srmalloy

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  1. Quote:
    Originally Posted by Jade_Dragon View Post
    I'm much the same about Sniper attacks, actually. Not while on a team, again, like Propel my team has usually killed the foe before I can fire the shot. But solo, I just ran my Dominator though the "Kidnap Akarist" mission last night, picking off the Longbow one by one from so far away they were never alerted.
    Ahhh, yes, the entertainment of flying around Peregrine Island with my AR/En Blaster using Boost Range and Snipe on the Nemesis Warhulks... First shot, they'd just stand there, as if they had no clue why they'd just taken damage. Second shot, they take off at a run, scuttling around like a cockroach as I follow them taking shots as Snipe recharged until they lock up and explode. Or standing up on the edge of the plaza near Imperious and using Boost Range, Build Up, and LRM to wake up the Cimeroran Traitors in the alley between the building and the cliff on the other side of the staircase up... and then gunning down any survivors as they try to charge up several flights of stairs to get to me.
  2. Quote:
    Originally Posted by Nova Knight View Post
    Trip Mine: I love it when fearsome melee types charge my blaster, only to go flying once they hit the minefield.
    'Overdose on a power' reminds me of the old 'wolf farm' days, when the Devices Blaster would be setting up Trip Mine after Trip Mine in the shipping container while the Tanker was gathering up all the wolves on the map and bringing them back on the container... and hovering too close when the Blaster dived down to get 'in range' and trigger all the mines, resulting in the client burping and throwing up a "Too many effects to render" pop-up window. Now that's overdosing on a power.
  3. Quote:
    Originally Posted by Steelclaw View Post
    Q: How many Arachnos Soldiers does it take to screw in a light bulb?
    A: All of them… Actually, only one, but that’s only after attrition as they fight each other to see who is the “best qualified.”
    Actually, it's indeterminate; it only takes one to actually change the lightbulb, but you never know how many will show up and shoot the previous one so they can take the credit for it.
  4. Quote:
    Originally Posted by Clave_Dark_5 View Post
    "The ducks fly over the pond at midnight." Pass it on.
    Incidentally, the swordfish is green and little Eunice cannot paint the small overstuffed chair. The word is "albatross." Paint the chair red. Immediately.
  5. Quote:
    Originally Posted by Rodoan View Post
    what? no fuscia box?
    They didn't want to give anyone fuchsia shock.
  6. Quote:
    Originally Posted by Shard_Warrior View Post
    However, I do agree that if a game has a task so boring and repetitive that there are many players who will turn to a bot to do it, that task should be adjusted by the game developers.
    And that, I think, is something that the devs have done well with CoX. By making all the recipes "world drop", they eliminated one of the 'justifications' for botting in other games -- farming a 'boss' or 'elite' mob to get the rare drop(s) that you can only get from that mob.
  7. Quote:
    Originally Posted by SlimPickens View Post
    I was seeing RMTers in atlas last night on Protector simply standing around spamming local in Wents/AE. The prices for their wares are dropping steadily too from what i see, with a billion not worth half of what it used to be a short time ago.
    That could be due to either it becoming much easier to make inf, so that they're getting 'overstocked' and trying to dump it, or the demand has cut back, again causing overstock. It was funny in Aion watching the RMT stores that would park out in front of the building where the broker and warehouse was in the prime city for each side as the price of a million kinah slid from the original price of about $10 down to $2, then rebound about halfway.
  8. Quote:
    Originally Posted by Kelenar View Post
    Some of it is also a self-fulfilling prophecy. Yeah, my ancient MA/Regen scrapper has endredux in all her attacks now. ... not necessarily because I can only slot so much damage and accuracy, but because I can't 6-slot Quick Recovery. Similarly, how many people would be slotting recharge in their attacks if we still had easily attainable perma-Hasten for all?
    Or Scrappers who six-slotted their attacks for damage, because they'd taken Focused Accuracy and slotted that to be able to run it continuously, getting all their accuracy from one power, rather than having to slot each attack separately.
  9. Quote:
    Originally Posted by Westley View Post
    So as most vet players know, Vahzilok zombies are "dumb" ESPECIALLY when their "human" type associates are taken out. New players might not be aware of this, so I figured I'd capture it on video to show them.
    I ran into the gross variance in "intelligence" of the Vahz mobs back shortly after the game's release. I'd finally gotten my AR/En Blaster her Snipe attack, and I'd joined a group that was doing a Vahz door mission in Steel Canyon. It was rough going; we had several near-wipes from all of the untyped damage as the Abominations tried to steamroller us. So when we had cleared the mobs from one of the rooms that had an overhanging balcony and a long corridor heading out from it, we hesitated before aggroing the mass of Abominations (no Reapers or Mortificators, just Abominations) at the far end of the corridor.

