Master-Blade

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  1. Actually there have been several posts about it.. starting the day this began (i15 release).

    Last Dev response was something to the effect of: "We didn't come across your bug reports in the pile yet. We'll look into it."

    On a side note, any pets or KB AoE is sufficient to keep the repairmen under control. I've run the STF again several times since this AI change without issue, including 2 successful MoSTFs.
  2. Quote:
    Originally Posted by Cthulhufan View Post
    Might have changed when they "fixed" the clear glass on the SG base glass logo stands.
    Was this fairly recently as well? I'm wondering if that's part of the current geometry bug as well.

    Since we now have 2 separate unrelated objects losing transparency, I'm willing to bet it wasn't intentional.
  3. Master-Blade

    Itf wtf

    For that mission, I believe it's pathing errors that the ambushes and patrols have issues with that causes the lag. When it happens, you can usually notice a very large group of foes bunched up in a corner somewhere, or caught up on plants.. usually on the other side of that archway.. which is why many people stay near the bridge at the beginning and pull the foes down the hill instead. That seems to prevent the ambushes from going in the "wrong direction" and causing the "lag-fest" you describe.

    Personally.. I haven't had an issue with it since last year. I occasionally run into the "nova-lag" when somebody sets off a big explosion, and my guess would be that might have something to do with all the extra sound effects built into the Cimerorans, and large AoEs make them all grunt at the same time, and it hesitates.

    I'm not saying that nothing is wrong, but it's certainly a manageable situation if you play it differently.. especially when you do the same thing every time and know it's coming.

  4. If you are referring to Elemental > Gem, then it looks opaque for me too. I don't know how it might have looked before, cause I have yet to mess around with the shields. lol

    Edit: I see from the Wiki that it was definitely transparent before:

    That's quite odd. I wonder if it's just somehow part of the geometry bug that will be fixed in i16 anyway. If not, then I dunno.
  5. Quote:
    Originally Posted by Roxona View Post
    Here is screenie of the team after the TF. I can't figure out how to post the pic without the whole link with this new system, so please forgive me.

    http://i821.photobucket.com/albums/z...a1/Citadel.jpg
    Since you use photobucket, here's an easy thing to do:

    The url you posted, simply use as a hyperlink, but also include it within IMG tags. Then, put a "th_" prefix before filename. That will give you a little thumbnail to click on and link to the main image. Luna's way is good too, but her way basically links to the album page for that picture instead of just the image itself. I guess it's just a matter of preference whichever way you want to do it.

    Example:
    [url=http://i821.photobucket.com/albums/zz139/Roxona1/Citadel.jpg]
    [img]http://i821.photobucket.com/albums/zz139/Roxona1/th_Citadel.jpg[/img]
    [/url]

    Will display like this:



    On a side note, URL images will always fail for people who have forum images turned off. They will only be linked to the thumbnail image. For people with images turned off, the above code would only display this:
    http://i821.photobucket.com/albums/z...th_Citadel.jpg
    ..so it's good to also include text in your link as well, so those people still have a link to the larger picture (like I did in my sig).

    Example2:
    [url=http://i821.photobucket.com/albums/zz139/Roxona1/Citadel.jpg]
    [img]http://i821.photobucket.com/albums/zz139/Roxona1/th_Citadel.jpg[/img]
    Roxana's Citadel TF Team 8/24/2009
    [/url]

    Will display like this:

    Roxana's Citadel TF Team 8/24/2009


    And for people with images turned off, they will still have a link, and it will display like this:
    http://i821.photobucket.com/albums/z...th_Citadel.jpg
    Roxana's Citadel TF Team 8/24/2009

    I hope that makes sense. If not, just use Photobucket's link the way Luna said. lol

    PS Luna- Just an FYI.. You might want to add some text in your links as well because even your method is broken for people with images turned off. They just show this:
    http://i268.photobucket.com/albums/j...forCitadel.jpg

    And now I'm curious if anybody in the Horde, or people who view our threads even have images turned off anyway. lol
  6. Master-Blade

    Undefeated

    Quote:
    Originally Posted by Neuronia View Post
    I don't think any NPCs will give you this info. You largely will have to track it yourself pre-debt, then you can use debt as a quantifier as well.
    But:
    - You wont get debt by using the [Self Destruct] power, or being defeated by a player.
    - You get less debt by dying in a mission, than you do being outside, with the exception of RWZ.
    - You don't get debt during Rikti Invasions either.
    - Debt changes from level to level.
    - Badge credit is earned by paying it off, not just by dying.
    - If you cap your debt, and die again, nothing will record that.

