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If you watch [an Arch Villain] during a battle, they WILL expend different amount of blue for different attacks. That means just the endurance drain alone can cause them problems. I don't think States was trying to justify a team of 4 elec blasters Vs. the AV. He was just saying they can effectively disrupt his attack sequence.
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You mean disrupting in the sense of taking away so much end that the AV can't use his powers, right? I don't see how draining some end will provide a disruption when 10% of an AV's blue bar represents 80 Endurance. Unless AV's spend more to use powers than we do, then there aren't any powers that cost more than 100 End to use. It would appear the sole purpose of giving them 800 Endurance is to make Endurance Drain less effective against that class of enemies. Oh yeah...and their extra resistant to all secondary effects...so AV's have that going for them too.
How does any of this sound useful, let alone "outstanding"? -
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Why did Cuppa jo edit the topic so statesmans name is no longer in it?
For some reason that really annoys me.
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That re-naming was uncalled for. This thread is addressed to Statesman...so his name is in the thread title. What part of that required moderation? -
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Actually, this isn't estimated. Every AV I've fought has 800 endurance, but granted I didn't know how to check it until just recently.
In the target box you can find out their health and end just by holding your cursor over their red and blue bar, just like yours.
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Thanks for that handy fact, Vagabondx. I guess I never sat still in battle long enough to check that.
So...I guess a full party of Kinetics users and Electrical Blasters is needed to drain an AV to 0...and the group will have to spam Short Circuit to disable the AVs endurance regen or else he'll have enough to fight back in one or two tics.
I guess I'll wait to see how Crenson's test goes...because I don't even know 8 people with endurance drain attacks on Justice. -
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#1 End drain only works if they're fully drained, partial, it's a no go.
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Ooops. That's not true. Some AV powers require an amount of Endurance - so that if the AV doesn't have it - he can't use it. So bringing one down to 0 isn't exactly necessary to have an impact.
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That seems fairly misleading because AVs have far more endurance than player characters. The figure I keep seeing thrown around is 800 endurance...so I'll start with that (yes I know it's an assumption but that's what we're left with in the absence of hard numbers ). Reducing an AV with 800 endurance to 10% of their blue bar will still leave them with 80 endurance - more than enough to use virtually any power in the game.
If this scenario is accurate, then I can't see how endurance drain versus an AV would ever be an "outstanding" tactic. A single tic of endurace recovery would provide an AV with roughly 40-60 points (based on the estimated 800 total). It appears that you'd need a full party with endurance drain attacks to keep an AV that close to empty anyway...and how often does that happen?
My question to the DEVS: is this scenario accurate or is it based on false assumptions? Also, do all AVs have around 800 endurance? -
I'm really curious to see Stateman's next response on this topic because, when you consider his comments in the chat transcript and his follow-up here...they seem a bit contradictory, as if he's saying: Endurance drain is an outstanding secondary effect against bosses and AVs...except that AVs are naturally resistant to secondary effects...but it's still great
$$em thumbsup
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Hate to burst your bubble, but this statement is false. I can drain a mob (not just an AV, but ANY mob) to zero endurance, but as soon as their end bar has ANY blue in it they are immediately able to fire off any power in their repatoire that has cycled. Go fight the fake nemesis if you don't believe me.
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I believe you, but I've also heard some AVs have more than the 100 endurance that heroes are awarded. This could mean that a small portion of the blue bar is worth more to an AV than it is to a hero...so they can cast more freely when they appear to be running on fumes. Just a theory of course; I still think Endurance Drain is a lackluster secondary for blasters.