    I volunteered to pull one/several, figuring that, with Snipe, I would be far enough away to limit the number of Abominations that would aggro. So I lined up on one, popped Build up, then Snipe... Abomination goes down. None of the rest notice. Okay, as a pull that was kind of lame, but... We try again. Build Up... Snipe... Abomination goes down. Still no reaction. One more time, and after the third Abomination drops without any sign of reaction from the rest of them, the Scrapper says "This is boring" and charges the Abominations, followed by most of the rest of the team. Predictably, Boring Lad is the first one to hit the floor on our team, but we finally clear the intersection.

    Since then, though, when I can do it, it's always been my policy to take out the brains of the spawns and let the rest reset and go dumb before trying to take them.
  10. Quote:
    Originally Posted by Olantern View Post
    To expand on this a bit, I deduce from the fairly sketchy facts we're given in the article that the gold farmers were charged with a criminal violation of a Korean statute meant to regulate online gambling. This would explain why "skill" or "luck" were relevant. Note, too, the professor's comments stating that this wouldn't affect online poker. I read the article as stating that the court held that buying virtual goods and reselling them for a profit doesn't violate . . . whatever this statute says.
    I'm surprised that people haven't noticed the additional parts connected with that ruling -- it's legal to exchange game currency for real currency, unless the currency is from an onling gambling company... unless you use "bots or macros" to 'earn' the currency (and good luck at policing that one). But the point that was most telling is that the Korean government has enacted a 10% VAT on all such transactions -- I suspect that the motive behind the decision may be motivated more by Korea wanting to get a cut of what is believed to be close to a trillion dollars of transactions each year than it was by the merits of the defendants' arguments. (see the article on playnoevil.)
  11. Quote:
    Originally Posted by Samuel_Tow View Post
    I guess some kind of squash head explosive might be the answer, which would both punch through armour and, typically, explode what's behind it, so I don't know.
    Actually, HESH (aka 'HEP') rounds do not "penetrate" armor; the round flattens against the target and detonates, causing shockwaves through the armor that reflect when they hit the inner surface of the armor, creating an interference pattern that spalls fragments off the inner surface of the armor. Because of this, spaced or composite armor significantly reduces the effectiveness of HESH warheads, and the use of Kevlar spall liners further reduces their utility. Their primary use in modern warfare is against fortifications, as HESH rounds rely on spin stabilization in flight, which means they can't be fired from the modern smoothbore tank guns.
  12. Quote:
    Originally Posted by Heat101 View Post
    I have one to add to the list.
    If you go off the map in PI you will disappear then appear at the ferry in Talos.
    Not always; head south from PI, and you'll eventually be zoned into the north end of Talos.
  13. Quote:
    Originally Posted by Panzerwaffen View Post
    Full automatic pistols:

    Beretta 93R

    Glock 18
    Add the VP-70-M, the military version, which is burst-capable.
    And the Mauser M712 Schnellfeuer, a select-fire version of the C96 "broomhandle" Mauser first produced in 1932, and similar select-fire variants produced several years earlier by the Spanish arms companies Beistegui Hermanos and Astra (Mauser began production of the M712 when they discovered Astra was selling more 'Mausers' than Mauser was).
  14. Quote:
    Originally Posted by ClawsandEffect View Post
    In answer to something Mr. Tow said:

    A machine gun works much the same as a semi-auto (at least a submachine gun does).

    The difference lies in the mechanism which restrains the firing pin until you pull the trigger. On a semi-auto handgun when you pull the trigger the hook snaps back into place as part of the process. That is why it is called "semi-automatic", because you must pull the trigger with each round fired. On a submachine gun keeping the trigger depressed keeps the hook out of line with the firing pin, allowing it to cycle repeatedly until you release the trigger, which moves the hool back into place.
    More accurately, the difference between all semiautomatic and full-automatic actions is that the semi-automatic action does not have a way to keep the 'hook' retracted even if you keep the trigger pulled back. A select-fire weapon will have a dial or lever that allows you to select whether or not the hammer is released at the end of the action cycle.

