srmalloy

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  1. This is an apparently 'broken as designed' feature, but as I have been playing my pet types more, the issue has become more and more annoying. Is it possible to fix the mouse target selection so that it won't select targets you can't see?

    More specifically, I'm tired of situations where I want to target something right in front of me, but because I have a pet right behind me -- but back just far enough that they're not visible in my field of view -- that the mouse pointer is red, and if I click the mouse, I'll target the pet behind me, not the door or mob in front of me. When this happens, I have to play games with the camera angle to get a view where the pet isn't in a line between the mouse pointer and infinity, so I can target something other than the pet behind me.

    Backing the camera distance out sometimes solves this problem, but I've found problems with that on indoor missions when the distance-to-obstruction is shorter than distance-to-camera, and my viewing position will jump in and out as I turn, depending on how close walls and pillars are. Changing the targeting code so that an object outside your field of view due to being too close to the camera isn't targetable would eliminate the problem.
  2. The only thing I would like to see changed about email is to allow the mass-usage 'salvage' like the candy canes to be mailed in blocks, rather than one at a time; when you're spending 25 canes for an event badge, or 50 for a Winter's Gift recipe, having to mail canes one at a time is grossly tedious.
  3. With my 50 Ice/EM Tanker, I had to pop Hoarfrost once, but it was just a long, steady melee, grinding her down inexorably. With the addition of a Winter's Gift cold resist in Fly, I was just ignoring all of her slows and looping through my attacks. With my 50 Ele/Ele Dominator, it was simply a matter of reaching her ready to pop Domination to hold her, and then between Conductive Aura and my pets it was all over.
  4. Quote:
    Originally Posted by Frozen_Fire View Post
    Back Detail We should have jet packs should be available as back detail when fly or hover are attained as powers. There again many of these already existing game should be made available. Sky Raiders, Goldbrickers, Longbow, Wyvern, Ritki, Terrence Dobbs (Some sort of tank setup)
    JetPacks
    Don't forget the 'Y' widget on the backs of some of the Vanguard; it looks as if it could be a jump or jet pack, although I've never seen any of them with that power.
  5. srmalloy

    Umm...

    Quote:
    Originally Posted by Severe View Post
    ...and hami doesnt give rewards to the tank teams who being part of it for the last 2 weeks ive had to petition and wait to get my reward.
    Is this the tanks not getting a reward at the end of the raid, or that you're not getting shard drops? If you're not getting shard drops, I expect it's because shards are randomly awarded to a player on one of the teams that damaged the mito. And since the tanks' job is to stand there and taunt, not use any attacks, they never do damage.

    The solution for this is to realize that it's not necessary to have all the taunt tanks on one team. Put a taunt tank on each team and just keep track of who you are so you know when to go in and taunt your respective mitos, and the remainder of the team fights mitos as normal; that way, each taunt tank is on a team that's doing damage to the mitos, and gets a chance at incarnate-shard drops.
  6. Quote:
    Originally Posted by Dark_Respite View Post
    Then there's the nod to Rosencrantz and Guildenstern are Dead, Archmage Tarixus tells you while forging the Blackwand that "blood is compulsory."
    Don't forget Rosen and Stren, the two Rikti you run across in a mission where you're tracking down a Rikti infiltrator in the Council.
  7. Quote:
    Originally Posted by Twisted Toon View Post
    They did not win against the DE. If they did, there wouldn't be the constant threat of the DE surrounding the, allegedly, only human city left on the Praetorian world. They're just managing to hold their own, despite the Resistance and us pesky Primal Earthers constantly interfering with their plans.
    It can't be all that's left; there isn't sufficient area to grow food for all the residents. There has to be more to Praetoria that we haven't seen.
  8. Quote:
    Originally Posted by Djeannie View Post
    Any controller could do multiple pets until the Devs created masterminds, then controllers were nerfed to 1 pet only ever, except for fire which gets 3 of the little hypermonkies out.
    And Electricity, which gets two gremlins.
  9. Quote:
    Originally Posted by Zombie Man View Post
    Then how about a DPS meter that shows Personal/Team DPS together so that you know how effective you are to your team?
    @BEGIN(sarcasm)
    And DPS is, of course, the only measure of your effectiveness as part of your team.
    @END(sarcasm)

