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Quote:purples are unique until themselves, and most sets of purples share the same ultimate effect boosts.Ok, I've just kitted my DB scrapper with the Hecatomb Melee set - in the write up for the set it says that it's a unique set and that I can only slot 1 of each enhancement for my toon, which I understand.
When I was looking at the unique set for a PBAoE set, it also had the same write up.
Both sets seem to give exactly the same bonus for slotting all 6 enhancements, does this mean that I can't use both unique sets?
So yes, you can slot both the Hecatomb and the PBAoE purple set. -
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Quote:you are correct in observing that CoH simply cycles the day / night patterns back and forth in a loop rather than a constant loop.See if you can spot what I'm talking about in this clip. Just a little proof of concept video I made and while watching the finished product, I was kinda confused and had to watch it a second time to confirm.
http://vimeo.com/12503874
This next one isn't as obvious but is yet another test video.
http://vimeo.com/12505433 -
Quote:Yes and no.Just found one, and saw that they're going for more than I expected at WW...I certainly can see they're gems for PvP, but has anyone gotten any benefit as a squishy in PvE?
Just wonderin', thanks for yer time
The big problem is that on the Hero Side, only Scrappers, Tanks, Kheldian Dwarfs, Force Fields, and Sonic's get native protections to mez effects, and only Scrappers, Tanks, and Kheldian Dwarfs get mez resistances.
As a blaster then, you have no native protection to mez effects, and thus bear the full brunt of any and all mez effects launched in your direction. Also, no matter what you do with IO's, you'll never be able to build up a significant amount of mez resistance... So, if you are fighting something that's mezzing you, chances are you'll actually defeat it with your three primary attacks before the normal mezzing effect would wear off.
So no, slotting for mez resistance won't do a whole lot for a blaster.
However, if you are the kind of player who must absolutely maximize every bit of DPA possible, then mez resistance might bring you out of your mezzed state a few seconds quicker. -
He doesn't. I think he's trying to (badly) yank on another player's chain.
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Quote:okay. that means you have ultra mode options enabled, or at least should mean that.I have noticed "Shader Quality" will not change when clicked on. It stays at "High"
UM options require the OpenGL 3.0 shading path.
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Okay, I just verified on the Live server. Enabling Enviroment Reflections or Shadow Quality Low force Shader Quality to High.
Interestingly, I also do see a bug where Water effects are not being enabled. -
I thought the Kitten Kollective and the Feline Foundation had outlawed Dumpster diving after the Puppeh Poisoning Plot?
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Quote:I got bad news on that bit.Now my friend that runs a near identical system but has Windows 7 is running fine. I guess wait for them to fix this or transfer the game to a better engine.....which should have been done in the first place.
NCSoft pretty much intends to keep running this processing engine for a few years. Short of a CoH2, there won't be any new processing engines for a while. However... Paragon Studios now has the development staff to actually WRITE a new engine, which they didn't have back when work on Going Rogue was started.
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Okay: undocumented changes: We've been tracking some issues where players with Ultra Mode options turned off were having those options enabled.
Check your UM settings and make sure they haven't changed.
If you aren't sure, but you can log into the game, set your Graphics Options to lowest, Apply, then exit the game completely, then load the game back up.
Then set your graphics options. -
eh. Energy combo's well with a lot of the secondary sets. As a corruptor set, it's not really the best as it lacks any form of Damage over Time components, so scourging generally isn't as effective as other sets. Anyways:
It goes well with sonic for the -resists.
It goes well with therm-rad for the -resists, -defenses, and heals
It goes well with Cold Dom for the enemy slow down and debuff
It goes well with.. it's actually easier to tell you what is NOT a good combo.
Energy / Traps generally doesn't work since most traps are stationary: Caltrops, Acid Mortar, Poison Mortar, Trip Mine, and Time Bomb. Unless you get really good at working your positional knockback powers and have the patience to knock enemies INTO your traps, something that probably won't happen very often if you like to team, you'll be spending most of the time setting up traps that are pretty much going to be usless.
Energy / Kin generally doesn't well either, since several of the kin buffs / debuffs generally rely on you to be within melee range of an opponent: transfusion, transference, Fulcrum Shift. Again, you could play around it, making sure that you shift targets and work your knockback control so that you aren't sending enemies flying away as you desperatly need a shot of heal or endurance.
Energy / Trick Arrow generally doesn't work that great too, since like Traps, some of the debuffs are positional. There's nothing like sweeping an entire mob off your lit Oil Slick, or knocking an enemy out of the range of your Distruption Arrow.
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Many players may also tell you skip Energy / Storm... mostly as this combination is generally referred to as SHEER AND UTTER CHAOS.
If you like to solo though... hehehe... this is one wild combination. There are few things as sweet as running towards a mob trigginger Freezing Rain, Thunder Clap, and lightning storm as you get in the middle... then NOVA!!!!
Enemies that were NOT slaughtered will likely be stunned, and any that try to approach you will be knocked away by the Lightning Storm, giving you time to recover. -
Quote:Okay. I'm going to deal with this first since it reads like a deliberate trolling.I keep coming back to this game every year or so, hoping someone's put in a little effort on masterminds, or at least the pet AI. I've been disappointed every time. I usually end up playing a controller for a week or two, then going on to something that's still under serious development.
First thing: Very, very, very, very few MMO's attempt to implement any kind of complex Artificial Intelligence routines in their games for two very good reasons:- Computational Performance
- Network Lag
Implementing any kind of substanstive A.I. system into City of Heroes would dramatically increase the processing requirements. Now, I know that you haven't been hanging around the technical support forum as Ultra Mode went live, so let me fill you in on what happened. Users with Intel Integrated Graphics, aging Radeons, and Aging Nvidia's, on weak processors, went livid as the game stopped working like they expected the game to work. I can't put any clearer than this: A player base does not respond well when performance of the game changes for the worse.