    But not all submachine guns work that way. Pure-blowback weapons can be fundamentally different. Take the German MP-40, which fired from an open bolt -- you draw back the bolt to **** the weapon, and pulling the trigger releases the bolt, which moves forward, strips a round out of the magazine, chambers it, and fires it with the fixed firing pin on the front face of the bolt -- if the bolt goes forward and there is a loaded magazine in the weapon, it will fire. This type of design is where the cliché of dropping a submachine gun and having it go off, spraying bullets everywhere came from; only a wedge that fits a notch in the bottom of the bolt (pulling the trigger draws back the wedge) and a notch that the cocking lever can be hooked into (the 'safety') keep the weapon from firing once cocked. They're simple to make -- most of the MP-40 could be made from metal stampings -- but they require more attention to prevent accidents. Which isn't really a consideration if what you need is maximum production of a reasonably-effective weapon during a war.
  15. Quote:
    Originally Posted by Samuel_Tow View Post
    Possibly a case of this. A lot of movies I've seen this in are the kind where someone would hold another person at gun point by casually holding a gun to his chest, easily within an arm's reach. No great shock is felt when the other guy grabs the gun and they wrestle like entangled tumbleweeds.
    Equally funny is the movie cliché of jamming the muzzle of the pistol into someone's back/side/armpit -- with most semiautomatics, doing that will push the action back a little, which will prevent the weapon from firing.
  16. Quote:
    Originally Posted by Tog View Post
    Also, REAL Desert Eagles are matte black.
    Tell that to Magnum Research, the company that manufactures the Desert Eagle. They make the Desert Eagle in a number of finishes: Standard Black, Polished and Blued, Black Chrome, Matte Chrome, Brushed Chrome, Polished Chrome, Satin Nickel, Bright Nickel, 24 Carat Gold, Titanium Gold, Titanium Carbon Nitride, and Titanium Gold Tiger Stripe. Except for Standard Black and Black Chrome, the first eight finishes are also available with 24K gold appointments (pictures showing them are here, and yes, the ones incorporating gold or titanium look like you'd expect to find the owner fondling the gun rather than shooting it).
  17. Quote:
    Originally Posted by Samuel_Tow View Post
    Double-action automatics do exist, but the double action only sets the hammer and does not move the slide or chamber a round. Which kind of makes sense, given how solid the recoil springs really are.
    Double-action semiautomatics give the shooter a 'second chance' when a round fails to fire -- they can pull the trigger again to **** and drop the hammer; single-action semiautomatics with an external hammer can be recocked and fired again, but that generally takes both hands. Hammerless or internal-hammer weapons don't have that option, falling back to the same recourse as the others when the second try proves the round to be a dud -- cycle the action to eject the round and chamber a new one.

    Quote:
    A rotating bolt is a bolt similar to that of a bolt-action rifle, in that it locks itself into the chamber and requires, I assume, some degree of has pressure to overcome, thus maintaining a tight seal longer. This is used to impart more energy to the escaping bullet, but comes at the cost of recoil into the body of the gun, and so into the shooter's body.
    A rotating bolt will have lugs that lock against matching lugs in the receiver; this allows a cartridge of higher power to be fired without requiring higher-strength springs to control the bolt. Because of the tight tolerances involved, rotating-bolt actions are more sensitive to contamination. Most pistol ammunition isn't powerful enough to require a rotating-bolt action.

    Quote:
    Most contemporary guns use a recoil-operated mechanism to operate their auto reloading, essentially allowing a part of the gun to be forced back, which animates the rest of the gun. Gas-operated weapons, instead, use a gas chamber and piston to do the same thing and, I assume, rely less on heavy recoil springs.
    They both use gas; when you fire the cartridge, the expanding gases push the bullet forward and the shell casing backward. Because the casing is seated against the breech, it pushes the breech back; recoil-operated actions use that force directly. Gas-operated actions bleed off some of the expanding gas farther down the barrel to drive a piston that mechanically works the action. Because they rely on a port in the barrel, they are sensitive to fouling -- one of the things that made the M-16 so reviled in Vietnam was that the US military changed the propellant for the rounds to one that caused much greater fouling in the barrel, which would block the gas port and stop the action from cycling.