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The only ones who drain end is electric users
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Not true: Controllers and Defenders with Kinetics have access to Transference, which is a superb endurance drain attack. Does anyone else know of other builds that have Endurance drain available? -
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But I don't know if it fuly delineates the difference between an Antagonistic relationship and a Bully-ing one
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Cryptic's never going to give us an iron-clad definition of what is and what isn't griefing. You can't, because this sort of distinction really comes down to a judgement call. There is no right answer, except to say that you gotta have faith. Any issue between players that escalates to the point of involving Cryptic will be settled by Cryptic. When it comes to arbitration between players, I have trust that Cryptic will make decisions that they deem best for the community as a whole. Naturally, some players may be made unhappy or marginalized by these decisions, but I trust Cryptic to do their best to minimize the damage done to the decent members of thier community. -
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too many people continue to conjure up horror stories about how their neighbor's sister was killed in a power leveling accident.
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But...<sob> Powerlevellers killed my parents!! -
Nope, there's no way to put a "pause" in your binds. I believe the devs did this to prevent macro fighting. My advice would be to bind the tell to a key, and bind AM to a neighboring key.
- good luck! -
The filepaths contained in your binds must lead to the folder where you stored your binds. So, if you put all your binds in the folder c:\keybinds, but your binds are calling up files from the folder c:\ready...your binds won't work because they're trying to load .txt files from a folder you haven't created.
It looks like the shortest solution to your troubles would be to change the name of your keybinds folder to "ready". Alternately, you could open each of the text files and change the filepaths to load from c:\keybinds instead of c:\ready
I hope this helps. -
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Putting heal buff enhancements on heal is useless. RECHARGE TIME ENHANCEMENTS.
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Do you mean putting heal Enhancers on the inherent ability, Rest, is uselss? If that's what you meant, then I totally agree.
If you meant that heal enhancers are wasted on powers that heal others, then I disagree. Both types of enhancement are useful. SO Heal Enhancers will dramatically increase the amount of HP you restore per use. Recharge is great too, I just couldn't stand by while you bad-mouthed my healing SOs. -
target_enemy_near
I wish I'd learned about this command sooner than I did. Unlike TAB's spastic target acquiring, this command actually acquires the nearest target. Don't get me wrong; I use the TAB key key as well, but there are many times where acquiring the nearest target is preferable to acquiring a target that's randomly chosen by the computer. Having both styles of targeting set to different keys gives me a lot of flexibility in acquiring the target I want, which is great for me because I usually don't mouse-click to acquire enemy targets.
You too can have this amazing ability to target by typing /bind G "target_enemy_near" into you command line. I put in on the G key, but the beauty of keybinding is you can choose whatever works for you. -
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i tried typing in what you said but it didnt work. What exactly do i type in?
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Terribly sorry, I had that wrong. To bind the toggle first/third person view to the B key, you would type:
/bind B "++first" -
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HELP!!! I Accidently made the button B do nothing. I want to know how to restore it to its default action (enter 1st person mode) how do i do that HELP!
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Here you go: /bind B "++third" . And just so you know, all of this is covered in the Default Keyboard Bindings, near the beginning of this thread -
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I have my Taunt bound to t, then I have the verbal taunt files bound to lshift+t. So all I have to remember is to hit the shift key. Of course, I don't have anywhere near 75 verbal taunts to use.
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I follow this type of binding philosophy a lot to create variations on common attacks such as attack+target nearest+follow for melee characters, putting preferred attacks on auto, and, of course, adding commentary to my power activations. I think anyone who's enjoyed the ability to add a clever quips to their power keybinds has probably also grown weary of those quips (though 75 is a new high-water mark...wow Curveball!). As said above, I think it's courtesy to your group members not to be in perma-spam mode all the time. -
Always glad to help a hero in need, chum! Thanks for adding your tips on binds. Honestly, though, all props should go to the great Curved one. Maybe if we flatter Curveball enough he'll get the next revision of his bind guide together...
/em praise$$local All Hail Curveball, The Bind King!! -
Are you creating your bind files in Notepad?
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Some folks have already put a lot of work into doing just that for a flight bind. Check this thread to see what they came up with.
