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Posts
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Quote:It does have something to do with your primary target when you are held. I tried switching targets when I was held, and I could indeed shoot other targets. When I went back to my first target (the one I was aiming at when I was first held), I couldn't fire off Burst or Slug again.I know I ran into this during the halloween event, though I haven't played my blasters as often since and don't remember it happening recently. I think it is target related because I have a vague recollection that I tried switching targets, even switching and then switching back, and was able to attack again. I believe the game may be flagging your target as invalid when you become held, but once you choose a new target it applies the defiance rules and allows you to use attacks 1, 2 and 3. Personally, I think it's buggy and should be looked at, but try re-targetting as a work-around. If there's only the one target nearby, escape to clear your target, then target again and best of luck.
Nishastra, I'll have to check and make sure it isn't a problem with using Burst while held... I didn't know about this bug when playing before, so my target switching my have somehow matched up with the "Burst animating like Full Auto" problem you mentioned. I have noticed him holding his rifle oddly, so I will doublecheck about this. Do Castle and co. know about this bug? I have been surprised from a few posts from BAB and Castle stating they didn't know about a problem that has been posted on the forums a lot (and bugged in game), so I want to make sure it is known.
To that end, does this seem to only be an Assault Rifle issue, or are other blaster sets facing this? No matter what, I would hope it gets fixed soon... Defiance is pretty integral to how effective Blasters are, I would say (especially in the 40s will all the mez you face).
For the other responses, range is not the issue... Malta minions are at close range during this whole process (I opened up with Full Auto and hit the whole mob at one point, and then they just moved in closer as I was held).
Heh, it's a little tricky testing this, I keep forgetting to lower my settings, so I tend to dip low in the red if I don't react fast to this problem. -
It's a single mission, and you have to make sure you are past the level range the mission is (not sure if you are or not, but sometimes that's the sticky wicket for people). So if it's in the 35-40 range, I think you have to be 41 to see those missions in Oro (or it's 40, can't recall off the top of my head).
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Quote:That's not the best setup anyway (especially for the ITF, which has a huge level range... what's the point of having the big level range if you have to be 50 to run it? Yes, usually you can find a 50 to lead, but that's still not a good requirement to have), but letting the team drop below the top level range of the TF is not a good thing. If a dev comes in here (or anywhere) and says that's WAI, I would really have to question that judgement.Simply put, the level of the team for a TF/SF is set and locked when the TF/SF is started.
Unless you are deliberately intending to make it difficult for yourself, the leader should be at/above the cap for the TF/SF.
This simple advice applies to every TF/SF in the game.
Not saying that they ARE arguing that, as I'm not sure these GM conversations are a true reflection of how things are supposed to be working. Just going with what you posted, Cat.
Heck, I'd be more happy if "this is the best we can get it now, but we're working on a solution," than to hear someone say that all the way through, this is working as intended. It defeats the point of SSK and the TFs in game. -
Yeah, I find that to be shocking. I pointed out issues with this for the ITF back in October to Arbiter Kim, and he said, "thanks for letting me know, we're looking into this." That's not him saying anything about WAI, but I don't know how this could be an intended feature or okay in any way.
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Works if you're playing a set with sleep powers, though, Eric.
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Quote:Yup, hence my not holding my breath for an issue before GR, but still keeping my fingers crossed.You're basing that by *averaging* which doesn't account for the extremes.
The shortest wait between issues was 57 days (Issue 6) and the longest was 222 days (Issue 7).
Let's say they get GR ready for the 6th anniversary on Wednesday, Apr 28, 2010. That will be a 225 day wait between issues -- only three days longer than the wait for Issue 7.
Posi said they already are working on I18 (i.e., the one after GR... *if* there is a mini-issue I17 before GR, then that will be I19). So, I don't expect that after GR comes out that there will be a full four months before the next Issue. -
Quote:All I said was that the space between I16 and Going Rogue is a huge one if they don't release something in the meantime (and even though they said a quarter 2 release for GR, I know game developing enough to know that that could easily be pushed back further).And do you promise not to complain if there is an Issue 17 before GR and you find it's a very, very small issue?
Part of me is still expecting nothing, however, especially since I've heard a couple of devs say "oh, can't do much about that until after GR." That can just mean that they can't fit anything else in before GR (which doesn't nix another issue, if they planned for it), I guess, but I'm feeling pessimistic. And it would be rather disheartening to have nothing new added to the game between September of 2009 and Summer of 2010... that's most of a year. Anyway, I'll keep my fingers crossed in the meantime. -
Yup, that's new, and it does make things incredibly easy when setting up a team (though you do have to be careful that some level 10 isn't trying to jump on to your team in the 40s that is fighting AVs, heh), no matter what the content.
