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Quote:You can easily alter the QuickChat menu to your own liking. How ToIs this temporary? Will the quick links for the new listings be added in a future patch? Please, I liked having these emotes so easily accessible. Now it's just a pain in the butt.
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Quote:I really enjoy queueing EM Pulse on my Rad/Dark Defender while Teleport animates. Even better if I hit PBU before Teleport. I arrive in the spawn first, and nothing fights backSorry, Sam, have to disagree. A breakfreee won't get you out of Caltrops or Quicksand, for instance. Teleport certainly will. And I have, indeed, used Teleport as a combat power on non-Stoners - many Controller AOE holds, for instance, are PBAOE, as well as several buffs/debuffs

I've occasionally used Teleport to supplement Stealth (not invisibility). Stealth lets me get close, TP lets me get past without getting too close.Quote:I've also used it to *avoid* groups and get into a better position. I used to use it on one of my blasters to get from the ground up onto a shelf for a snipe.
I remember we used Team Teleport on the /Traps superteam. We discovered that if you started setting Trip Mine, Triage Beacon, or Acid Mortar when the teleporter started animating TTP, the trap would come with. It reduced travel time, setup time while under fire, and number of attempts needed to lay Trip Mine, since half its interrupt period had already passed when we arrive at the enemy.Quote:Hell, I've even used the much-maligned Team Teleport - it's fun to have a group of Electric blasters hop in, drain (and stun - cheap procs can do nice things) everything in a good size group and then finish everything off.
That's not true. Snipers only have 149ft of perception; if you have 150ft stealth (like, oh... Hide), they can't see you, even if you're standing next to them.
It's the Rikti Drones and Rularuu Sentries that can penetrate any amount of stealth. -
Quote:Actually, to be honest, Robotics, Mercenaries, and Thugs (the ranged primaries) tend to work better than Necromancy and Ninjas (the melee primaries) for letting your pets run around on the Bodyguard leash. Ninjas have a tendency to zip around at high speed and accidentally aggro a second spawn, while robots will happily roast your enemies where they stand.I'm not entirely sure I could do what you suggest with all MM powersets equally. Part of what make Imps do what they do is that they are basically mini-scrappers without ranged attacks. I doubt Robots (with their ranged attacks) would react just as predictably.
The one problem when leaving henchmen on Bodyguard is when the enemies are suffering from a lot of hard controls (eg, you're teamed with a Dominator), no attacks are flying towards you or your pets, not even splash damage, and so your henchies stop doing anything. And in that case, you can just set a few of them to Aggressive stance; and since you're doing it because you're not being attacked anyway, you're probably still going to be just as safe. -
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Half of mine are broken

Ghost Widow's flight stand is broken, Black Scorpion is broken off the base, Lord Recluse's legs are all bent out of shape, and Positron's right arm has come off. But I feel kinda guilty when I get mad about it because it was all done by the neighbor's... um... "mentally deficient" kid during a party.
Destined One is just the villain name for the VIP badge. You don't need CoV CE, just CoH CE and a villain. -
Size of the tag refers to how many threads it's attached to, not how many times it's searched for
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And damage enhancements are included in the max damage calculation, while the combat monitor doesn't pay attention. So if you've got 95% damage slotting and your cap is 400%, you're actually capped when the monitor says you're at 305%
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Well, aligning it to the bottom isn't quite enough, becasue the enclosing DIV is exactly the necessary size. You've also got to increase the height of the DIV enclosing the signature DIV appropriately.
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Firefox shows a broken image, it's just that the image has an alt attribute which Firefox renders as text, since the image is broken
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Quote:That's not entirely true. The thread title, message, and sig are all in the same table cell, yes. But they are not one block of text.Highly unlikely.
The thread title, message, and sig are all appended to each other to make one block of text.
You can move that text vertically to the bottom, but then you'll have unsightly blank space on top. There's no way to stretch a post to use up the entire height of the Avatar and miscellaneous stuff in the left bar without some coding wizardry.
The thread title is in a DIV.
The the thread title is followed by a HR
The HR is followed by the message, in a DIV
The message is followed by the signature, in a DIV
The signature contains a row of underscores (_) followed by the actual signature, a DIV
So, what you need to do is stretch the height of the DIV enclosing the signature, and then align the signature div (and optionally the "__________________" textNode) to the bottom of that. I don't have the motivation to fiddle around with the vertical align stuff, but you can even reach those two DIVs with CSS, so you may not even need to use a Greasemonkey script to do it.div#posts > div > table.tborder td.alt1 > div + div
Removing or replacing the __________________ would require Greasemonkey, though.
div#posts > div > table.tborder td.alt1 > div + div > div -
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Quote:To quote Steiner from the Titan forums:Where can I find the updated Mids? I know its out there but I have heard it got pulled down due to a bug. Can anyone give me a link to it please!
Or, you could be patient and wait.Quote:Originally Posted by Steinerhttp://www.cohplanner.com/mids/MXDSetup1-4012.exe
NOTE: This is broken! Use at your own risk! The only reason it is up here if for the more weathered beta-testers and MxD users to list all the errors and issues as form of (much needed) help.
Doesn't seem to want to read MxD Builds saved prior to it.
Plus it moved the data to a new folder, and the database files have been renamed to .mxdb. If you rename the enhancement db to the mhd and update the images you will have a comprehensive set of up-to-date IOs, however the selector box runs out of room in the old version.
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I recall BAB making a comment on it a while back, something along the lines of it being a lot more work than you'd imagine to add walking for players. Part of the problem is that while there is a walk animation used by NPCs, there is only a "walk forward" animation, and players are able to strafe left and right, move backwards, and jump, none of which are accounted for by the current walking that NPCs do.
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Check out Zombie_Man's guide in the Player Guides forum for his "Zombie Skin" mod. It comes pretty close to the old hero/villain themes we used to have.
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Quote:We had an exchange student from Italy stay with us for a year. And one of our family friends (from Venezuela) had her family come into town once, and they came to our house one night for dinner. Our italian student and her father got into an animated discussion about futbol (not football), each speaking their native language. (Neither spoke the other's language, and her father's English was very poor)I've also heard that Italians and Portuguese can understand Spanish quite well, especially when it's written down.
It was hilarious to watch, especially if you understood at least one of the languages.
fr34kz un1t3~! -
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Well, yes, but you're also just a level 8 character.

You could use Tar Patch, which would not only bring you up to about 94% of your base damage, but would dramatically speed up the whole team's damage. And if you're sidekicked to level 30 or higher, you'd be dealing damage as if it were +0, rather than +1.