    I've been grinding my Elec/Elec Dominator to 50, and have been running a disproportionate number of ITFs in the process. I discovered that I'd been playing her wrong for maximum effectiveness. I'd been throwing my Gremlins and Voltaic Sentinel into fights, then hanging back and using my ranged attacks. But I discovered that this is suboptimal; once the tank has aggro, I want to be right in behind the tank so Conductive Aura covers as many of the grouped mobs as possible firing off my attacks -- the Minotaurs and Cyclopes are much less annoying when they're standing there at 0 End wondering where it went.

    Do I do any more damage this way? No. By the gauge of DPS, I'm not any more effective as part of the team. Am I contributing more to the team? Absolutely; even though I don't have any heals, everyone else on the team isn't taking as much damage, because the mobs aren't able to use most of their attacks. So there are a lot of factors that make up 'effectiveness on a team', and DPS isn't a particularly good gauge of it.
  10. Quote:
    Originally Posted by Fritzy View Post
    Summary: Even with the first inteeration of the Incarnate System, the players deserve better and more than what has been done to this point. Allowing the RNG to control the system is an insult to the player base and to the Incarnate characters and lore. Change the thinking soon or risk the system crashing into disuse due its denial of skilled players the challenges and rewards they so richly deserve.
    If you want an MMO that's based on skill, not the RNG, get yourself a joystick and rudder pedals and join HiTech Creation's WWII air-combat simulation Aces High. Aside from the bomber formations (where you get two drones following your plane), every single plane or vehicle you see will have someone live at the controls, and if you shoot them down, it's because you fought better than they did.
  11. Quote:
    Originally Posted by Doctor_Kumquat View Post
    Short answer: Like all toggle powers, or powers that summon a pseudo-pet to do the real damage/debuffing, Ignite will give procs placed in it a chance to go off when the power is activated and once every 10 seconds thereafter, on any/all targets that are being effected by the power at the time. It does NOT get to roll for procs on every damage tick, turning it into a fiery version of Ice Patch. As such, Ignite + Ragnarok will have a 20% chance of knockdown when the fire first starts, and when the fire is put out, but not in between while the baddies are on fire. Whether or not this is of use to you will depend on taste, but I'd still be more confident with Webnade + Ignite than Ignite + hope-it-procs.
    One of the odd ways to see how they work is the first mission of Mender Ramiel's arc to open up your Alpha slot. One of the Incarnate boosts you get temporarily for that mission causes an automatic pair of 321-point procs every time you attack. If you use a pseudo-pet DoT on one of the mobs in the mission and stand back and watch, you can see each time the pet ticks off damage, and compare it against a rain power. My TA/Arch Defender can drop one of the mobs in the mission with an ignited oil slick, but my Fire/Ice Blaster dropping Rain of Fire on one drops them about three times as fast, because its DoT ticks faster -- the actual damage from each power is inconsequential compared to the auto-proc damage.
  12. Quote:
    Originally Posted by Medic_brietz View Post
    AR/NRG, its the master of cones!
    build up, boost range, flamethrower, grenade, full auto!
    And don't forget Munitions Mastery for lagniappe. With LRM Missile slotted with 3 Dmg/Rng HOs, 2 Acc, 1 Rech, and a Cardiac Core Boost, I have a range of just under 400 feet with Boost Range. The couple of times I've used it on an LGTF to pull the Honoree from back in the corridor, people were wondering how I managed to hit him from that far back.
  13. Quote:
    Originally Posted by Fritzy View Post
    2. I am concerned about the lazy programming that we seem to be heading towards with the future of the Incarnate System. Indications are that the future holds nothing but Raids involving many players. This means that the programming staff only need to create a couple of new TF's for each Incarnate slot release and throw them out to the user base while letting the RNG determine who gets the good stuff and who doesn't. Skilled players not required.
    Maybe it's just me, but I read this, and the subtext that immediately jumps out at me is "I can't get Incarnate components because I'm such a poisonously vituperative jerk that I can't make it through a TF before the leader kicks me if I even get invited to a TF team at all, so the way the devs set it up to work is the absolutely worst way to do it." Well, neither we nor the devs are making you play; if the changes to the game are so horribly repugnant, feel free to vote with your feet and leave... just don't let the door hit you in the *** on the way out.
  14. Quote:
    Originally Posted by Forbin_Project View Post
    Yeah well I solo'd that same mission of a Psychic Blast/Kin defender that only has SO's. If my uber squishy can do this mission solo then the problem you're experiencing isn't with the game it's somewhere between your keyboard and your chair.

