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Posts
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RSRobinson,
I've been watching this thread closely. Great stuff!
If you have a moment, I need some advice. Till now, I've been balancing my power choices between what I think would be fun and what would do the most damage.
What do you think my next power choices should be if my goal is damage output?
Notes:
<ul type="square"> [*]I've made some bad choices already and won't be able to address those till respec. I speak of Tazer, Leadership:Assault, 2 slotting Hover, 4 slotting burst. [*]The powers I'm listing below are not in the order I took them.[*]I'm level 23 and have 7 more power choices in front of me.[/list]
Current Powers:
<ul type="square">[*]Slug[*]Burst[*]Sniper Rifle[*]Flamethrower[*][*]Web Grenade[*]Tazer[*]Targetting Drone[*]Caltrops[*][*]Hover[*]Fly[*]Assault[*]Hurdle[/list]
I'll need to get health and stamina, that brings me down to 5 more power choices till 40.
I'm starting to think of getting Hasten, SuperSpeed, Smoke Grenade, Cloaking Device and Full Auto. But that leaves out Trip Mine and Ignite. What do you think RSRobinson?!
I don't play enough to reroll - I'd never be able to catch up with my friends. I'm happy to stick with the choices I've made until respec. -
Ivan,
You'll need to get 2 lower level fitness powers before getting stamina. So you'll need to add health into your build after swift, but before stamina. -
I haven't tried version 2, yet, but I downloaded it(from the latest weaponx post) and unzipped it. I noticed that there are two sets of binds in the zip file. One set is in the root of the zip file and one set is in the moves directory of the zip file. The version that is in the moves directory of the zip file has an autorun 0 in the bind for s in autofly.txt. I think, MAYBE, the solution is to copy all the files and subfolders in the moves directory of the zip file to your c:\coh\moves directory.
Probably what happened was weaponX zipped up his c:\coh directory, not c:\coh\moves.
Here is the file list in the 2.0 zip file that weaponx put up, currently:
2_index.txt
Addendum.txt
autofly.txt
autorun.txt
blastoff.txt
fly
fly.txt
fw.txt
fwr.txt
ground
ground.txt
gw.txt
gwr.txt
moves
reset.txt
setdown.txt
update.bat
fly\fa.txt
fly\fad.txt
fly\fbar.txt
fly\fbara.txt
fly\fbarad.txt
fly\fbard.txt
fly\fbars.txt
fly\fbarsa.txt
fly\fbarsad.txt
fly\fbarsd.txt
fly\fbarw.txt
fly\fbarwa.txt
fly\fbarwad.txt
fly\fbarwd.txt
fly\fbarx.txt
fly\fbarxa.txt
fly\fbarxad.txt
fly\fbarxd.txt
fly\fd.txt
fly\fs.txt
fly\fsa.txt
fly\fsad.txt
fly\fsd.txt
fly\fw.txt
fly\fwa.txt
fly\fwad.txt
fly\fwd.txt
fly\fx.txt
fly\fxa.txt
fly\fxad.txt
fly\fxd.txt
ground\ga.txt
ground\gad.txt
ground\gd.txt
ground\gs.txt
ground\gsa.txt
ground\gsad.txt
ground\gsd.txt
ground\gw.txt
ground\gwa.txt
ground\gwad.txt
ground\gwd.txt
moves\2_index.txt
moves\Addendum.txt
moves\autofly.txt
moves\autorun.txt
moves\blastoff.txt
moves\fly
moves\fly.txt
moves\ground
moves\ground.txt
moves\reset.txt
moves\setdown.txt
moves\update.bat
moves\fly\fa.txt
moves\fly\fad.txt
moves\fly\fbar.txt
moves\fly\fbara.txt
moves\fly\fbarad.txt
moves\fly\fbard.txt
moves\fly\fbars.txt
moves\fly\fbarsa.txt
moves\fly\fbarsad.txt
moves\fly\fbarsd.txt
moves\fly\fbarw.txt
moves\fly\fbarwa.txt
moves\fly\fbarwad.txt
moves\fly\fbarwd.txt
moves\fly\fbarx.txt
moves\fly\fbarxa.txt
moves\fly\fbarxad.txt
moves\fly\fbarxd.txt
moves\fly\fd.txt
moves\fly\fs.txt
moves\fly\fsa.txt
moves\fly\fsad.txt
moves\fly\fsd.txt
moves\fly\fw.txt
moves\fly\fwa.txt
moves\fly\fwad.txt
moves\fly\fwd.txt
moves\fly\fwr.txt
moves\fly\fx.txt
moves\fly\fxa.txt
moves\fly\fxad.txt
moves\fly\fxd.txt
moves\ground\ga.txt
moves\ground\gad.txt
moves\ground\gd.txt
moves\ground\gs.txt
moves\ground\gsa.txt
moves\ground\gsad.txt
moves\ground\gsd.txt
moves\ground\gw.txt
moves\ground\gwa.txt
moves\ground\gwad.txt
moves\ground\gwd.txt
moves\ground\gwr.txt -
SaberCat,
Yep, that's exactly it. I think the problem stems from the fact that sprint is being toggled on, then off. And that seems to clear out slug from being queued.
Thinking about it some more, maybe if you start moving, then hit slug, it would stay queued up. -
I used Wasabi_Joe's binds a bunch last night. I had one inconsequential problem(had to tap movement key occasionally to turn off fly) and one pretty bad problem(my 'w' key stopped working - had to reset). Even after they'd just happened, I couldn't recall what key combinations were at work - sorry about that.
During indoor missions, last night, I turned off the binds, just in case. That was dreadful, especially not having the hover/fly movement binds, but I felt it was the safest way to continue. I think next time I play I'll bind a key to bind_load_file "c:/coh/reset.txt" as a failsafe and do missions with the binds on.
Wasabi, Sinabyss, Weap0nX, Jade, Blue_Volt, Gnarly and everyone else that has been contributing to these binds, thank you all so much! I won't go so far as to say that these things should have been in the official game(other than turning off sprint when flying), but I think once they are working closer to 100%, they'll be an integral part of the game for me.
2 things that bother me about the binds...
I like to hit slug while out of range and then run closer until my character stops, just inside the range, and blasts the enemy. With these binds, that's impossible. Maybe a key that toggles between ground.txt and reset.txt is in order.
[Edit: Infinitesimal already mentioned this issue.]
Also, mouselook is turned on while moving. I'm used to needing to drag with the right-mouse-button down to do mouselook. This doesn't really bother me during travel, but it's a killer during combat.
Wasabi, now that you have a place to host the files, when you create new zip files, maybe you could put the version number in the filename and stick a changes.txt file inside.