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Posts
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Joined
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Quote:Just curious, I play using a 360 controller also, how are you able to pull off the 4 attacks with one button press thing? I currently have chains mapped using several macros that remap to each other sequentially while executing a power in the chain, but I am wondering if there's a better way here.I almost never have to reach for the keyboard or mouse. With a press and release of my A button, I can launch up to 4 attacks, and 4 different attacks with the next press and release. activating all my toggles only requires a couple twitches of my left index finger and often happens automatically as I move around in game. Some toggles only activate in combat, some only out of combat. The only thing I can't do through my controller is enter text into the chatbar (consequently, I don't talk much during TFs).
Yeah, gamepad+keyboard+mouse is a bit like driving a manual transmission car, which I also do, it's really in no way difficult at all. The only thing that does get irritating are powers that require a click after activating such as Teleport or the like. I really wish they would provide a slash command to exec those powers with arguments for location relative to the player.
Otherwise, there's something like 18 buttons on a 360 controller that can all be mapped out, plus 4 on the DPad. It's really not that hard to set up this game to work really well with that controller. I honestly hated playing MMOs with the whole "12342343234123" key press action. It felt really boring that way. FPS work fantastically using keyboard mouse, but in a game like this a gamepad gives a much more natural feel. -
Er, just curious why y'all don't just send email to yourself listing out what you need for a particular character? I pretty much exclusively use the email for making little notes for myself such as why I bid on random salvage and such in the AH.
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I'm not even going to bother trying to have a normal discussion on something with people who don't have their facts straight on this. The people at Cryptic who developed the engine are still working on this game.
When the devs state "the engine doesn't support it", they don't mean it's impossible. They mean it requires extra coding to make work.
Where did I call anyone "idiots", btw? I was the one told I didn't know what I was talking about. -
I've been working on misc projects maintaining ancient "unworkable" code on an assortment of platforms for over a decade. "You haven't seen the code" isn't a reason to say something isn't possible. It's completely possible, the quality of the code just determines how long it will take to implement. Anything can be done in code that you can imagine. How do you think game engines get "updated"? How do other engines manage it? It's just the fact that time has been spent to implement it. That's where "new game engines" come from. It's just a previous version that has had extra bits added in.
The FAQ states that CoX uses a custom internally developed engine. The code is all known to the devs here. Making the required modifications shouldn't be that difficult for the devs. Grapple hooks are relatively easy to implement given that it's been in the original Unreal and Q3 engines that predate CoX. Now, I'll grant that it's possible the code is a complete mess and difficult to work with, though I wouldn't insult the devs in that way, but your argument of "you haven't seen the code so STFU" is really ignorant of coding and it's not appreciated to try to marginalize my point by stating something that seems like magic to you as being not possible. -
Quote:Actually, it came back to being possible via the engine, they just don't want to because it looks dumb. At least that's what I've gotten from the many threads I've read here about this.No the argument against swinging isn't just that it looks dumb. The devs have explained why they haven't made this power and said on top of it that it also looks dumb, you and others prefer to ignore the technical explanations (because you can't win that argument) and want to focus only on the "it looks dumb" comment, because that's the only part you have a snowball's chance in hell of debating because "it looks dumb" is a matter of opinion.
And actually, as a programmer myself who has worked with the Q3 engine, anything is possible with the engine, they just have to put the effort in to code it to do it. -
Quote:Er, no. Fish "jump" out of water by building inertia and combining it with buoyancy.That isn't the same as human legs pushing down into it. Water just doesn't work that way. Skipping a stone is also using inertia and the resistance of a flat plane of water to skip across it, not push down into it like jumping into it is.Jumping out of water does indeed look stupid, but it's not impossible.
It is also possible to jump/skip across bodies of water if the speed and trajectory is right. Ever skip a stone across a pond? Same physics applies.
Super jump looks really dumb with regards to water, which seems to be the argument against grapple swinging. I don't care one way or another, I'm just pointing at that if your argument against it is that it looks stupid, well so does SJ in water. -
Eh, I know it's often brought up but if the argument is that it looks stupid, I'd counter that I hate how I can superjump in water. No, water does not work that way. You cannot jump out of water. I might be weird but I avoid large bodies of water as my SJ characters because it really bothers me to jump on water. It looks really, really stupid. I'd rather have SJ simply not work if you hit water.
Sans the actual travel power, I like the other suggested powers for this pool. -
Quote:Oh, I'm not holding my breath, I'm just saying it would be a great idea even as a Market item that we have to pay extra for, I'd be willing to do so. Making it a Market item even gets rid of the argument that everyone would have one and thus it would overload the instance server. Not everyone would have them, just the Premium/VIP players who spent points on one.Don't hold your breath waiting. Posi has flat out told us that they are against everything that would let us make creating solo SG's easier.
Right now the best we could hope for is extremely restricted base features, and that is very unlikely considering the devs current policy on the subject.
Edit: The topic in question where we got Posi's response was about if they would consider adding a feature that let us send email invites to our offline characters, and we were told that if they ever were to add such a feature they would deliberately design it so we wouldn't be able to send email invites to characters on our own accounts. SG's were designed for group oriented content not to make solo SG's/bases.
I wish we could convince them otherwise.
As for being solo, well yeah I'm sorry. I'm one of those wild scrappers who can work with a team but I prefer working alone. I've teamed with a few people randomly and two-manned some stuff, but I've done sig arcs solo, it's hard as heck but I like the challenge. I prefer this game over other MMOs because of that, in fact. I hate games that hinder players in order to force them into teams, I wouldn't pay for this game if it did that. I like to be solo, playing at my own pace, doing the storyline missions and enjoying it, not just burning through levels as fast as possible. If they didn't want solo play, they shouldn't have made scrappers
So, TL;DR: Make personal apartments/bases a Market Item so they can't complain about everyone having one, and let's have em. -
I thought so, that was what I was finding with my own experimenting, but figured I'd ask to see if anyone managed a workaround. Thanks for the response!
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I was thinking this very thing, and searched for this suggestion before posting it myself.
I'd pay market points (ie, real money) to be able to make a small personal base/apartment. Allow one per account, and have all alts on a server share it maybe, max size being the smallest base size, but still allow the same stuff bases have?
I'm sorry, I'm just not a big social player but I like this game, and I'd like to be able to have a personal base between my characters to store things like those with SGs have. Nothing huge, but it would be nice to have. -
I haven't had any issues, I use the Dual exclusively for this game since mouse turning is really messed up under wine in linux. What issues are you having exactly? It works fine for me.
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How do I save a thread so I can come back to it? This guide is very helpful for a reflexes build, I'm currently having some issues with end on a claws/SR scrapper and I have a free respec available to work with. Thanks for the write up.
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So, to confirm, there is no way to set the Option hotkey to a non-single character, like a numberpad key or F1 or something?
I have my reasons (mouse turning is borked in Linux), but I play CoH with a gamepad. I make it work, but I found popmenu today and thought it would be perfect for being able to make one button open a "travel power" menu that I could then select from using one of the gamepad keys, but it doesn't work since it doesn't seem to allow anything more than just the char with the amp be the hotkey. Is there a way around this restriction?
I really, really would like to have this work.