makes the tedium easier to bypass. Bypassing the tedium is one of the motivations for a great majority of the controversy in this game, and I fail to see the logic in capitulating to that "REWARD NAO" mentality, but then I'm the enjoy-the-ride type of player that prefers that the entire gaming experience be enjoyable.

    And while I don't expect the developers to cater to the playstyle of every player, I see nothing wrong with the OP pointing out areas that could use some improvement, and really that's all this is.

    Quote:
    Having played through Kings and Skyway, none of the contacts I've run had anything to recommend them. There were two cool missions that were a lot of fun, but they could not by themselves balance out the tremendous # of street sweeps, fedex missions and pointless travel to other zones.
    Objectively, I'd have been better off running MA or radios.
    And that's my point. The story arc content was such that you ran to police band to level past it. You could just as well have gone to AE and farmed your way past in a few hours, and without all the tedium of repeating the same set of missions with mix/matched enemy groups for fifteen levels.

    Either way, you were farming experience, and the lack of attention to story arc content encouraged you to do so. You might have a tipping point where you stop powerlevelling, but other players clearly don't, and their experience with content has led so many of them to farm that AE in Atlas Park is frequently so jammed that it lags.

    And more power to them, if that's what they enjoy. Me? I'll hold out for improved content.

    Quote:
    This is definitely an area that could be improved, although in my experience big teams are mostly in it for the XP and not so much the story/canon.

    But it couldn't hurt to figure out a way for everybody to access the story content if they wanted.
    With you 1000 percent there, but I wonder if Story Arc content isn't obsolete in the current gaming environment? The developers have already demonstrated through rcent changes that task forces are the preferred core content, so why not abandon the story arc mechanic altogether? Story arcs already award merits, so why not give them the task force architecture, but with a minimum requirement of only one player? Then everyone could share in the rewards, the rewards wouldn't have to change, and teams would be more inclined to run them.

    Quote:
    XP smoothing has already greatly improved certain stretches of the higher levels. I see the upcoming improvement to the lower levels as just an extention of that process.

    In the end, only the devs know how fast they want us to level. So far I've been happy with the direction they've been going, barring the explosion over MA "exploits". They're speeding up problem spots, GR will be adding what I expect to be a HUGE amount of content of the 'new, fun' type, and the future is looking pretty good. I'm willing to kick back and see what they have in store without worrying about it too much.
    I actually was pretty luke-warm on the XP smoothing. I didn't mind getting levels faster, but it also meant that I outlevelled content that much faster. Oroborous was a much better improvement for me, and the upcoming changes in exemplaring will sweeten that deal even more.

    I too am happy with the job they've done, and none of what I've said was meant to disparage their accomplishments (and I hope it didn't come across that way). That being said, I'm still with the OP - holding out for actual content improvements that make me want to play the lower levels, and not just zip by them.
  5. Quote:
    Originally Posted by Nethergoat View Post
    I've been examining 'official' blue side content for a bit now.
    With its generic door missions, endless street hunts, miles of pointless travel, and an obsession with hazard zones that borders on the unhealthy the lower levels do seem intentionally designed to alienate new players.

    It'd be great if they assigned somebody to clean it up, but I think MA was the official response to the disaster that is the lower levels blue side, and the monotony of Kalinda & Burke red side.

    And with all of the QOL improvements through the years (debt changes, temp travel powers, teleporters, XP smoothing, the impending speed-up to the lower levels) most players won't be spending enough time in that range to justify a big investment of energy in cleaning it up.

    If we see the low level content as a dilapidated old neighborhood, the dev philosophy seems to prefer building an overpass right through the middle than going in and renovating it building by building.

    With MA and the upcoming release of GR we'll have plenty of options to zip past the potholes of the early game.
    So if that's the case then what's the difference between zipping past the potholes and xp farming? Why get lathered up into a fury and threaten to lock powerlevelled characters if you're just going to encourage farming of a different sort?

    From the sewers to King's Row - and beyond - police band, this game has a long history of teaching players what it is to drudge through the same mission (or mission type,) over and over. Small wonder, then, that many players choose to drudge through one mission at an accelerated rate of xp gain for their next characters to get to the "interesting" levels.

