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Posts
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Quote:Other people have other opinions than "FIRE FIRE ALL THE WAY".You ask for the best primary to pair with time then exclude that very set...Brilliant.
Why not just decide for yourself since you really don't want people to tell you the best since you already know what it is and you don't want it.
The problem with Fire is it has nothing but damage, and doesn't seem high enough above everything else that doesn't sacrifice secondary effects.
I preferred Radiation Blast, myself, but that actually seems to suffer from low damage because of its speed, same thing with some Fire attacks.
I'm looking to see which of the other sets, especially the slower ones that benefit more from recharge enhancements and higher base damage, are good to people.
This seems prudent considering Time Manipulation boosts recharge.
So, how would everybody rate the sets?
What are their strengths and weaknesses?
Which do you recommend.
And yes, you can suggest Fire. I just didn't want that to be the only answer, especially without explanation.
Edit:
Also, maybe somebody can get the regular corruptor players form the corruptor boards over here to make suggestions? They probably have tried practically everything, so they know the advantages and disadvantages and strategies. -
What I found most interesting was its "adaptive Vsync" which definitely seems like a great function.
I was also intrigued by its ability to change its clock speed without a manual adjustment and the usual risks of that(though it may still be risky).
From the way things look, the next time I need a new graphics card, this will be my first choice(when the price comes down) unless something better is out by then. -
Quote:Yep, it just bugs me because I like things to make a little more sense.I would just like to point out what seems to be the heart of the matter: Ignore the descriptions.
What the descriptions say doesn't matter. The descriptions are written by humans, who often get things wrong - even willfully continue to think the wrong thing, after a long discussion about how things are done (like this thread).
What matters is the mechanical part, not the description. That's what the game pays attention to.
The game doesn't care what the description says. The description could say "I'm a little teapot" and the game would still do whatever the mechanics say to do.
Of course, it bugs me a lot less than it did before we had actual numbers visible. We used to only have the description, and an incorrect description was a huge problem then.
Edit:
Wiki still suffers from this. All the powers there use their flawed descriptions, no numbers in sight. People have to actually use links in game(except those don't always display correctly such as for every corruptor primary which is broken right now) or use Mid's and hope Mid's is accurate too. -
Quote:I'm surprised to see that you're a complete jerk.T, shut up. You are starting to wear on my nerves with your constant "I'm right, you all are wrong" post bursts on every subject claiming to know more than everyone else.
I don't claim to know more than anyone else, and the reason I post so much is to offer ideas if I have any, or offer actual solutions I have used int he past to similar/same problems.
FYI, look at how many threads receive no posts from me. I don't post in most of them because I HAVE NO BLEEPING IDEA!
So, thanks for being a jerk.
Edit:
Oh yeah, look at my post count.
It's a lot lower than yours despite my obvious tendency to post multiple times in a single thread instead of doing my best to crunch them all into a single post.
Maybe you should look int he mirror, Mr. Knowitall. -
Quote:Actually, I finally got some support through the web form, which was not spelled out or even hinted at within the game, and they told me "you should also report this in game".While I'll agree that the in-game bug/petition should check your account status before continuing, that doesn't change that you are trying to access the system from a way that is known not to work. You are deliberately trying to access the bug/petition system in-game as a non-subscriber. At which point the fault is yours, not the system, not the GMs.
Funny, I guess I'm supposed to use both system and repeat myself to actually get help.
Yes, I was told to use the in game report function. -
Quote:You should start a new thread about that.I have ultra high speed internet and I am crashing nearly every hour or less while in base edit mode...and I just started rebuilding my base, so it doesn't have a lot of items yet.
Running on XP, 2 GB Ram, 1 GB Video Card.
Have not had ANY issues until this latest update.
I have repatched, did the file check, and even shut down my system and let the CPU cool a while for the heck of it.
My thread here is about a longstanding issue that is directly related to incarnate level shifted team leaders, not bases. -
Quote:That connection trouble was caused by the crash in progress, but it's usually worse. 1056 is low for that.Your netgraph in that image shows a ping of 1056. That's pretty bad. Is there any correlation between the netgraph looking like that and your crashing, or does your graph always look that bad?
Yeah, the game is extremely sensitive to the connection condition. I haven't played any other online games to compare it to but, compared to non-games that maintain a constant connection, CoH is kind of feeble about it.
Normally, I don't see ping that high, aside from the occasional short spike of green due to the game's trouble with stability, unless other users are online in my home sucking up bandwidth which makes my ping solid 2000+ until they stop hogging bandwidth.