    Quote:
    Automatic handguns remain half-self-loaded with the slide back, so that chambering a round is easier upon inserting the next clip. Instead of requiring a full draw on the slide, they just require that the slide be released forward, chambering a round and cocking the striker. Clever. The mechanism for achieving that, exactly, doesn't seem like it's too important, but the mechanism for releasing the slide might actually be.
    That depends on the gun designer; some weapons lock open when the slider in the clip (the plate in the clip that pushes the rounds up) pushes up to obstruct the mechanism, others have a stop on the frame that gets pushed up by the slider. The ones held open by the clip slider, obviously, close the action when you draw the empty clip. The ones held open by a frame stop can either close automatically when you put in a new clip (chambering the top round), or require a manual release.

    Semi-automatic designs will **** the striker either when the action reaches full recoil or when it returns to battery -- the M1911, for example, ***** the hammer as the slide recoils, while the P-08 Luger ***** the striker as the recoil action completes, loading the new round. Typically, weapons that **** the striker during the completion of the recoil cannot be recocked without ejecting the round in the chamber.

    Quote:
    I'm still not sure what the heck a semi-automatic revolver is, but I know at least one exists. It may not be very important for real-life purposes, but ESPECIALLY for the sake of Dual Handguns weapon customization, it would be fairly important, specifically to satisfy BABs' requirement that the gun can shoot many bullets in rapid succession. This feels like the Pancor Jackhammer of handguns. Who cares if it's not a large-scale commercial success?
    Besides the Webley-Fosbury, there was the Mateba Autorevolver, which was a recoil-operated revolver, and the commercial failure of the Dardick magazine-fed revolvers, which fed triangular cartridges from a magazine into a cylinder with open chambers (allowing the rounds to be fed sideways into the chamber) whose open side was closed by the weapon's frame as the cylinder rotated.

    (the profanity filter is working pointlessly overtime in this thread...)
  18. Quote:
    Originally Posted by Walleye_ View Post
    Further into the realm of "more info than is really necessary", but there is a fourth type of semi-automatic pistol action which was very popular in its day. The German Luger P08 uses a "toggle-locked" operation to disconnect the barrel from the rest of the toggle-assembly (for lack of a better term) as it recoils. I don't know of any other pistols that use it but it was very successful on the Lugers.
    The P-08 Luger uses the toggle-lock action invented by Hugo Borchardt. In the design, the breech block slides in the receiver; the back of the breech block attaches to a two-piece toggle hinged to the back of the receiver. At its full-forward position, the toggle parts are aligned with the breech block, allowing the mounting pins to carry the recoil force to the receiver, which recoils backwards as a unit. As the receiver, breech, and toggle move backwards, lugs on the toggle strike angled plates at the back of the frame, pushing the toggle joint up and 'breaking' the toggle, allowing the breech block to recoil backwards, opening the breech and withdrawing the spent cartridge. The 'break' of the toggle stretches a spring running down the back of the grip, whose force pulls the toggle back down as the receiver runs forward, stripping a new round from the clip into the receiver.

    The P-08 design suffers from a design flaw; the firing pin is released through the action of multiple levers on the left side of the weapon; the slide containing the firing pin is exposed, making the weapon vulnerable to misfires if the mechanism is not kept clean.
  19. Quote:
    Originally Posted by Calash View Post
    But that assumes that the Rikti have less of a grasp on interdenominational travel than we do, or many of the other dimensions. Based on their advanced tech I put them at our level as the lowest possible level they could be at.
    Interdenominational travel? Is that something like getting on the plane as a Protestant, but being Catholic when you debark? Or is it just a way of taking you between, say, a Buddhist temple and a Lutheran church?

  20. Quote:
    Originally Posted by Roderick View Post
    I'm pretty sure that's beyond the limit of what a telescope can see due to the earth's curvature, anyways.
    At least if the telescope is at any practical point on the ground; to have a horizon distance of 3,000 miles, an observer needs to be around 1,100 miles up, which would make hacking a spy satellite and its cameras the more effective way to go.