    And what about the xp smoothing and upcoming pre-24 xp increase? Isn't that just putting off the problem? What happens when someone gets to the post-lv24 world and then has to start a slower rate of xp earning? They do what got them to level 24 so quickly in the first place - they grind xp in police band after police band (teamed and/or solo).

    Dare I say it? They farm experience with the police band/newspaper missions. After all, what's the difference? A different door location and a randomized enemy? Where's the story content in that?

    And what if they do pick up a story arc? They ought to change the name to "solo arc," because it's rare that a pre-45 team even wants to do them, given that the rewards/clues/souvenirs/merits only go to the arc holder. Especially so if the arc takes the team to multiple zones.

    Now if story arcs gave clues and rewards to an entire team, that would be another story (and another suggestion). As it is, though, the overpass philosophy (nice analogy, btw) only leads to more overpasses being requested in the later levels.

    How long until the levelling experience starts to feel like getting around Skyway City with superspeed?

    EDIT - Nether, maybe I should have posted this in your thread. Currently reading through it now. Good thread, and mucho needed.
  6. Um... why can't we just have the zombie run that Necro MM's minions' get?
  7. Quote:
    Originally Posted by Leo_G View Post
    A teleport foe to yourself + smashing dmg + knock up attack that doesn't have an interruptible animation. The range could be something like 40ft with a decently long rech of a higher tier ranged attack.

    /em scorpion "C'MERE!"

    I'd giggle a little every time my fire blaster did that followed by breath of fire.

    I might even bind it to a costume switch with a skull mask.

    Muhaha.
  8. Smiling_Joe

    NPC?s for Bases

    Quote:
    Originally Posted by ClawsandEffect View Post
    Gameplay issues aside, that would be ironic: Someone who never leaves their house, spending all day playing a video game......in which they never leave their base.
    ...or Architect Entertainment.

    /signed for this suggestion.
  9. What I really resent is "enforced" content like the Faultline arcs. I loved the Jim Tremblor Arc the first couple of times I went through it, but got a little tired of it. Yet, whenever I have a character in the early twenties, I always get that mission to talk to Jim Tremblor. It doesn't matter if I drop the mission or complete the mission - it's an automatic story arc. I HATE that!

    Now I could just not do it - but I also hate having open story arcs on a character. WHY am I always forced into just that one arc?

    Okay, I'm getting side-tracked. To the OP - I totally agree with the desire for low level content. All this work and effort that has been put into reducing the amount of farming and powerlevelling in the game could have been avoided if there had been a reason to repeat the lower levels on different characters, IMHO. Eventually the dearth of story-arcs leads to the police band grind, which feels ALOT like an xp farm after a while.

    Yes, we have AE for low arc missions now, but alot of us (a) don't want to level our characters by having them "play a game" inside the game we're playing, and (b) don't want to sift through the increasing amount of ill-conceived, poorly implemented and unfinished arcs just to find something suitable for that level 7 character that just emerged from the sewers.
  10. BTW - Thanks, Niviene, for the sticky!
  11. I used the double mire fairly effectively Sunday night doing missions in Cimerora. One thing I did notice, however, is that if I double-tapped the bind key too fast (to detoggle the auto-fire on Sunless Mire) while in big spawns (and almost certain lag) then the system lag would mean that it detoggled the auto before dropping to human form, resulting in just a dwarf-form mire.

    So my verdict on it is that it certainly works, but might not be for everyone (spastic key-mashers like me). YMMV
  12. Smiling_Joe

    Orbiting Death.

    Quote:
    Originally Posted by Bill Z Bubba View Post
    Having just put OD back into my WS build, I can verify the following:

    OD turns off when you get stunned.

    OD does damage to foes disoriented by IA.

    IA is Not turning off when stunned.

    I need to check tonight to find out of IA is being suppressed as other toggles, or if it's just fully bugged and continues to work while stunned.
    Ah dangit. That means I have to rework my warshade's human-form build again to fit OD back in.