Shared internet connections suck, but it is good often enough to make gaming enjoyable, so long as the game itself works well and doesn't cause more trouble. -
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I'm tempted to purchase Time Manipulation, but I need a suggestion for a primary that works well with it for corruptors.
I know people will suggest Fire, but I rather would see what other set may be good so that I can get some secondary effects, not just damage.
I definitely want to do pretty well. I want to be able to solo Elite Bosses.
I would like at least one decent AoE to be able to take on larger groups of enemies, maybe even increase the difficulty.
I have played radiation Blast before, which has a lot of AoE, but it seems weak even though it is fast and defense debuffs make it easy to reliably hit. I would be ok with playing this again, but I am hoping something else is better.
So....which primary do you think is a good fit for Time Manipulation that will bring down enemies rather quickly and make soloing the tougher Elite Bosses with purple triangles possible?
Edit:
I do not have IO access.
I do not have incarnate access.
Please keep that in mind. -
Quote:....and "ludicrous".I'm still waiting for a category that they simply call "plaid".
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Quote:I was saying "knock-down should be low magnitude knock-up" and in some cases, like Psionic Tornado and Air Superiority, it is.We aren't saying knockdown isn't low-mag knockback. In fact, that is specifically what we have been claiming it IS.
I think they should stop calling powers, like Burst, "knock-down" when they are not so in every case. Actually, i want them changed to knock-up so my melee characters never have to worry about a melee power knocking an enemy out of range of melee powers, especially with AoEs. -
This is odd:
Quote:Funny, it calls "knock-up" "knock-back".Fortunata Training - Psionic Tornado
Ranged (Targeted AoE), Moderate DoT(Psionic), Foe Knockback
Unleashes a whirlwind of Psionic energy on a target, tossing nearby foes into the air. The Psionic Tornado damages foes and Slows their attack speed. Damage: Moderate(DoT), Recharge: Slow
Power Type:Click
Target Type:Enemies
Power Range:80.00 ft.
Effect Area:AoE -- 20.00 ft. radius (12 targets max)
Attack Types:AoE, psionic
5 Ticks of 11.31 psionic damage over 4.10s on target
-30.00% strength to recharge for 10.00s on target
Ignores buffs and enhancements
50.00chance for 1.40 magnitude knockup on target
This is an example of what I was saying before, that the game calls "low magnitude knock-back" "knock-down":
Quote:Brute - Kinetic Melee - Burst
PBAoE Melee, Moderate DMG(Smash/Energy), Knockdown
By focusing your energy into the muscles in your arms, you can launch a dizzying flurry of attacks against every foe in melee range. Some foes may be hit hard enough to be knocked down as well. Damage: Moderate, Recharge: Slow
Power Type:Click
Target Type:Self
Effect Area:AoE -- 8.00 ft. radius (10 targets max)
Attack Types:melee, smashing, energy
31.28 smashing damage on target
20.85 energy damage on target
50.00chance for 0.67 magnitude knockback on target
5.00chance for 52.13 energy damage on target
Only against minions and underlings
+Grants power Power Siphon with Power Siphon active
Edit:
Maybe it's a mistake, a typo, that they made when the descriptions don't match the detailed info, but the "low magnitude knock-back" being called "knock-down" is intentional. -
Quote:Ummm, I think that is a flawed test simply because of the level shift. I don't think that works properly with knock-back to make it work as if you were like a plain level 50 against a level 49.It requires at least 2 levels difference, since level 50 enemies are knocked down, not back, by Foot Stomp and Whirling Smash and etc as used by my 50+1 characters.
Also, the enemies I am talking about are those with no knock-back protection, especially minions one level below.
Last I checked, blue-con enemies(one level below) get launched back by a 0.67 magnitude knock-back.
And yes, "down" is a directional vector even if the ground below an enemy prevents them from actually moving "lower". It's not like the earth is flat without a core. -
Quote:Look at every instance of "low magnitude knock-back" in Super Strength, Martial Arts, Kinetic Melee, Street Justice, etc....A "prevalence" would be if they usually do it that way, but sometimes do it the "right" way.
Look at every instance of "low magnitude knock-up" such as Air Superiority and "Psionic Tornado(I think this is low mag, I'll have to check).
Yes, they "sometimes get it right", but they mostly get it wrong.
In fact, I think the melee sets used to actually use knock-up for knock-down, until they instituted the "low magnitude knock-back" change with the addition of Kinetic Melee or proliferation of one of the melee sets even before that.
I'm pretty sure that "low magnitude knock-back" is a recent development.
Maybe there even used to be an actual "knock-down" that didn't work properly anymore so they changed most of the powers that used it and phased it out.
Anyway, why do I keep responding?