    Edit: It's amazing what you can defeat solo when you plan ahead for a mission and bring along something like a Shivan or a Vanguard HVAS.
    Isn't it? I ran my TA/Arch Defender through Ramiel's arc, and with the appropriate use of Vanguard HVASes was able to do it solo.
  15. Quote:
    Originally Posted by Sardan View Post
    Yup. I like the way AR pairs up with Energy Melee. The attacks hit hard and Boost Range is fantastic.
    Oh, lord, yes. Boost Range on Full Auto and Flamethrower are just sick, and when you stack the thematically-appropriate Munitions Mastery -- three Damage/Range HOs in LRM Missile puts you out at 'See that dot?' ranges.
  16. Quote:
    Originally Posted by Gulver View Post
    First and foremost, will we really be as powerful as we were in that first mission when we unlock every slot and rare shards? If so, awesome but at the same time, concerned that it will trivialize a lot of current content.
    The next character you do it on, right-click on the three Incarnate boosts in your buff row for a laugh -- particularly "Limitless Radial Freeeem"...

    Let's just say the deck is grossly stacked. And as you go through the arc, it's implied that what you experience is what your power is like if you get it directly from the Well, the way Statesman and Recluse did, not if you get it the way we will in game.
  17. Quote:
    Originally Posted by Canine View Post
    Taking my Katana/Regen scrapper through Ramiel's arc, and I got to the Honoree/Holtz mission.

    Cutting a swathe through the rikti spawns when I noticed something. Whenver you hit a Rikti Drone, there's a new sound effect. A sort of electronic 'chirping' noise, like a muffled R2D2 burble.
    Listen really close; it's more of a 'metal crumple' sound to me, as if the casing was getting dinged when you hit it.
  18. Quote:
    Originally Posted by Lightfoot View Post
    It hasn't even been 12 hours. The strategies for beating Honoree have not been widely disseminated yet. How to beat Hamidon wasn't common knowledge when that raid was first released, either. (In fact, the strategy that we players came up with turned out to be a surprise for the Devs. The Devs designed Hamidon with a victory strategy in mind, and apparently, in the four to five years the original Hamidon raid lasted, it seems that no one figured out that strategy.)
    And successful tactics vary. With my Ice/EM Tanker, I just pulled Holtz and used the clot of random Rikti I had drawn for my End/Def buff and beat him down, then popped four Lucks and pulled the Honoree, relying on the Lucks to keep me standing until the aggro'd Rikti accumulated to where the Def buff from them kept me safe -- it was pretty much a slugfest. With my Ill/Rad, it was just patience -- I sat back with Deceive and used the Rikti to clear out the portals and each other, then pulled Holtz and used my pets to waste him while he was fully debuffed, then did the same to the Honoree. Power Boost and Deceive were able to lock them down well enough.
  19. Quote:
    Originally Posted by Seldom View Post
    Your synaptic overload is only changed on the initial hit- something in its power stops there.
    Pay attention to what happens when you use Synaptic Overload. You use it on your target; if you miss, that's it. If you hit, it applies the Confuse -- with any Domination or Power Boost bonus -- on that target, then drops a pseudo-pet -- you'll see it as a blue glow at the feet of your target -- and the pseudo-pet starts throwing Confuse at the nearby targets, without inheriting the Domination or Power Boost effects. If you watch closely, you'll notice that the electric bolt for the subsequent targets comes from the glow at your first target's feet, not from your target itself.
  20. Quote:
    Originally Posted by Tiny_H View Post
    I agree with this. Yes it needs to be fixed. Until it is I don't think anyone is doing anything wrong by using it.