    I guess that's a good problem to have.
  13. Smiling_Joe

    scrapper numbers

    Quote:
    Originally Posted by Chaos Creator View Post
    How'd you know I was going to betray the corruptors??

    BTW go go vote the hour changed.
    ::takes the chains away::

    WELCOME HOME!!!

    Okay you all pwn the corruptors - shouldn't take long. Meantime, Bill and I got yer backs and will keep the tanker and defender spawns at bay.
  14. Smiling_Joe

    scrapper numbers

    Quote:
    Originally Posted by Chaos Creator View Post
    Y'know there were only 2 of us right?

    Just GA and I for awhile.
    ::Chains Chaos Creator to the Scrapper Forums::

    And now there's only one of you. Heh.
  15. Smiling_Joe

    scrapper numbers

    Quote:
    Originally Posted by Bill Z Bubba View Post
    Gahhh, I've been locked on tanks.... our offense is spread!

    FOCUS ON TANKS!!!!

    Then we'll take out the others!

    muuhahahhaah
    Bill's right. We can't afford to spread our offense. Hit the tanks while the defenders and corruptors are going at it.
  16. Smiling_Joe

    scrapper numbers

    Now's the time to take on the defenders.
  17. I've an hour for lunch and I live 10 minutes from where I work...
  18. Quote:
    Originally Posted by LordXenite View Post

    Apparently there's quite a bit that can be done with +down and +up to incorporate movement commands into our binds. One such example would be to use +up to simulate a jump, or even ++up (IIRC) and shifting to Nova to begin and continue flying.


    Actually, all that's needed is "+" to designate a toggle key. So instead of

    /bind [key] "+down$$powexec_toggleon orbiting death$$powexec_toggleon inky aspect"

    It would be:

    /bind [key] "+$$powexec_toggleon orbiting death$$powexec_toggleon inky aspect"

    HOWEVER, even though that works it generates an error message in your chat window, so down is generally used. Other commands that do nothing can be substituted. Last list I saw was:

    target_custom_near
    target_custom_far
    target_custom_next
    target_custom_prev
    powexec_name
    powexec_toggleon
    powexec_toggleoff
    powexec_auto

    Now what you do is something like this:

    /bind [key] "+powexec_auto$$powexec_toggleon orbiting death$$powexec_toggleon inky aspect"

    and even though powexec_auto doesn't name a power there, the + in front of it makes it alright, and the command effectively does nothing but toggle a key.

    Quote:
    Considering that a PB-equivalent macro/bind could, using both White Dwarf and Human-form heals, bring a PB from near-0 HP to a full health-bar, I wouldn't call a WS double-drain an exploit.
    Totally works! I tested

    /bind [key] "powexec_auto essence boost$$powexec_name white dwarf sublimation$$powexec_toggleoff white dwarf$$goto_tray 1"

    Very handy when lag and server ticks are conspiring against you.

    During lunch I also tested:

    /bind [key] "powexec_auto gravitic emanation$$powexec_toggleon inky aspect$$powexec_name dark nova detonation$$powexec_toggleoff dark nova$$goto_tray 1"

    With limited success. My warshade dropped to human form, shot the detonation attack out of his mouth (and... LOL was that funny) and hit GE. Inky Aspect failed to toggle, however, probably because of the toggleoff of nova.

    EDIT - good thing I didn't try dark nova scatter. Since it comes off the nova's tail, I'd hate to think where it originates from on the human model.

    Here's the thing: there's no equivalent animation in human form that shoots anything out of a character's mouth, so that sort of blows my little half baked theory about duplicated animations right out of the water.

    Realizing this, I went back to the double mire bind:

    /bind [key] "powexec_auto sunless mire$$powexec_name black dwarf mire$$powexec_toggleoff black dwarf$$goto_tray 1"

    .......IT WORKED!

    I have no idea why it didn't work before, but I suspect my erratic typing skills were to blame. Not only did they both fire off (in human form, of course), but they did it simultaneously, or so it seemed. To make sure I put extra copies of both mires in a tray next to each other in a tray and tried again - they both activated at the same time with one animation.