I have got to stop. -
Quote:Oh, they want to fix it. It's just hard.I was very eager to get the changes reverted when GR went live, expecting a fix any day for the first few weeks, so I could finally get back to my favorite at the time Bots/Storm. Alas the months turned into years and... Eventually I had to just move on and go forward with the notion that it won't be fixed because they don't want to. I'll be pleased as punch to have ZWill or Synapse come post that it's still in the pipeline though.
That is why I posted my idea for a solution.
1) Maybe my ideas were never heard before.
2) Maybe they are simple enough to be done.
3) Maybe they will work.
4) Maybe they just needed a new idea, possibly because they ran out of ideas or don't have the time to give it enough thought with all the other work they must do.
You don't get anywhere without trying. If we all "waited for the world to get better" then we "would all be miserable forever" because nobody would make it happen. -
Quote:So "down" is not vertical?They don't. A vertical vector is "knock-up". "Knock-down" never referred to a vertical vector (except by mistake, like in some players' postings).
10joy
Do you not know which way is up?
horizontal = left and right
vertical = up and down
Edit:
I don't mean to be insulting, but you asked for that question.
I'm done with this thread. Anybody who wants to be stupid can be so. -
Quote:You had to misread, didn't you?[color=lightblue]We do? I'm sorry, I can't remember any text in the game that ever described a knock-up power as a "knock-down"
I meant "we call knock-back powers knock-down, simply because their magnitude is lower than 1, even though they are not even a vertical vector knock".
Do you call East and West vectors South simply because they are not North?
No, you wouldn't do that because they are not even on the same vector as South and North.
Knock-back is not knock-down, no matter how low the magnitude is and how it behaves against same or higher level enemies, simply because it doesn't STAY knock-down. -
Quote:Well that is an animation problem with knock-up then, likely just Air Superiority though since Levitate actually animates better.low-mag knockup makes them do that very distinctive Air Sup double flip that I've mentioned several times. And against sufficiently lower-level enemies, the Air Sup double flip turns into the KO Blow rise-and-fall anyway, which as any character with KU can attest, does not drop enemies back exactly where they started from. It's less annoying than knockback, true, but it would make very little sense for enemies to double-flip up then down when hit by most KD powers.
It may also be an artifact of the messy physics this game has.
Also, what do you expect from knock-down? Do you expect the enemy legs to break so they can crumple down without their legs flipping out from under them and possibly going over their head?
I have slipped really good in real life before. I can tell you my legs and head changed places, literally. I practically flipped, but didn't go all the way over.
By the way, it only takes an enemy being one level below you, such as you being level 50 and them being level 49, for your "knock-down"(low mag knock-back) to send them backward as a greater than mag 1 knock-back.
They should lower the magnitude to something like 0.1 or change it to knock-up to stop the common "down becoming back" problem.
I think that's enough of this topic for me though. The original issue was solved. -
Yes it is.
They're calling a horizontal vector, "low mag knock-BACK", a vertical vector, "knock-down" as in up and down.
That's like somebody telling you "go South" and you going West simply because it is at the bottom of your compass so it "looks the same to you".
Not to mention, it is "just a prevalence" when the power suddenly performs COMPLETELY DIFFERENT when your target's level changes.
Normally, a "knock-down" power tosses your enemy right in the same exact spot, not pushing them backwards. If it starts "pushing them backwards" then it isn't "pushing them down" anymore and thus is "no longer knock-down".
Essentially, the "low mag knock-back" doesn't stay "knock-down" when it really needs to and we want it to stay knock-down.
That's a problem. -
I never have, but I do not like the prevalence of the developers using "low mag knock-back" instead of using "knock-up" for actual knock-down. It makes it difficult for melee characters or those who wish to keep enemies debuffed or flopping on the ice slick.
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Quote:What is the magnitude of knock-up on Air Superiority?Yes. Thus, Air Superiority is not a knock-down power but a knock-up power. (Watch closely what it does to your foes.) So?
0.75
What is the magnitude of knock-back on Foot Stomp?
0.67
(FYI: I haven't verified this in game as of this moment. This is from memory so may be incorrect. The point was to cite an example of low magnitude knock-back that is called "knock-down".)
What do we call them both?
knock-down
The only difference is that one will always knock the target, no matter the level difference, the same way. The other will perform differently by knocking the target back instead of straight up and down.
Therefore, I did not change the definition of "knock-down". I am saying that they misuse the term "knock-down" for powers that actually use low magnitude "knock-BACK" which doesn't always perform the same as "true knock-down". -
My point was the distinction between "the target landing in the same spot" and "the target moving backwards in some circumstances".
"True knock-down" would never ever become "knock-back".
You know why this is so important?