Last time I checked, the end product was very reliable if you were neat with your keys. What I mean is: I tried it and it didn't work well for me because I hold down many keys at once. The hover/fly bind didnt' react well to this style of keyboard use. It seemed like it would be great for players who're very careful about what keys they press and when...that's just not my style. -
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I don't know if anyone posted this, but this guide is a direct plagerism from the Prima guide to CoH.
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While much of the information in this guide matches the information in the Prima Guide, you should look before you leap. This guide was put together by Curveball, who was beta testing this game months before the Prima Guide was on store shelves. What's more, I've seen posts from other beta testers indicating that the majority of the information on this thread was offered on the Beta forums, and was copied by Curveball to the public forums.
If anything, I'd wager Prima was sourcing Curveball when they crowded /bind commands into a 4 or 5 page section that failed to discuss many of the variables that are required to make certain /bind commands work. Curveball's guide, on the other hand, covers almost all of the available commands in great detail, providing examples and discussions of these commands.
So...thanks for stopping by to blow the whistle on Curveball. He's done nothing more that free spread information to a player community. Prima doesn't own the information nor did they invent it. All they did is gather it (most likely from the beta forums), edit it (poorly) and slap it on the shelves to get a quick buck.
Thank you; drive through -
Open the in-game menu, and click on "Options". Then, in the menu screen, select the "Controls" tab. The controls tab contains an option to reset your keybinds. This will only effect the character you're currenly logged in as.
I hope this helps -
Correct me if I'm wrong, but I think there's no limit of avatar filesize because Cryptic/NCSoft doesn't host the avatars. They only accept the link to your avatar image, so file size isn't something they need to be concerned with.
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Super Volt,
I'm not sure if you've given up by now, but I have a question about your character name keybind loads.
If you have a seperate keybind file for each character, why can't you call the Super Volt file sv.txt and bind the key in that file to load sv.txt?
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No reason at all. When I made the post I think you're responding to, I was under the mistaken impression that I'd be re-loading my keybinds each time I logged into the game. I've learned much since those dark days...and decided then this feature isn't that essential to me.
My confusion came from trying to use the $name variable in conjunction with the bind_load command. This should allow me to rename the file "sv.txt" to "supervolt" and, when I'm playing as supervolt, the /bind would load the appropriate keybinds. Problems came up when I encoutered problems getting the $name variable to work like this for my characters who have a space in their name. On the plus side; some nice folks in this thread offered up suggestions to remedy the situation, which has restored much of my lost faith in the goodwill of humans. -
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Is there any way to break out the emote window into a seperate, always open window? It is tough to keep having to click thru the layers of emotes to get to the one you want.
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I don't think so, but you can open the emote menu with the apostrophe (') key. From there you can type the letters that are highlighted in the list to choose the category and emote you wish to perform. With a little practice, you can spout off animations as needed!
If you don't like the default key you can always bind it to a different one. The command is called "quickchat." Here's an example of binding quckchat to a key: /bind p "quickchat" -
Correct (and you're welcome
). The /bind version would read as follows, with the C key as an example (I use RALT+C to avoid accidental costume changes):
/bind C "local Flame On!!$$cc 1$$powexec_name integration" -
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Hi Guys
I was a at the tailor this morning (just like more than half of Paragon City) and there was this guy switching between a suit and his costume, however, he must have a used a macro and a keybind cause when he switched he was saying "Flame On!" and during the switch he activated a flame power. It was really cool. Some others were doing it too with lightining and stuff. Can someone tell me how to do this. I have an MA/Regen scrapper and I wanted to make a costume switch macro maybe using integration as an effect unless there are switch effects.
Thanks
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I think you could do this with the following macro:
/macro SWITCH "local Flame On!!$$cc 1$$powexec_name integration"
Also, here's instructions on making a costume change toggle bind that might give you some other keen ideas. -
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I too have a name with a space (Dark Sidius') - and an apostrophe, but I'll get to that later... Have you tried "%20" in the spot for the space? As in calling your file:
c:\kb/super%20volt
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I have not tried this, but I will do so soon. Thanks for the suggestion, gnonag!