Post an obscure tidbit about CoH that no one else knows


Android_5Point9

 

Posted

Quote:
Originally Posted by Tidbit View Post
It's funny, but I think there was a time when healing would cause aggro. I think I even recall a dev confirming this in the forums because at the time I was actively playing my illus/emp, and it was disappointing to learn this. But I don't have details to provide.
To my knowledge there has never been healing aggro ingame. I seem to remember there have always been conspiracy theories but one of the selling points early on was this game, unlike others of the time, didn't have it. I can't speak for beta or initial few months of release, I came in a few weeks prior to issue 1 in summer '04.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Quote:
Originally Posted by MentalMaden View Post
There has never been heal aggro in this game.
Quote:
Originally Posted by LadyPhoenix View Post
*shrug* My opinion remains.
I like this game. It's like Pete & Repeat. Again! Again!


 

Posted

Quote:
Originally Posted by Tidbit View Post
It's funny, but I think there was a time when healing would cause aggro. I think I even recall a dev confirming this in the forums because at the time I was actively playing my illus/emp, and it was disappointing to learn this. But I don't have details to provide.
Shhhhhhhh our personal experiences & opinions to the contrary mean nothing! o.o
Quiet you!


 

Posted

Quote:
Originally Posted by LadyPhoenix View Post
Shhhhhhhh our personal experiences & opinions to the contrary mean nothing! o.o
Quiet you!
And mine doesn't? You are speaking your mind, and I'm speaking mine. Simple enough. My personal experience and knowledge remembers we've never had it. Heals that require an enemy target ala Dark Miasma and Kinetics draw aggro due to debuff effects on enemies but pbaoe healing auras and target ally heals have never drawn aggro to my knowledge, experience and opinion.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Quote:
Originally Posted by MentalMaden View Post
And mine doesn't? You are speaking your mind, and I'm speaking mine. Simple enough. My personal experience and knowledge remembers we've never had it. Heals that require an enemy target ala Dark Miasma and Kinetics draw aggro due to debuff effects on enemies but pbaoe healing auras and target ally heals have never drawn aggro to my knowledge, experience and opinion.
Quote:
Originally Posted by MentalMaden View Post
There has never been heal aggro in this game.

Funny ... the last quote above doesn't sound like opinion & experience. It .... kinda sounds like "I'm right, you're wrong." But hey ... that's just my opinion .


 

Posted

Resistance Magic Mutant DOs don't boost Toxic Resistance. If you ever slotted Healing Flames for Toxic Resistance with one of these... you did nothing.

I got Synapse to fix this but... part of i24 and all that I don't think even got to beta.


 

Posted

Logged into Pocket D not long after the announcement (so this was only a few weeks ago), and NPC BaBs had just zoned in by the hero elevator. So, I decide to have a little fun, for the sake of RP and all, and my college girl toon stared at his gauntlets, as I emote that she wants to poke 'em.

Welp, someone was piloting NPC BaBs that day o.o He looks down at her and says "No poking the gauntlets. I see it on your face. Been around the block long enough to know."

Best moment eva! Probably not exactly as good as all the other entries on this thread, but was awesome moment for me And my char will remember -that- moment for the rest of her life LOL


 

Posted

Statesman has breasts.


 

Posted

Quote:
Originally Posted by LadyPhoenix View Post
Funny ... the last quote above doesn't sound like opinion & experience. It .... kinda sounds like "I'm right, you're wrong." But hey ... that's just my opinion .
Not only is there no heal aggro, to the best of my knowledge there's no way to add it without extensive tech. It can't even happen by accident.

Players observations and memories have been proven faulty a high percentage of the time in the past when it comes to mechanics like this.


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Posted

Quote:
Originally Posted by Starsman View Post
Resistance Magic Mutant DOs don't boost Toxic Resistance. If you ever slotted Healing Flames for Toxic Resistance with one of these... you did nothing.
Singularity attacks are untyped, or at least they were as of when I last checked in I23. They basically ignore defense. Its unclear even now if this is working as intended.


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Posted

Quote:
Originally Posted by Arcanaville View Post
Singularity attacks are untyped, or at least they were as of when I last checked in I23. They basically ignore defense. Its unclear even now if this is working as intended.
That explains how my Bio Tank in beta got eaten alive by the new family spawns that seemed to summon 3 or 2 of those at a time on me.


 

Posted

This one's pretty obscure:

In PVP, the damage from Beam Rifle's Charged Shot is incorrectly flagged to suppress when knocked. That means if you get hit with Charged Shot within 10 seconds of being knocked back, it will do no damage. You can still get Scourged by a corruptor if your health is low, but the base damage just won't happen.

I tested it in an arena match and reported it a few issues ago. I thought it had been fixed since I got a "Nice catch!" PM back, but apparently it slipped somebody's mind, because the bug is still present in I24 beta.


 

Posted

When the Silver Mantis TF went live, it was awarding the Member of the Scorpion Clan badge and the gladiator associated with it, Tellus Legacy of Earth. This was fixed fairly quickly to award the proper badge. Everyone who was lucky enough to have run Silver Mantis before the fix was lucky enough to have two badges that are not officially ingame.


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Charnage: "Please. Think of the poor defenseless desks."

"The Babylon Project was our last, best hope for peace. It failed... In the year of the Praetorian War, it became something greater... our last, best hope for victory."