    "Using debt as a quantifier" with any kind of accuracy would be harder than simply keeping track of it yourself on a notepad. lol
  7. MB's Citadel Task Force Team:
    [ QUOTE ]
    1: King-Rushmore : Stone/Stone Tanker
    2: Ultima Ratio Regum : BS/Shield Scrapper
    3: Plantman Mega : Plant/Kin Controller
    4: Carmen Kincaid : Sonic/Ice Defender
    5: Bio-Nuke : Rad/Rad Defender
    6: 1 st. son of satan : Fire/Fire Blaster
    7: Diamond Duster : Ice/Arrow Controller
    [/ QUOTE ]Finished in 2:15:33
    5 deaths.
    +40 Merits.

    I set this to Challenge Level 2, just to get a few extra foes... Heroic every week is just too easy. Next week I'll probably even go right to Unyeilding. lol. Anyway, we didn't even do any type of stealthing through either. We took our time and defeated whatever we saw... including the Ghosts from the ship that happened to be passing through IP when we were heading to the mission. lol

    Good times as always. See you all for the next one!
  8. Quote:
    Originally Posted by Aggelakis View Post
    It's still too big. *adblock*
    Not to mention, he added text to the signature below it, which makes it look even bigger, lol
  9. I'd love to say I would bring Longbow Spy-duh, but I unfortunately have that day reserved for non-game activites. I don't even know what they are yet.

    Depending on what those activites end up being, and what time they happen, I may be able to come in from the back burner, but that's where I'll sit until I know more.

    I hope to see you there anyway, and Good Luck either way!
  10. Master-Blade

    login problem

    Quote:
    Originally Posted by libaboy View Post
    oh but i live in europe, does that matter? or does everyone play on those servers
    For future reference, here is the EU Server Status page:
    http://eu.cityofheroes.com/en/news/server_status/
  11. Quote:
    Originally Posted by Fleeting Whisper View Post
    What becomes a problem is that there are often triggers passing over you while you click a glowy, during which time your stealth is suppressed.
    This is probably why I thought that they went off anyway. I admit I'm not thinking clearly tonight. lol

    I only have one stalker, and I don't know how many of these I even did with her. Everybody else I have used pretty much sets them off anyway (I haven't tried with Ill's Superior Invisibility).

    On a side note, they are easy to avoid anyway. Even while clicking, you can usually just hug the wall against the "glowy" to stay off the alarm's path.
  12. Quote:
    Originally Posted by Call Me Awesome View Post
    Maybe if the stormy had used Hurricane? Funny what occurs to you to try long after the team breaks up.
    Hurricane works very well, as long as you are careful not to knock the Repairmen back into previously downed towers. The Repairmen will reconstruct the towers if you don't keep track of them and kill them in time.
  13. Quote:
    Originally Posted by Mephisto_Kur View Post
    It could also be something to do with older drivers, as well. I have only had this card long enough to have used the 9.5 drivers up to the current 9.8 drivers. I have not tested with anything other than those 4 revisions.
    Well I just went back and checked.. and somebody will probably kill me for the versions I'm about to report, but it's not a computer I ever use at all, so there isn't any real reason to keep it updated.

    I pretty much use it to play web videos on my TV. Missed television episodes that I didn't DVR actually look great fullscreen on a 42" monitor. Sometimes I forget I'm even watching from the computer and grab the remote instead of the mouse. lol. I also use it to entertain cousins/nieces/nephews that come into town, by giving them flash games or something to mess with online. The wireless keyboard/mouse come in handy for that. lol

    Also, I will note that this computer and the settings below were last used from before I even registered for this forum, and before I would have taken the ATI sticky under advisement, so they might not have actually been ideal anyway.