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I ran a Moonfire TF tonight with two other tanks (I was on my Macer, Swedish Fury), and it was great. We had good buffs and a couple of Scrappers, too. Burned through everything, and it was a very safe TF as well... we did have a couple of deaths, but that was more from people running off away from teh group than anything else.
It was nice... I hardly had to taunt all night, and it was hilarious to see three visible clumps of enemies in the bigger cave rooms, as all the enemies were drawn in by Gauntlet to the three tanks.
Safe and fast, what's not to like about that? -
I really hope I17 comes out before GR. I'm excited about GR and all, but if I have to wait until 2nd quarter for another issue after I16... that's way too long. And I think it would be a bad plan on the dev's part. That's a long time to wait.
In fact, marketing for GR, etc. is a little flat, too. Posi seems to realize that letting us know about GR's graphical requirements is a good idea during the holiday season, so some other tastes of what is to come would be a good idea. Heck, you can't even get official info on what they talked about at Herocon yet, either. -
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Up to you, Tal.
I can't play all four hours in a row (I never have that long of a block of a time in game), but I could do two blocks of two hours just fine (or whatever ends up working). If you have any MA story arcs you'd like to work on, I'd be more than happy to help you test them and work on the writing, as I do that on my own (writing and MA writing). Ummmm, we could work on TFs or story arcs, too... I have every AT up blueside, so I could add on whatever you're needing for a TF or story arc. I have a level 42 Stalker that would be able to do a lot redside as well.
If there's some badges or annoying badges you want to work on, I can help out there, too.I don't know much about PvP, so I don't know that I could help much there if you need it.
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Quote:Read the OP again. He means a continuous attack chain, no stopping, with just three attacks. Most sets cannot do that at level 4. You can get to a "liveable" spot with most ATs if you get three attacks by level 4, but that's not a continuous chain.OH THE INHUMANITY!!
Seriously, I couldn't last that long with an attack like that.
Also, Westly, it's not like Warshades are the only things to have an attack chain by level 4. C'mon, basically any AT with a combat flavored primary can have an attack chain by level 4.
One thing I use to like about Energy Melee at early levels was that you could have a continuous chain with just the first three attacks. You can get close to that with more recharge later on, but you're not going to have that feel at early levels anymore. I think Super Strength and Dark Melee can move pretty well, now, but not continuously with the first three.
Anyway, it's not a make it or break it kind of thing, but sets that blossom early like Martial Arts and Archery stand out to my mind, as they're so fun from the start: partially from how continuous they can be. -
Problem with that, though, is that the new players have no way of telling the new from the old. If you're running more of the old and stale content, that might seem like that was all CoX had to offer.
I like new content as much as anyone else, but I really would like to see revamps made of older content. According to the dev's with other statements and design approaches, the whole game is supposed to be content as you level and when you're at 50 (Orobouros, super side-kicking, etc.), so this whole focus on "new content only" doesn't quite follow to me.
I had a longish hiatus from about I15-I16 to just before I10, and I was thoroughly impressed at the little changes made to liven up the game, just as much as I liked the new content. Ignoring one for the other isn't exactly a good thing.
And Afterimage, I would like to see more zones as well... I would like to see Perez remade a bit and to have some story arcs there... same for DA and Boomtown, actually. It's hard not to want it after the amazing job they did fixing up Faultline (and given how different those zones are from other ones). It sounds like they are going to have a lot more to do in Cimerora in the future, so that's a good step in that direction. And sure, I wouldn't mind a moonbase or anything like that, but there is a lot of variety in zones in CoH right now that the devs could easily exploit to address what you are feeling (which I don't think is uncommon, so don't feel I'm painting you in a corner with that).
After GR, the devs really should add another zone and new content to redside. I'm not one of those that say they "hate" redside, but CoH has a lot more variety in content (Hollows, Faultline, Striga, and Croatoa provide some nice options to regular story arcs blueside) that make it a much more deep route to go.