 

Posted

Quote:
Originally Posted by Paragon View Post
You can get under the map on the Mary MacComber mission (and all missions that use that Croatoa map) of Katie Hannon's Task Force. While under the map, you can attack enemies, but they cannot attack you.
I remember the bug when you could get under the map in Steel Canyon. I would fly around under the map and kill street thugs with impunity, building up a collection of saved civilians who needed to thank me. I would then drag the group over to the street in front of Icon, and fly up and down the street making the civilians run back and forth, or fly in a circle or figure-8 making them run the same pattern, laughing hysterically as the confused heroes above tried to figure why the crazy civilians were doing what they were doing.

My all-time favorite bug in the game. I would sometimes spend 2 or 3 hours a night doing this.

--NT


They all laughed at me when I said I wanted to be a comedian.
But I showed them, and nobody's laughing at me now!

If I became a red name, I would be all "and what would you mere mortals like to entertain me with today, mu hu ha ha ha!" ~Arcanaville

 

Posted

Critters used to decide what to do based on how far away from you they were. It was sometimes possible to run in fast circles around them and cause them to not shoot at you.


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Posted

For a while after launch, if you used knockback to hurl an enemy off a rooftop, the fall would do damage, and you would be credited for the damage.

Also, Kheldian Dwarf form gives you mag 100 knockback resistance and 10000% knockback protection, making you utterly immune. I sometimes wondered if that was because they didn't make a knockdown animation for the lobster.


 

Posted

Quote:
Originally Posted by Interface View Post
Also, Kheldian Dwarf form gives you mag 100 knockback resistance and 10000% knockback protection, making you utterly immune. I sometimes wondered if that was because they didn't make a knockdown animation for the lobster.
Essentially all melee defensive knockback protection offers 10000% KB resistance. I've always suspected the reason why is that at the beginning of time a designer decided to set KB resistance to "100" thinking "100%" when "1.0" means 100%, and everyone else since that time has copied that. In other words, its the Last Decimal Point Error from the original game that persists to this day because its indistinguishable from what's supposed to happen anyway.


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Posted

Triumph used to be the Test Server; it was converted to a Live server due to player population at launch. Because of this, Issue 1 was published mostly untested, and full of bugs. This was the first and last time an Issue did not go through a beta test phase.


 

Posted

Quote:
Originally Posted by Obsidius View Post
Triumph used to be the Test Server; it was converted to a Live server due to player population at launch. Because of this, Issue 1 was published mostly untested, and full of bugs. This was the first and last time an Issue did not go through a beta test phase.
Oh sure, blame us.


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Posted

Quote:
Originally Posted by Commander View Post
I created the character "Arachnos Commander" on day one of CoV headstart, on Virtue. Issue 8 rolled out and then there was an NPC boss named Arachnos Commander. Coincidence? Most likely. But I'm still going to believe what I want.

Also, I was the very first VEAT. (see signature) :P
I'm convinced I was the origin of the Praetorian "Angry Citizen" mobs.


Doom.

Yep.

This is really doom.

 

Posted

Quote:
Originally Posted by CommunistPenguin View Post
can you get radio missions there? cause if you can you can probably get other players in with you via the tp to mission power.
Can't get radio missions because the change over was pre-radio. Or else being level 50 already I never bothered to get the radio. And there are no police stations in RCS. I have tip missions but since it's a hazard zone you can't get tip doors in it and the same would probably apply to radio anyway.


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Posted

I'm not the only person who knows this, but it is obscure ...

KB powers can stack.

I've seen FF defenders, using Force Bolt and Repulsion Field (RF has KB with a duration), occasionally knock down monsters in PI. It was never practical to do since the end drain is OMG intense. And, of course, you're standing within melee range of a monster. RF and Force Bolt on their own won't KB a monster.

FWIW, I asked Castle once why RF has a duration, and he replied that it was to ensure the power worked properly. Weird thing, that.


 

Posted

Quote:
Originally Posted by BurningChick View Post
I'm not the only person who knows this, but it is obscure ...

KB powers can stack.

I've seen FF defenders, using Force Bolt and Repulsion Field (RF has KB with a duration), occasionally knock down monsters in PI. It was never practical to do since the end drain is OMG intense. And, of course, you're standing within melee range of a monster. RF and Force Bolt on their own won't KB a monster.

FWIW, I asked Castle once why RF has a duration, and he replied that it was to ensure the power worked properly. Weird thing, that.
Repulsion field has a fast tick rate (0.5 seconds). If its KB did not have a duration, my guess is that its fast KB pulses would be able to hit a target multiple times before the target was knocked out of its radius. By giving it a duration, those pulses could be set to not stack from same caster, which means once a target was hit with a KB pulse they could not be hit by another one for a period of time. Maybe 0.5 seconds was too close together, but 1.0 seconds was long enough to prevent multiple pulses from hitting the same target (since the duration is 0.75 seconds, the next pulse that could hit you would arrive 1.0 seconds after the initial one).


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Posted

This discussion reminds me that I always wished knockback effects would also cause knockback on your character. I mean, F12= -F21...


Doom.

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Posted

Quote:
Originally Posted by Arcanaville View Post
(since the duration is 0.75 seconds, the next pulse that could hit you would arrive 1.0 seconds after the initial one).
Repulsion Field uses Replace stacking, not Ignore stacking, so every 0.5 seconds it replaces the previous KB effect with a new one. The 0.75 second duration will only come into play once an entity is knocked far enough away to no longer be in range of the half second pulses.

Interestingly, and bringing to mind a previous discussion, Repulsion Field's KB with a duration is Cur, whereas something like Force Bolt uses Abs KB.