    But it's not just a question of distance -- point even a cheap telescope into the sky and you can see things that are millions of light-years away. It's a question of resolution -- at 3,000 miles, how far apart do two objects need to be before you can distinguish them? That will determine what the quality of your image is going to be, not how far you can see with the telescope.
  21. Quote:
    Originally Posted by Nylonus View Post
    For new players:
    * Doing Radio/Newspaper missions with the same foes as a "Defeat X amount" count towards them in that mission. (this is good for the costume slot missions)
    Any mission will do this, including TFs. It's not difficult to get missions where you're getting triple credit (two Defeat N [group] and a door mission against that group), but I've never managed a quad-credit.
  22. Quote:
    Originally Posted by Battlerock_X View Post
    Here's one courtesy of Dark Respite/Samuraiko...

    The moon doesn't revolve around the Earth in the Paragon Universe in the same direction. It rises in the north and sets in the south.

    And I would LOVE to see the backstory on that little tidbit.
    That's backwards, actually; it rises in the SSE and sets in the NNW; I have several screenshots of this from shortly after Peregrine Island became accessible -- the ferry at Peregrine Island gives you an ideal spot to watch the moon setting across the water.
  23. I have two characters -- originally, one on Pinnacle and one on Guardian, until I moved the one from Pinnacle to Guardian -- who have related backgrounds, and are both Robotics/Dark Masterminds. BRIGADYR (БРИГАДИР) was the prototype of a Soviet research program to create a robotic director for combat robots; the Soviet researchers accidentally created an AI, and after attempts to reprogram him failed, he was deactivated and carted off to long-term storage. KOMANDYR (КОМАНДИР) was the second prototype, which was testing out within the design parameters of the research program until someone accidentally loaded a dump of BRIGADYR's core program units, causing KOMANDYR to become sentient as well; the research program was canceled, with KOMANDYR being shut down and stuck into storage. The two wound up in the Rogue Isles by different routes.
  24. Quote:
    Originally Posted by Fleeting Whisper View Post
    Unless the CoHV world is being drawn with a Heedless Painter algorithm (and I rather doubt it), this is actually much less of a problem than it appears. The wall-behind-the-wall is only being drawn for you because your camera is inside the wall. If any kind of hidden surface algorithm is in place (and I'm willing to bet a considerable amount that a HS algorithm of some kind is being used, though I can't pretend to know which one), then your Figure 3 isn't actually drawing the hidden wall at all (or your character, apart from the hand, for that matter).

    If the HS algorithm is any good, then the decision to not draw a hidden triangle is extremely fast, so has negligible impact on performance. The only impact is the memory requirement to store the vertices of the model. Unless there are extraneous vertices along straight edges, that's not really a problem either. In fact, in the specific example given, not having overlapping models would require more vertices, and therefore require more storage space for the model.
    It depends; that image clearly shows a 'stock' box of building unioned with another 'stock' box of building. There are still some places in Founder's Falls (the tunnels near the Natural contact store) where you can see that the buildings actually extend down through the 'ground', to prevent gaps in the terrain (not always successfully; there used to be spots in FF where there were gaps that the NPC mobs could use to get under the geometry (and the pathing algorithm would cause them to run away and jump down one of them, then run to another to jump back up to come after you). But in that example, I expect that the window, the wall above and below it, and the top and bottom of the recess all extend polygons back into the 'hidden' area, making the clipping algorithm go into subdivision to render the scene, causing some additional rendering load.

    CoV graphics lag comes from models with higher polygon counts than CoH, and overlapping surfaces where the near surface does not completely obscure the far surface (ex: grates on the floor in Grandville, or the webbing in the Tangle)[/QUOTE]
    There are also supposed to be a significant number of the Arachnos buildings in Grandville that have buildings like the ones in the center of Cap inside them, as if the devs built the zone using 'stock' buildings, then went back and put the Arachnos buildings over them like shells, then neglected to remove the now-hidden buildings -- so the renderer has to process each polygon of the inner building, then do the subdivision loop to clip them against the Arachnos shell, before rendering the scene, which causes slowdowns, over and above the grate-masking load.
  25. srmalloy

    Snow what if

    Quote:
    Originally Posted by Wird_ View Post
    This!
    I live in San Diego. What's this snow??
    It's the white stuff we see about one winter in four when we look out to the east, up on the tops of the Laguna Mountains.

    Although I admit that I do have a set of chains for my car, having bought them in Ramona many years back in order to be allowed up past Santa Ysabel to Julian; I'd owned a set of chains before that, having bought a set in Redding in 1983 when I was driving up to Portland for a science-fiction convention, but since all we got on the way up was blinding rain, and they'd already ploughed the roads by the time we drove back, I returned them unopened to the store I'd bought them from.