I do hope they add a bit more for the +40 range along with whatever system they have for 50s... 40-45 is okay, I guess, but 45-50 is very heavy with AVs and Praetorians. -
Quote:Apparently you don't care too much for cityscapes, because CoH provides a large amount of them that are quite good looking. Kings Row does have a certain gritty feel that can be appealing to run through, and feels quite similar to a lot of comic book landscapes you'll run into. Founder's Falls is completely different, and absolutely gorgeous, I would say. Architecture on par with any major world city, and it's fun just to look around. Talos Island takes a spin on the cityscape thing, adding in more natural areas, etc. Croatoa and Faultline are quite different from other zones, besides matching up with the storylines for those areas. Striga also has some nice ambience... I particularly like the volcano, myself. Even the War Walls glow provides a certain ambience.City of Heroes and its endless cityscapes is a weakness of the genre, not the game. Superheroes belong in a city, not out in the countryside. Superman may have been a farmboy from Kansas, but he didn't stay on the farm, or in Kansas.
Fantasy genre games can vary the wilderness settings with deserts, mountains, swamps, etc. So there is more visual variety. City of Heroes did the best it could in trying to provide zones with different city styles, such as gritty Kings Row and Steel Canyon's skyscrapers. But its all still city. No weather effects, night and day are barely distinguishable, the War Walls block the horizon. Parklike zones are all hazard zones, meant for street sweeping groups, with no missions.
Visually it seems a little dull compared to all the distinctly different terrains I saw in Everquest and World of Warcraft. I can see why people get a little tired of it. The Roman Zone was a nice change, but I wish it didn't have to involve time travel and Romans.
It would be nice if the Going Rogue expansion would include something like Champions' desert and arctic zones, just for a little more variety. Still, this game is built around instanced missions, so in most cases we would still end up in a cave somewhere. I would be happy enough if they would just design some fresh textures for the existing maps.
And I would say there is a huge difference between night and day... glowing streetlights and stars look significantly different than the daytime sun. Sunrise and sunset are quite stunning to look at as well.
It is fair to say that these things will look even better with the Ultra Graphics mode Going Rogue is going to offer, but they are quite good now (upgrading my computer about a year ago revealed a whole new layer to how good CoX can look).
Also keep in mind that there are those that think WoW's art approach is "ugly and sucktastic." I don't particularly agree, and enjoy it as well. For the genre and the look the games are going for, both do pretty well. It's no reason to sit on laurels, however. The devs really do have to make the new zones in Praetoria look great. And they are also hopefully creating more map layouts and tilesets, as the game really does need more of those. -
Quote:Apparently you don't care too much for cityscapes, because CoH provides a large amount of them that are quite good looking. Kings Row does have a certain gritty feel that can be appealing to run through, and feels quite similar to a lot of comic book landscapes you'll run into. Founder's Falls is completely different, and absolutely gorgeous, I would say. Architecture on par with any major world city, and it's fun just to look around. Talos Island takes a spin on the cityscape thing, adding in more natural areas, etc. Croatoa and Faultline are quite different from other zones, besides matching up with the storylines for those areas. Striga also has some nice ambience... I particularly like the volcano, myself. Even the War Walls glow provides a certain ambience.City of Heroes and its endless cityscapes is a weakness of the genre, not the game. Superheroes belong in a city, not out in the countryside. Superman may have been a farmboy from Kansas, but he didn't stay on the farm, or in Kansas.
Fantasy genre games can vary the wilderness settings with deserts, mountains, swamps, etc. So there is more visual variety. City of Heroes did the best it could in trying to provide zones with different city styles, such as gritty Kings Row and Steel Canyon's skyscrapers. But its all still city. No weather effects, night and day are barely distinguishable, the War Walls block the horizon. Parklike zones are all hazard zones, meant for street sweeping groups, with no missions.
Visually it seems a little dull compared to all the distinctly different terrains I saw in Everquest and World of Warcraft. I can see why people get a little tired of it. The Roman Zone was a nice change, but I wish it didn't have to involve time travel and Romans.
It would be nice if the Going Rogue expansion would include something like Champions' desert and arctic zones, just for a little more variety. Still, this game is built around instanced missions, so in most cases we would still end up in a cave somewhere. I would be happy enough if they would just design some fresh textures for the existing maps.
And I would say there is a huge difference between night and day... glowing streetlights and stars look significantly different than the daytime sun. Sunrise and sunset are quite stunning to look at as well.
It is fair to say that these things will look even better with the Ultra Graphics mode Going Rogue is going to offer, but they are quite good now (upgrading my computer about a year ago revealed a whole new layer to how good CoX can look).
