Jaso

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  1. it would seem a good choice for any duel build - blasters can have hiber back up - hoarfrost back up etc...tier 9s back up - all for carrying some blues.

    I don't see it being any good for zone or team arena
  2. Quote:
    Originally Posted by Hyperstrike View Post
    What, if anything, would stop you from using drive-cloning software to transplant your system from a spinning-disk drive to the SSD?

    This would be a simpler, more elegant solution than uninstalling and reinstalling.

    Moreover, your ENTIRE system would benefit from a speed-up then. Not just CoH.
    You don't want to use drive cloning software on ssd unless you are cloning from an ssd.

    Using an SSD for a game drive is not unheard of, although using it as your system drive makes a lot more sense. If you do use an SSD that was a fresh install is best and it should at least be vista or better or a version of linux that supports SSD - or Mac.

    I have two raided as my os drive and have coh installed to them (load times are sig faster).
  3. i signed up on ur site let me in dammit.
  4. Quote:
    Originally Posted by Arcanaville View Post
    Without sidetracking too far into a balance discussion, there's a presumption that, say, the defenses in SR are already balanced against the def/res/+health of Invuln for the case of zero tohit buff, because if that wasn't true one of them would already be broken in PvE and have to be fixed. So assuming that SR and Invuln (and Regen and DA and EA and El and Ice and...) are balanced in PvE, the only question is how to deal with the fact that in PvE, players aren't morons and won't fight with one hand tied behind their backs by giving up tohit buffs like critters are designed to do (sometimes, although increasingly they are wising up also). The goal is - was - to soften those without nullifying them so the players that use them don't think they are worthless, but the players with defense don't think those are worthless either. And the way to do that is to essentially take the defense sets, and make a portion - but not all - of their defenses essentially resistant to tohit buffs (reducing them not to zero effect but making them only as strong as accuracy). So tohit buffs do some damage, but not total annihilation.

    To make defense bend but not break, but also not any stronger than it already is, you have to essentially do what I mentioned above: add Elusivity but take back defense to even it out. That's what would be fair to both sides: the attacker and the defender. Adding any Elu without taking defense back would basically be making defense sets stronger, and by the time you add enough Elu to make a difference you've also buffed defense sets too high. That was the problem with the original 30% Elu. The converse problem exists with the current 10% Elu. I don't think 20% is a goldilocks number. I think its equally likely its both too weak against tohit buffs *and* too strong outside of them, meaning its only reasonable against the one guy with coincidentally the right amount of them.


    Just to try to stay vaguely on topic, one thing I believe is that I've always felt the better PvP experiences were ones in which there was some semblance of fairness. That fairness did not need to be equality: if you're better than me, you should kill me most of the time. But if you're able to defeat me because of a mechanical imbalance that I can only remedy by making a special PvP toon that lacks exploitable failings, then PvP isn't about my character anymore. Its about me making a throwaway alt specifically for PvP.

    For some people, PvP is a player vs player activity only. The characters are just generic playing pieces. They are really weapons, not characters. And that's fine: I have no problem with that. But I think the problem is that to get good cross-over enjoyment from PvE players that invest time and energy into characters, whether they are role players or just emotionally invested in their alts, PvP has to have some way to involve the characters that players want to play. It cannot *solely* be about crafting the perfect PvP toon. There is a place for that among the the people who want to do that. But just like many players think crafting their build from level 1 in Mids sucks the fun out of it, I think many people think making a special PvP toon sucks the fun out of it. For me, I want to PvP and win or lose with the characters I've played with for years.

    That's what I meant earlier when I said mechanical issues should be corrected only when they hurt people's perceptions of PvP enough to make them reluctant to participate. You'd have to be practically nuts to venture into PvP combat with a melee defense character. Unless you were one of those fight-in-Elude-then-run-away people. That sort of situation has to be avoided whenever possible. But it has to be done carefully, so that in fixing one thing you don't break other things and reduce the enjoyment of the game for everyone else. That's counterproductive.


