fishling

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  1. [ QUOTE ]
    On a related note, could you make it possible to have the same power visible on multiple trays (if it isn't already possible).

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    This is already possible. Click on the Powers tab (next to Inspirations tab). From there, you can drag any power to any tray as many times as you want.
  2. [ QUOTE ]
    Ability for leaders to setup a period of innactivity that results in characters being auto-dropped from the SG roster. I suggest a series of check-boxes for 30, 60 and 90 days...so SG leaders can choose the level of commitment that's required to stay in the SG.


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    I'd really like to see this too. For one, it is one of the few safe ways I can think about to allow for the expulsion of SG members of the highest level that doesn't allow SG "hijacking". I've been in a few SGs that fell apart because the roster was full of old "friends" and abandoned alts that the founders refused to kick (lots of +100 day idles) and so the active core couldn't grow. I guess I don't see what the problem of kicking inactive people is, since they could always reapply if they decide to start playing again.
  3. [ QUOTE ]
    if it isn't posted by a redname or dev , then it is either speculation, rumor or a lie.

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    Wow, pessimism! Sure, there are a lot of false rumours out there, but it's not all wrong. Most of that list is recognizable from various dev posts over the last few months, if you follow the Dev Digest assiduously.

    [ QUOTE ]
    Is there an official thread from where this gospel was taken?

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    I recognize most (but not all) of those items as coming from various dev posts over the last few months. I think John_Roy did a pretty good job of trying to honestly summarize everything.

    Plus, Statesman posted after you and didn't point anything out as being horribly mistaken.
  4. Good guide and info. I just formed a pickup group today and we successfully ran it, pretty straightforward thanks to this info. Had 2 experienced members along, which helped. I couldn't secure a tank OR a controller so I was a bit worried to start, but it turned out to be fine - finished with about 2:20 left on the clock.
    Team was 3 scrappers, empath defender, FF defender, dark defender, and 2 blasters. One blaster and one scrapper were RSKed. I also levelled to 42 during the Trial, so me (scrapper) and my exemplared scrapper had an extra boost.

    We ended up with way more ambrosia than we needed - had about 3-4 each (after clearing all 3 bridges) but most people only used 2. However, with 5 damage dealers (likely more than the average for trial teams), this is to be expected. Toughest part of the Trial was actually the first wall, probably because of the Cairns that people were neglecting to kill.

    Most deaths were from playing around in the last room clearing the crystals...we got kind of bored with the last room, so the scrappers started to herd large groups of DE (thanks to the force fields) and the blasters and a defender were using Blizzard and Nova to finish them off...which didn't always work. We had a couple trouble players on the team that died several times, but they also kept on asking questions like "Do I use Ambrosia now?" throughout the mission, so I figure the deaths were mostly self-inflicted. :-)

    A tank and/or some controllers would definitely be useful, especially to stop the wall spawns, but bubbled scrappers seemed to do in a pinch. It was also useful to have an experienced person to help keep the team moving.
  5. fishling

    More answers....

    [ QUOTE ]
    some powers still retain their obnoxiously migraine causing sounds (Targeting Drone, DA powers, Super Speed, etc' etc')

    Will something be done about Aura/Power trails?
    Falling down after jumping a big jump while SS is on covers the entire screen with horrible golden sparks of doom

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    There are some (like me) who like the SS sound and trail, so I imagine that this sort of change won't be possible until power customization is in (which hopefully permits such changes to be made so that we can both be happy).
  6. [ QUOTE ]
    Revive needs to be like the freakshow revive, instant rez, full hitpoint (at least 75%) and 50% (at least 25%) endurance.

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    That pretty much goes for all the self-revive powers, IMO. If you die in the middle of combat either solo or grouped with people lacking Recall Friend, your self-revive is not very useful. I don't think it would be unreasonable to even add a short (3-5 second) intangibility-like period (say, during the animation) where you can only use powers/inspirations that affect yourself. This gives you time to turn on at least some of your major toggles and/or escape without being instantly killed again, but doesn't let you attack without fear of reprisal.
  7. [ QUOTE ]
    in those cases where you are having trouble teleporting up to the ceiling, set your cam_dist to 200 or so and look down. Then you can just teleport to the ledge that you were trying to teleport above directly.

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    This only works well when the ceiling is a lot higher than the ledge you are porting to (works well outdoors as well). However, there are several ledges/walkways on cave/office/lab mapsets where this doesn't work well at all, because the roof is too close to the floor (standard hallway height) and it is tougher to manuever the camera to see the floor. In those cases, I'd port to the roof covering the walkway and just drop down.
  8. [ QUOTE ]
    It seems most of the issues are when trying to port with a ceiling as a destination. THis used to work great, and was essential for getting around certain maps, to get ofer railings or up to various cave levels.

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    So THAT's why I was getting a red circle on the ceilings in many places! Wow, that's very annoying...being able to teleport up to the roof over a ledge and drop/port down to it is pretty vital for porting indoors. I hope they restore the previous behavior in this instance!
  9. [ QUOTE ]
    Perhaps if you learned the difference between a trial zone and a hazard zone you could chime in

    Faultline is a hazard zone. Just like Perez and Boomtown and Dark Astoria and the Sewer Network and the Abandoned Sewer Network and the Rikti Crash Site.

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    Ah, the irony. Yes, the person was wrong about PP and Boomtown. Those are Hazard zones. But, Faultline IS a Trial zone. As is the Sewer Network. Look at the in-game help or follow those links. Learn something.
  10. [ QUOTE ]
    I have never, ever heard of a trial in faultline. Not from any of the hundreds of players I have played with at all levels of this game. I think this may be the first mention of a trial in faultline in the history of CoH.

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    He actually answered the question "What are the low level Trial zones?". The correct answer is Upper Sewers (approx 4-10) and Faultline (11-19). I believe that Terra Volta is also a Trial zone...I don't have any references handy though. What he is saying is that there is a DIFFERENCE between Hazard zones and Trial zones - Trial zones should have larger mob spawns than Hazard zones. You don't seem to realize this. Unfortunately, many people don't know about the Upper Sewer and shun Faultline because of the perceived difficulty in travelling around (Only SS-only or no travel power people have reason to complain. I find SS+Hurdle to be a lot of fun there, YMMV). I find that Faultline spawns tend to be larger and/or have more boss/lt than Boomtown spawns. Clockwork Princes are rare in BT, but are in almost every FL spawn.

    You are correct that there is not a Trial in Faultline though...I don't think having a Trial mission is a prerequsite of being a Trial zone. However, that might be a sign that they intend to add a trial there eventually. Trials off the top of my head - Hollows, TV Respec, Sewer, Hamidon.

    The map that ships with the game (assuming you bought a box) and the in-game help (Menu -> Help -> Nav tab) both distinguish between City, Hazard, and Trial zones. The in-game help even lists the suggested level range for each zone.