Because melee characters hate knock-back.
If melee characters face enemies at -1x8, they have to chase them after they hit them with a power like Foot Stomp, simply because the low magnitude knock-back now is high enough magnitude to not behave like knock-down.
I have cursed that several times on my melee characters because I want every enemy, regardless of level, to stay exactly where they are in melee range. -
Quote:1) Sorry I got worked up. It was a combination of factors, partly from other posts elsewhere and my real life at the moment I was posting.Why are you getting so worked up? I'm calmly stating my opinion on this matter, no need to call me a lemming.
But for the record:
You did, one post above my last one...
No, we didn't. MM's have always had some form of pet ai weirdness. Since day 1. For some sets the old bug was preferred over the new one. The newest incarnation of it made my Bots/Storm nigh unplayable but improved my Necro/Dark. But it was never 'more control'.
2) I actually asked "who said they intentionally made a bug, intentionally broke things?" because they would never admit to such a thing.
You were clearly assuming something, likely following the resident forum "conspiracy theorists" that think "every bug is the developers intentionally angering us".
They don't intentionally anger us. They don't even intentionally create bugs.
They're just human and imperfect like all of us. They can't get it right every time.
Hell, they may not have even made any mistakes and still have bugs because the people that originally made the game, an entirely different team, were the ones who made the mistakes that made the current bugs manifest when changes were made to a system that "would only work one way".
3) Yes, MMs have always had odd AI for pets, but it was much less odd at first. It started with only a few bad bugs isolated to specific pets like the Thugs Bruiser, not every ranged pet forsaking range in order to use their disabled brawl attack(essentially, any pet that runs into melee and supposedly doesn't have a melee attack, not even brawl).
They fixed the specific pet bugs and things were nto bad for quite a while. Demon Summoning had a lot of bugs though, so they changed all the AI, which was working relatively well, to make one set(which cost extra since it was with Going Rogue, so they did this for more money) work better than it did, instead of changign that one set to conform to the AI.
That is what broke it.
Now, they need to figure out a way to fix the AI without undoing the fixes they already made that caused the bugs we have now. That is where it gets difficult.
So no, they did not intentionally put in a bug as a nerf to masterminds. They can nerf them easily by reducing the power of the pets and the buffs for masterminds, much easier than putting in "functional yet broken" AI.
And no, mastermind pets would not be overpowered with better control. They would be more difficult to manage because it would enable and require more complex controls.
Essentially, we would go from only needing 2 functions, "petcom_all defensive follow" and "petcom_all attack"(as the only 2 functions I find I need as a mastermind), to needing to control each pet separately and with much more complex functions such as specifically telling them which attack they should use(akin to the system of heroes in Guild Wars).
Better control is not always a blessing. Better control is just as often a curse.
Just look at the mouse and keyboard. They provide immense control, but they aren't very ergonomic, and everybody I know can see all the typos I make as I get more accustomed to and experienced with using a keyboard. -
Quote:I did not say "no knowledge".Having no knowledge of both the field and the specific subject is not a strength.
I said "not formally educated".
Meaning:
I have knowledge of basic programming, the functions that make up every program.
I also know how logic works, like "if A=B and A=C then B=C" and "cause and effect".
That is all you need for programming.
They have been taught that, but they were also taught "this is how these people in the past have done these things" and learned "this is how we have done functions in City of Heroes before".
(Essentially, they were taught to "copy-paste". Not intentionally, but peopel take the quick path if they can, which is "copy-paste".)
They have lost creativity because their education and work has been so structured and based on "this is how it is, now work with it" instead of actually creatively changing how it works at the core.
It's like when you do a job for 20 years and suddenly have to find a new job. You got really good at your specific job, but now you have to learn a new job, even if it is similar it is still quite different.
Programming is that way. If everything was simple and already had a known solution that came before then there wouldn't be "new programs" and "new functions" and every game would be the same forever.
It's called stagnation.
Stagnant water is so because it just sits there and doesn't move. It goes bad simply because it isn't changing.
People get the same way. If you worry too much about "this is the only way to do this" then you lose the ability to adapt to new situations or ideas.
People are slow to change, perhaps even requiring new people who think differently. It's called evolution(which does not just apply to genetics but also cultures and ideas and even something as simple as taste).
I'm saying that the developers need new ideas because they are stuck "inside the box". They need "out of the box" ideas. -
And yet, Air Superiority is "0.75 mag knockup".
True, TRUE, knock-down is a low magnitude knock-up because TRUE knock-down never changes to "knock-back" when attacking a lower level enemy.
Faux, FAUX, knock-down is low magnitude knock-back. It doesn't keep the target in place.