    As an aside, I was discussing this with another player and we got on the subject of mini-games which involved both a place for the hardcore PvPers to battle it out, and PvE players to not face other players *directly* but still get involved. A spitballed idea was a zone with an above ground free for all PvP area and a below ground faction-separated area where PvE players could perform mini-game tasks that would assist their side battling above ground. They could defeat PvE critters in tunnels and repair turrets that would rise up and assist their side, for example, or intercept PvE drones sent by the opposite side to disrupt their side. This could be extended conceptually to low grade PvP areas where more "casual" PvPers could engage in combat without automatically being obliterated by the top combatants. This could be enforced by a reward system that encouraged good PvPers to go after other good PvPers in the high-reward areas, while the lesser PvPers would go after lesser PvPes in areas that simply had degraded rewards.

    Of course, that is a completely off the cuff idea, but I thought it had promise, because it could tap the many different ways people enjoy different forms of player vs player engagements: indirect, casually direct, and hardcore, and in settings where the rewards would scale with the skill level of the players, encouraging them to get better but not forcing them to do so.

    It goes without saying this sort of thing only works if you can get enough players to buy in and participate.
    That is actually a good idea for pvp - a universal rep system. The higher the rep of the player the more likely a drop. You could not base it strictly on kills or at least weight it evenly to teams where buffers are viable and include arena matches and zones.

    You could even provide a negative for farming say a noob comes to rv with 0 rep, rather than not reward rep for defeating him too soon it can remove your rep. The more diverse (as in not the same guy over and over) high rep toons you defeat the more drops you could get and a greater chance for a proc say than an end/recharge...Or you can reward merits and we can buy the stuff.
  5. I used to like going to the zones to pvp. Then when i13 hit I quit going all together. My main was an empath and when every heal or buff caused travel supression, it became pretty unplayable. I was totally baffled by the logic that a healing aura would supress my travel from toons with range, as well as decay my heals to the point I cannot survive without an escape power up, which is on a no phase timer. I think it is ridiculous that flares is a must have..FLARES!!! lol.

    There seems to be no logic to anything. Is it animation time = dmg because Bitter Freeze Ray should do 1000 pts of dmg.

    I even liked doing kickballs and started to get interested in test pvp but all that went away. All the test teams left pretty much after i13.

    So what do I like about pvp in the game now? nothing.
  6. 1. Frozen Death
    2. Darth Delicious
    3. Lousy Day
  7. Jaso

    dUmb r Winners!

    i don't see where southern comfort quit??
  8. in soviet russia game converts you.
  9. i took a crack at it - people who play doms more probably can do better.