The use a comprehensive A.I. was one of the big selling features of the NCSoft Published bomb, Tabula Rasa. When the game launched, it's reccomended processor was the Pentium4 3.5 ghz edition, and while the game would support some GeforceFX cards and some Radeon 9600 series cards, users quickly found that you really wanted the reccomended Geforce 7800 or Radeon x1800 instead.
Unless Paragon Studios and NCSoft are willing to blow the existing installed base of City of Heroes aware, you won't see any signficant changes to any existing A.I. systems.
Yes, it has been rumored that the upcoming Going Rogue release features enemies that don't "auto-aggro"... as witnessed during the HeroCon demonstration, but even then that's hardly an A.I. change as much as it is a disabling of perception checks.
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Second thing, and this is the one that makes me use the troll word, is that you insuinate that City of Heroes is not under active developement.
I'm sorry, but if you actually think that... If that's what you actually believe?
We can't help you. You are, to put it bluntly, not in the same reality as the game development.
Now, if you are willing to accept that the game is under active development, and that the developers are serious about what they are doing, and that they are working on more stuff than they can tell us about, then a productive dialog can be had.
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Short version: Mastermind's are difficult to control.Quote:You know, very well put. I think you hit it right on the head. You basically can do the same as a mastermind with another toon without all the hassle.
The need to make the controlling less of a hassle.
Long Version: The developers intentionally designed Mastermind's as a class that requires additional oversight and control compared to other archtypes. The class is deliberatly designed to not play like any other class, and is designed for players who enjoy micro-managing their pets actions.
If you don't enjoy micro-managing and paying attention to your pet's every actions... Mastermind's may not be the archtype for you. That's okay. That's fine. The developers do not need to change a whole class to suit somebody who would rather play "something else"
That being said, going back to your original post:
If you are ordering your bot to stay in one place and attack and it's not... ... you don't come whining to the forums.Quote:I gave up trying to figure this out.
Does anyone know of a way to make the pets NOT move when attacking or after attacking or before attacking, in the middle of an attack.
I have tried stay in defense mode and attacked only with a aoe hold. Which lasts for about the first attack and then the pets run in. I call them back and command them to stay and they run in again.
Mind you this is after the latest patch, which was suppose to fix this..
In the chat box, inside the game... type in the command: /bug
Then type in: MasterMind Pets are not obeying orders
Hit enter, and in the little box that pops up, type in a quick description of the problem.
This will get the issue looked at much quicker and more likely generate a solution than running a thread on the forum. -
Quote:cons on a blaster: draws aggro, chows through endurance, turns off at the sign of any mez effect.I'm fixing to respec my main blaster Fire/Fire and was wondering about this power.
I've never used it on any toon before. What are it's pro and cons?
Thanks.
pros on a blaster: has a +fear component and a slow component.
Hot Feet is a useful tool when put into melee situations to get your blaster back to ranged combat. It's +fear will send most minions and lewy's heading in the opposite direction, and it's +slow component will make sure enemies aren't running away at top speed. When coupled with power sets that contain TAOE's like Rain of Fire, you can shred through enemies fairly quickly.
This soft control is mitigated by the ability of the power to draw aggro. If you land in a group and everybody turns to look at your blaster, you'll probably go splat. Additionaly, the power chomps through 1.04 endurance per second... base. That's more than Focused Accuracy. If you are running on an SO build, you could find yourself out of endurance in a hurry when enabling the power. -
You can get the Complete Collection Item Pack separately from the NCSoft Store after Going Rogue launches:
- http://goingrogue.na.cityofheroes.co...tion-item-pack
- http://goingrogue.na.cityofheroes.co...-the-item-pack
- http://goingrogue.na.cityofheroes.co...item-pack-cost
So really, the only thing you'd get if you pre-ordered the Gamestop Retail box would be a set of physical disks, 30 days game time, and 5 enhancements that proc below level 20. -
Quote:As much as I'd like a Furry booster pack, David N. did make a good point in the feedback thread on this subject:I'd like to second this sentiment and add that I'm not surprised that there are people that are once again upset that something the devs have released didn't live up to their overactive imaginations.
I have to admit, I am quite happy with the way the mutant booster pack went.Quote:Y'know how every 'answer' on LOST always led to 10 more questions? Adding new stuff's exactly like that. -
Two things Trial:
First, citing an MMO that's failing / failed as an example of what City of Heroes should do is probably Not a Good Idea(tm). Now I'm not saying I don't want to see further customization in the game, or that I don't want to see some of the developer only costume parts made available to players, but, there needs to be more logic to implementing feature sets beyond pointing to game that will likely never actually pay back it's development costs.
Second, citing granite armor isn't a good idea either. The fact that it needs ENGINE AND USER INTERFACE WORK TO EXPOSE COSTUME OVERLAY TO THE USER has been mentioned so many times, I might as well keep a standard copy of the usual rant saved in a text file. -
Subjective Feedback: Organic armor highlights some animation timing... issues.
I put together a mixed Organic / Witch costume and coupled it with the animated cat tail on the smallest female skeletal frame.
When I activated sprint and ran down the tutorial, I couldn't help but think that something was... well... off... about the rear end animation.
There's nothing I can pin point, but it looks like when an avatar with an animted tail is in sprint mode, the tail does it's twitching animation every time the rear-end moves back and forth, and small frames, this movement is quite rapid. This causes the animated tail to rapidly switch animation states, something that I really haven't noticed on other costumes, but seems to standout against the organic armor's jutting leg peices.
Maybe the tail needs to be given a seperate animation when in sprint / run modes? Like it has in Jump modes? -
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