    BUT my computer was a bit laggy, so if someone else could confirm for me I would be most grateful.
  19. Quote:
    Originally Posted by PrincessDarkstar View Post
    I don't normally like fancy binds like some of you use, but this one would be interesting (Minus Inky Aspect which I don't use), especially now I will be using Gravatic Emination a lot more with i16.
    I can't imagine any single kheld needing all or even half of the binds we talk about here, but if someone can find one interesting thing to try (like you just did), then the thread serves its purpose, and I'm happy!
  20. Quote:
    Originally Posted by LordXenite View Post
    I think a more interesting combo would be: DND+GE+IA! One key to fire Dark Nova Detonation, then down-shift to Human-form, execute Gravitic Emanations and turn on Inky Aspect. I think I found a new bind to try...
    That's four powers with one keystroke? Hmm... I'll be curious to read your results!

    So, what, it might look like this:

    /bind [key] "powexec_auto gravitic emanation$$powexec_toggleon inky aspect$$powexec_name dark nova detonation$$powexec_toggleoff dark nova$$goto_tray 1"

    with, of course, your camdist/tp bindloadfile commands.

    Might try a few combinations of that myself!
  21. An update on this whole "new double-stomp" bind. Last night I kicked it with the Umbra Illuminati on my fledgling pb Aether Flux (got two levels to level 23! Woo!) and I made it a point to try this bind command combo out extensively in eight-kheld combat. Now as a pre-26 pb, I of course didn't have solar flare, but I've discovered that incandescent strike works just as well as the auto power.

    I actually did it as a macro with the following command:

    /macro stomp "powexec_auto incandescent strike$$powexec_name white dwarf flare$$powexec_toggleoff white dwarf$$goto_tray 1

    I put the macro into slot six of my dwarf tray (tray 8)

    Anyway, Vessel of Light sk'd me and we went tearing off through Unai Kensai's dimensional rupture Council missions. Lots of Warwolves. Lots of pb "bliiiiing!" sounds and ws "shoooomp!" sounds with accompanying graphics to really bog down the old processor. In other words, la fair bit of lag.

    Perfect.

    The macro worked great! It felt a bit weird seeing my level 21 toon footstomping in human form, but nearly every time I hit the macro it executed exactly as described above: I'd drop to human form, perform the white dwarf smite, and then IS would fire.

    There were, of course, some snafus:

    I generally waded in and hit a strike/smite/strike combo before hitting the macro, and if I got jumpy and hit the macro before the last strike was finished animating, the tray would switch to 1, IS would be put on auto and white dwarf flare would execute, but it wouldn't detoggle white dwarf, which put me off my rhythm, since I'd have to un-auto IS and get back to the dwarf tray.

    I used a macro and not a keybind, which really wasn't the most efficient way to use this one. Since the macro was in the dwarf tray, I couldn't hit it twice after executing, because I'd be in tray 1. This meant that I had to remember to control/click IS to take it off auto-fire. Had I used a keybind I would have been able to do a quick second tap on the key as IS was animating to shut off the auto-fire. It really was no biggie though. If I forgot to control/click IS, it just meant I had to manually hit IS next time I fired the macro.

    TBH I didn't really expect there to be much of a "wow" factor to this bind. After all, it doesn't cause two attacks (or heals, in the case of the ws) to fire simultaneously, it just lets you do it with one keystroke while also detoggling the dwarf power. (essentially three commands with one keystroke).

    However, I did find it useful in lag situations! Ordinarily the act of executing WDF, detoggling dwarf and executing IS is just as fast as this bind, but you also give the server two separate times between keystrokes to lag out and not read your keystrokes until your enemy has a chance to recover from your flare and launch another attack that might put you out of range for IS.

    With this bind it wasn't a problem. It quickly unloaded three commands to the game server before any lag could interrupt my chain, and so even if I found myself suddenly sitting on my butt ten feet away after getting hit with a thrown boulder, my precious incandescent strike had fired anyway, and the owner of the boulder was dead before the boulder hit.

    So I recommend this bind (and its warshade equivalent) for any shape-shifting kheld who has periodic problems with lag. As with any bind combo, make sure you know the pitfalls, especially where the auto-fire is concerned, and understand that it doesn't fire two powers simultaneously.