    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Dominator
    Primary Power Set: Gravity Control
    Secondary Power Set: Energy Assault
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Crush -- Apoc-Dmg(A), Apoc-Dmg/Rchg(7), Apoc-Acc/Dmg/Rchg(17), Apoc-Acc/Rchg(40), Apoc-Dam%(43), GJ-Dam%(46)
    Level 1: Power Bolt -- GJ-Acc/Dmg(A), GJ-Dam/Rech(23), GJ-Acc/Dmg/End/Rech(23), GJ-Dam%(37), GJ-Acc/End/Rech(43)
    Level 2: Lift -- GJ-Acc/Dmg(A), GJ-Acc/Dmg/End/Rech(3), GJ-Dam%(3), GJ-Acc/End/Rech(13), GJ-Dam/End/Rech(19)
    Level 4: Power Push -- KinCrsh-Dmg/KB(A), KinCrsh-Rchg/KB(5), KinCrsh-Acc/KB(5), KinCrsh-Acc/Dmg/KB(7), KinCrsh-Dmg/EndRdx/KB(13)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(11), Zephyr-ResKB(11)
    Level 12: Maneuvers -- Krma-ResKB(A), LkGmblr-Rchg+(34)
    Level 14: Super Jump -- HO:Micro(A), HO:Micro(15), Zephyr-ResKB(15)
    Level 16: Super Speed -- HO:Micro(A), HO:Micro(17), Zephyr-ResKB(48)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21)
    Level 22: Acrobatics -- EndRdx-I(A)
    Level 24: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(25), AdjTgt-ToHit/EndRdx/Rchg(25), AdjTgt-EndRdx/Rchg(27), AdjTgt-ToHit/EndRdx(46)
    Level 26: Power Boost -- RechRdx-I(A), RechRdx-I(27)
    Level 28: Total Focus -- HO:Nucle(A), HO:Nucle(29), HO:Nucle(29), P'ngS'Fest-Stun%(36), T'Death-Dam%(37), Mako-Dam%(37)
    Level 30: Wormhole -- Amaze-Stun(A), Amaze-Stun/Rchg(31), Amaze-Acc/Stun/Rchg(31), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(34)
    Level 32: Gravity Distortion -- GladNet-Acc/Hold(A), GladNet-Acc/Rchg(33), GladNet-Rchg/Hold(33), GladNet-EndRdx/Rchg/Hold(33), GladNet-Acc/EndRdx/Rchg/Hold(34)
    Level 35: Singularity -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(36), S'bndAl-Acc/Dmg/Rchg(36)
    Level 38: Sniper Blast -- GJ-Acc/Dmg(A), GJ-Dam/Rech(39), GJ-Acc/Dmg/End/Rech(39), GJ-Dam%(39), GJ-Acc/End/Rech(40), Mantic-Dam%(40)
    Level 41: Water Spout -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Dam%(43)
    Level 44: Bile Spray -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46)
    Level 47: Hibernate -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(48), Numna-Heal/EndRdx/Rchg(48)
    Level 49: Shark Skin -- GA-ResDam(A), GA-End/Res(50), GA-Res/Rech/End(50), S'fstPrt-ResKB(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 16% DamageBuff(Smashing)
    • 16% DamageBuff(Lethal)
    • 16% DamageBuff(Fire)
    • 16% DamageBuff(Cold)
    • 16% DamageBuff(Energy)
    • 16% DamageBuff(Negative)
    • 16% DamageBuff(Toxic)
    • 16% DamageBuff(Psionic)
    • 9.38% Defense(Energy) (in PvP)
    • 9.38% Defense(Negative) (in PvP)
    • 4.69% Defense(Ranged) (in PvP)
    • 4.5% Max End
    • 2.5% Enhancement(Held)
    • 48% Enhancement(Accuracy)
    • 32.5% Enhancement(Range) (in PvP)
    • 63.8% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 179.3 HP (17.6%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -39)
    • Knockup (Mag -39)
    • MezResist(Confused) 20% (in PvP)
    • MezResist(Held) 20% (in PvP)
    • MezResist(Immobilize) 20% (in PvP)
    • MezResist(Repel) 1000% (10% chance, in PvP)
    • MezResist(Sleep) 20% (in PvP)
    • MezResist(Stun) 20% (in PvP)
    • MezResist(Terrorized) 20% (in PvP)
    • 20.5% (0.34 End/sec) Recovery
    • 50% (2.12 HP/sec) Regeneration
    • 10% ResEffect(FlySpeed) (in PvP)
    • 10% ResEffect(RechargeTime) (in PvP)
    • 10% ResEffect(RunSpeed) (in PvP)
    • 2.5% Resistance(Smashing)
    • 6.62% Resistance(Fire)
    • 6.62% Resistance(Cold)
    • 6.93% Resistance(Energy) (in PvP)
    • 6.93% Resistance(Negative) (in PvP)
    • 8% RunSpeed
  10. Quote:
    Originally Posted by Cade Lawson View Post
    But what about the jerk hackers?
    pretty sure hacking the drop rate is not going on..if anyone has that level of access to the game mechanics then drop rate on ios is the last thing I would be tweaking.
  11. Jaso

    AE and EXP

    and why discriminate against this "type of player" so he didn't get to 50 doing missions, doesn't know where the train is or who maria jenkins is...