Also keep in mind that there are those that think WoW's art approach is "ugly and sucktastic." I don't particularly agree, and enjoy it as well. For the genre and the look the games are going for, both do pretty well. It's no reason to sit on laurels, however. The devs really do have to make the new zones in Praetoria look great. And they are also hopefully creating more map layouts and tilesets, as the game really does need more of those. -
More on track with the OP, you can buy the Architect Edition off of Steam for $10. If you don't mind getting it off of Steam, at least.
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Hmmmmm, interesting. Though I was keen on getting this also for having updated discs... I assume Steam would just provide the code? I don't see any mention of actual discs in their listing.
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Well, to be fair, I think CoX's storylines are usually more interesting and worthwhile than other games. There are a lot of fun characters and storylines to go with the whole "drop x amount of foes."
I do agree that the devs need to get more content in the game now, after focusing on adding more varied systems for so long (I14 and I16 are fun, but they were light on adding map types, missions, etc.). I like all the customization, but I want more new content to run through. -
Gah, thanks Eric. Making way too many mistakes while posting, lately. Fixed it up in the OP.
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Quote:Wow, so helpful. And it sounds more like you're describing the old defiance, too!"Anyone Running into a Defiance Issue?"
Yes I have, when I get low on health now I cant kill all the foes quickly to save my skin.
And yes, I know my title wasn't the greatest... the OP describes it well enough, though.
Anyway, since a couple other people seem to be running into this, I will try to test more when I can. It would still be more helpful if some Blasters out there could purposely try getting held and see what happens to them, as not being able to shoot while held is a big issue, if it is indeed occurring. -
The Orobouros TF where you fight the Jade Spider has a goodly amount of Arachnos, and Toxic Tarantulas. Forget the name of it, but I believe it's the one Mender Silos hands out. You'll need to grab other people to run it, but it's a pretty fun TF to run. Just look out for all the psychic damage the Jade Spider dishes out.
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Eh, you weren't doing that bad, EB. How IO'd out are you? You're going to get a lot stronger with more recharge and +health (for that heal... energize, right?). Getting some defense is a great addition to any resist set as well... even getting to 20% would make a big difference. Especially since you have a couple of heals (I know it makes a big difference on my MA/Regen Scrapper).
Resist sets are a bit more tricky on Scrappers (heck any defense set is too... WP feels downright wimpy compared to how it feels on a Tank set), so I get what you mean about SR... it's quite nice unless the RNG hates you (or if you're doing a bunch of MA missions... it seems like most of those mobs get +accuracy when created). -
Quote:Devices works okay with it, though you won't have Build-up to throw in there with it. The little damage boosts some powers got in Devices only work with AR, too, so that's nice as well.I'm wanting to do an Assault Rifle blaster and I'm wondering what's mechanically a good secondary to go with it. I can't stand devices, so please don't suggest it.
I must say I do love my AR/EM Blaster. Lots of AOE damage at range, and good ST damage up close (and you can get Burst and Slug to recharge fast enough to have a semi-decent attack chain while mezzed). The set has a lot of mitigation from KB and Disorient as well: I can knock a boss on his backside, then disorient him while he's down. Works great for soloing (and on teams when a boss gets a little close). And man, is it fun. A real visceral, hard-hitting set. -
Ah, you quoted the other person, and the last thing they said in the quote you had was, "To make it better than someone who actually does have stuff on their character would be unfairly powerful." To which you said, "Considering ANYONE can purshase the ninja pack, no it doesn't"
Hence my reacting that way. It sounded like you were saying Ninja Run or any booster power should be better/more powerful than "regular" powers in-game because anyone could buy them. Which... yeah. Don't agree with that. And really, it is an unfair thing to make someone pay on top of their regular monthly fee for more powersets, etc. It isn't fair because "everyone" can buy it. When you put a cost on it like that, it sets a line down.
I've come to be okay with the booster packs, as they really only add some costumes and fluff powers (other than the beforementioned body sliders). I'll continue to be okay with it as long as good costume sets keep getting added to the game with the regular updates, otherwise it does cross into the line of being unfair.
I do kind of wish Combat Jumping would stack with Ninja Run (I don't have the Martial Arts booster yet, but I do hope to get it), but I can understand the logic. Ninja Run is designed as a travel power, and Combat Jumping doesn't stack with Super Jump already. But that isn't a 100% clear thing, as you can have CJ up with Super Speed, Fly, etc. So hmmmm, not sure what is up with that. How much does Ninja Run cost, endurancewise? The balance point with the other travel powers is that they suck a lot of endurance... if Ninja Run doesn't drain much, that may be why Castle limited it.