    I don't see how it is an exploit. I would love somebody to explain exactly how it is a rules violation. The fault is with the Dev's, not the player base.

    I agree this thing needs to be fixed. I just don't see how it's players fault. I don't have to do anything different to run this mission than I would if I ran a radio mission. You don't need to logout, ghost, or any of the other tricks people did in past exploits.

    I know people don't like it, but I just see this as a Devs mistake. I can't blame people for using it.
    From the original description of what infamy and influence were -- a measure of your ability to get people to provide you with assistance (i.e., enhancements or salvage or recipes) because of your reputation in the community, whether for good or ill (i.e., redside, it's through intimidation -- they do it because they're scared of you), I've never understood why you earned influence or infamy in AE missions. It seems to me that diving into your electronic navel, although it may be realistic enough for you to improve your skills with your powers, does nothing to increase your respect or fear in the community, and it certainly does nothing for the prestige of your SG. "xXxBlazingBoltxXx? He's that 'hero' who spends all his time running virtuals over in the AE building, isn't he? I've never heard of him taking down so much as a single Hellion or Skull; save your adulation for someone who's actually helped protect Paragon City."
  21. Quote:
    Originally Posted by Kheldarn View Post
    IIRC, the one you linked is the old version that doesn't work anymore.

    If you get a blank, black page from that link, just refresh, or go back, and click again. Ever since the big forum maint before I18/GR's launch, that's been happening randomly around the forums (along with slow loading, random logouts, and other things).
    After half a dozen reloads, it finally lit up and worked for me. Feh.
  22. Quote:
    Originally Posted by Kheldarn View Post
    Did you use the direct link?

    The forum category link thing has had issues ever since the forum upgrade months ago. The direct link works for me.
    Isn't the direct link https://secure.cityofheroes.com/cgi-bin/coh_transfer.pl, not the one through the board? The one you have doesn't give me an error; it just gives me a black page with no content when I use the 'view source' function.
  23. For several days now, I have been unable to access the CoH Character Copy Tool; both IE and Firefox time out on me without loading the page. I have attempted to ping the host secure.cityofheroes.com, but get no response, and have tried a traceroute to the host, but the path just goes to one of the local Cox Communications backbone hosts -- fed1.sysc10-get0005.sd.sd.cox.net -- then dies on the next hop, as if the host on the other end of the link is broken. So far, I have been unable to get someone sufficiently knowledgeable through the Cox technical support lines to understand that the problem is not with my computer, that I can access websites just fine, and that the problem is with the routing tables on the Cox host that keeps trying to route me through a dead link.

    Is anyone else experiencing similar connectivity issues?
  24. Quote:
    Originally Posted by Roderick View Post
    The change is from "-us" to "-i". Since "Ouroboros" doesn't have an "-us", that change isn't applicable.
    The problem with that is that the '-us' to '-i' rule is for Latin-derived words; 'Ouroboros' is Greek. You run into the same problem with 'octopus'; 'octopi' is a Latin plural, while the word itself is of Greek derivation, and its plural is properly 'octopodes'. 'Ouroboros' is a masculine singular, so its plural would be 'Ouroboroi'.
  25. Quote:
    Originally Posted by Samuel_Tow View Post
    Come to think of it, though - and I do know that "incarnate" stands for "an incarnation of a deity" - but basic English actually plays out the new use of the term very well. When my Technology Blaster earns his Alpha Slot, he will become Technology Incarnate. I like the sound of that!
    I suspect that, in game terms, it's going to work out more in the manner of Roger Zelazny's Lord of Light, where a 'god' was described as 'taking on an Aspect and raising up an Attribute', in that they were manifesting as the embodiment of a particular principle.