    who cares... he pays his 15 a month just like you (or 14 or 13). I did an stf with a 5 year vet tank who didn't have taunt and died so much the controller had to take Recluse's agro (and he did it well)..being a pver does not make you good at pve...
  12. not if I want three PICe 3.0 videocards so I can check my email at 400 fps...:P
  13. I fully support the OP and have threatened to quit going to Las Vegas...now to collect my millions!
  14. it is not actually the wheel on the touch pad it is a (probably synaptic) driver that allows the scrolling. Toshiba has something similar with finger movements doing all sorts of neet tricks like pinch and zoom - I have never checked in game but you might be able to set your input device and see if you can map the zoom part. I think coh will ignore the synpatic driver of the touchpad and only register movement and button clicks.
  15. Quote:
    Originally Posted by je_saist View Post
    Jaso: I've had hands on with a GTX 470. Stock, it can't outrun a 5850. Basically put, I can't duplicate or replicate the results I see other websites getting, or say the 470 gets.

    The last time this happened was back with the GeforceFX... and I think most people are agreed with how that ultimately turned out. To get a lot of it's "performance" the FX was using a metric ton of driver shortcuts and "driver cheats" for lack of a better word.

    This is why I link to HardOCP when it comes to reviews because Kyle, regardless of whether or not I agree with him, Gets It. Performance of a graphics card is more than just how the card performs in a synthetic benchmark. It's how the card performs in actual games. And in actual games, the 470 does not outrun the 5850... and in actual games where SLI and Crossfire are "equally" supported, it doesn't run away there either.
    well I actaully own both - two gtx 470's and two 5870's both in i7 overclocked systems with 9 and 12 gb ram respectivly - and I can tell you the 470 does - at stock with the latest drivers run neck and neck with a 5870 and in sli v 5870 crossfire runs faster. In fact those numbers from xibit I get on my oc;ed 470 system in sli with no overclocking of video card or overvolting.

    From a sheer numbers stand point the 470 wins - but..like I said...it wins at 94c on the primary adapter with the fan running at 80% - not hairdryer loud but a lot louder than my CF system and as you can see hotter.

    Now I play a lot more than coh, l4d2, resident evil 5, tf2, dragon age etc..so looking at the overall the sli 470 is my primary gaming machine...for coh though I much rather play on the ati 5870 system it just seems like they do the open gl better now. the fermi seems a lil less I dunno brisk -

    bottom line either card will run the crap out of coh and most games - and one is not blowing the other out of the water over all..

    I would still say search for a deal on a 5870, unless the 470 drops to $250 then I say get that.
  16. they already have 6 cores in 1366. What stinks is 40 lanes in 2011?? right now sli or cross fire takes up 32 - sata 6 usb 3 and what ever else is coming down the pipe....more lanes please.
  17. all i get are crashes in something like nvopglvdx.dll or something like that - tried the whql and new betas.... running 470gtx
  18. actually a gtx 470 can out run a 5870 and really shines in sli (not applicable to coh apparently though)

    http://www.tweaktown.com/articles/32...nt/index6.html


    and as you can see tweaking it will get you 480 levels...

    but...

    the ati offerings are so much more effcient in power usage and run much cooler. as stated it all depeneds on how much you want to spend...if you can afford it - I would go 5870 just for sheer bang for the buck - if you game at higher than 1920x1080 then you start to get in the sli crossfire area...
  19. Jaso

    PVP Caging

    and borderline is right it is broke on trollers.
  20. Jaso

    PVP Caging

    there are cagers now they are called tanks and brutes..different power, same tactic different target...

    when it was cagers you either caged dmg or support. In the end then like now you just ran your own cagers to counter act. cage the cager, taunt the taunter...if they are using the line up submission then you have a much better chance of getting in a team with no counter. Just means in i17 pvp you need to be good on multiple line ups and keep them guessing.
  21. Quote:
    Originally Posted by Pouncer View Post
    There seems to be a large number of missing costume pieces. They can't be accessed in either character generation or the tailor. They were reported in the I17 test but it went live without being fixed.
    so a bug was reported and they ignored it? wow..

    I would like to report I cannot get my money for a sold IO. I was lucky to get a panacea proc and crafted it and had it for sale on the market now I cannot get it because it tells me I will be over the inf cap even thought I won't be. I removed all the money from the toon that sold it and it still tells me that and there is no way I would be at inf cap.