    I think that so long as the dwarf power executed has an exact animation match on the human frame, it doesn't matter what human power is put on autofire. You could, for example, bind black dwarf drain with stygian circle.

    I haven't tried it with nova powers yet, but I wonder if it would work with a detonation/detonation combo? I doubt it, but you never know...
  22. Quote:
    Originally Posted by LordXenite View Post

    That's odd, maybe it's a glitch, or lag, or perhaps we've discovered a new way to perform the double-Mire


    I wish. The bind doesn't appear to work for double mires - different animations and all. On the other hand, maybe some further experimentation might yield results, or I got it typed in wrong...

    Quote:
    I think it'd be fun to try and perform a BDM+Eclipse that way though!
    I think their animations are different, aren't they? Dangit why don't I pay more attention when I do that? I seem to recall eclipse involving something more closely resembling the animation for shadow cloak. Bah. I can't remember. BDM has an animation time of .73 and Eclipse shows 1.03, so they're obviously not the same.

    I'll be curious what testing bears out.
  23. Okay, I keep meaning to add more of the binds that I use, and one of my favorite tactics on my PB is the double nuke. It's not really a double nuke so much as it's Photon Seekers followed by a built-up Dawn Strike. I usually initiate it from dwarf form with a lot of mobs around me. The thing is, with all those mobs around me there's often a hold or a stun or two or three flying around, and dropping from dwarf form can get rather hazardous.

    I edited the first post to show Microcosm's mini-guide on break free macros, and I'm incorporating this part specifically:

    Quote:
    "inspexecname escape$$ inspexecname emerge$$ inspexecname break_free"
    Now applying that to my dwarf form de-toggle bind, I can do the Safety Dance (Yes, that's a pun on the "Dancing Warshade") and drop form in complete safety (from mez) to activate the necessary power sequence.

    /bind [key] "powexec_toggleoff white dwarf$$powexec_toggleoff bright nova$$goto_tray 1$$inspexecname escape$$ inspexecname emerge$$ inspexecname break_free"

    Starting with Break Frees, the bind will cycle through all of the inspiration commands until it finds one of the appropriate size, consuming that inspiration and skipping whatever insp command is left to go to the proper tray and drop toggles.

    It's a great way to avoid mez when switching between forms or just dropping for a heal/build up/mire/whatever.

    EDIT - Heh. I know. I made a pun on the Dancing Warshade guide in the context of talking about a peacebringer bind. Sue me. And while your lawyers are drawing up the paperwork, insert "Black Dwarf" for "White Dwarf" and "Dark Nova" for "Bright Nova" when you read it.
  24. Quote:
    Originally Posted by LordXenite View Post

    I'd say the best way to judge what's really happening is to see what the WDF+SF combo does to the enemies around you. If they get enough time to actually fall down, start getting up only to be thrown away from you, then I think that indicates that WDF+SF are not executed exactly at the same time.

    If however the enemies are simply thrown away but with much more force than SF exerts on its own, I guess that would mean that WDF and SF are stacking the KB values on the enemies which probably indicates they're executed so close together that for all intents and purposes, it may as well be at the same time!
    No, both attacks are animating and activating separately. WDF will animate in human form, resulting in the enemies being knocked down and damaged accordingly (but not more than normal) and after that animation completes SD will activate, knocking them back and damaging them accordingly. The only hiccup is that sometimes the glowing pavement cracks animate while the character is returning to stance from the WDF attack (the actual point of attack seems to be the cutoff for activating another attack - I can use the usual bind to drop to form and initiate SF normally as my dwarf is bringing his stompin' foot back to stance.) When that happens, sometimes the character will perform the second footstomp animation after the SF has actually fired its pavement cracks animation.

    Doing the dwarf mire combo as I posted above actually yields two identical-looking attacks in human form, one right after the other.
  25. Just a quick post to confirm that this:
    /bind t "powexec_auto essence drain$$powexec_name black dwarf drain$$powexec_toggleoff black dwarf$$goto_tray 1"

    will indeed result in a double drain - both of them firing and animating successfully in human form.