    The old system's CoH_Helper:
    ---System information gathered by CoH Helper version 0.1.1.8---

    DxDiag gathered at August 24, 2009 00:01 (-04:00)
    Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.070227-2254)
    System Manufacturer: VIA Technologies, Inc.
    System Model: VT8367-8235
    BIOS: Phoenix - AwardBIOS v6.00PG
    Central Processor: AMD Athlon(tm) XP 2200+, MMX, 3DNow, ~1.8GHz
    Memory: 1536MB
    .Net Memory Report: 1202MB out of 1535MB available
    Page File: 3244MB (191MB currently in use)
    C Drive: (SAMSUNG SV3063H) 18023MB out of 29188MB (61%) free
    D Drive: (CREATIVE CD-RW RW8439E) zero-size drive
    Windows directory location: C:\WINDOWS
    DirectX: DirectX 9.0c (4.09.0000.0904)
    DirectX Diag version: 5.03.2600.2180 (32-bit version)

    Display Notes: No problems found.
    Sound Notes: No problems found.
    Input Notes: No problems found.

    Monitor: Default Monitor
    Monitor's Max Resolution: (blank)
    Video Device Name: VisionTek Radeon X1300
    Manufacturer / Chip: ATI Technologies Inc. / ATI display adapter AGP (0x7146)
    Video Memory: 512.0 MB
    Driver Version: 6.14.0010.6599
    Driver Date: 1/24/2006 11:52:48 PM
    Driver Language: English

    Sound Device Description: Vinyl AC'97 Audio (WAVE)
    Driver File: vinyl97.sys
    Driver Version: 6.14.0001.4170
    Driver Date: 8/10/2006 6:32:14 AM


    WMI Information
    Motherboard Manufacturer:
    Motherboard Model: (empty)
    Motherboard Product: VT8367-8235
    Motherboard Version:
    BIOS Manufacturer: Phoenix Technologies, LTD
    BIOS Name: Phoenix - AwardBIOS v6.00PG
    BIOS Version: VIA694 - 42302e31
    BIOS Release: 20050602000000.000000+000

    Registry Information for Current User
    Resolution: 1280x768
    3D Resolution: 1280x768 (Not using renderscale)
    Full Screen: Yes
    Maximized: No
    Screen Position: 0, 0
    Refresh Rate: 60Hz
    Vertical Sync Enabled: Yes

    Physics Quality: Medium
    Maximum Particles: 9768
    Max Particle Fill? 10.000
    Physics Card Enabled: No

    Anti-aliasing: None
    Anisotropic Filtering: 2x
    Texture LOD Bias: Smooth
    Water Effects: Low Quality
    Bloom: 1.000 (turned on)
    Depth of Field Enabled: No
    Desaturation Effects (Sepia) Enabled: Yes
    Shader Detail: Low (with world bumpmaps)

    World Texture Level: Very High
    Character Texture Level: Very High
    World Detail Level (Vis_Scale): 2.000
    Entity Detail Level: 1.000
    Shadows Enabled: No
    Gamma Correction: 1.000
    Geometry Buffers (VBOs) Enabled: Yes
    Suppression of Extra Player FX Enabled: No
    Suppression of FX When Camera Close Enabled: No
    Close Suppression Range: 3.000
    Show Advertisements: Yes

    Audio Mode: Performance
    3D Audio: No
    FX Sound Volume: 1.000
    Music Sound Volume: 0.589

    Show Advanced Graphics Options: Yes
    Overall Graphics Quality: 0.600
    Reverse Mouse Buttons: No
    Save Login Username: Yes
    Transfer Rate: 590351 bytes/second
    Current Game Version: 17.20080821.9T4
    Installation Directory: C:\Program Files\City of Heroes

    Mod files in the Data directory
    No modifications found

    Quote:
    Originally Posted by Mephisto_Kur View Post
    Isn't it long enough that this is an nVidia only game?
  14. Quote:
    Originally Posted by hardknight View Post
    havent looked at all posts regarding super sking, so the answer may be out there.

    My question is will the six mentoring badges now become defunct?
    Nothing is set in stone until the release is live. So far, it appears the mission-holder will still be getting credit for thee badges. Also, it may still be possible to sk normally while street-fighting.
  15. (The facial expression of this smiley does not reflect that of the person posting. lol)
    Quote:
    Originally Posted by Mandu View Post
    Like Master-Blade said.
    On a side note, it's so weird seeing people refer to me by my global now. I'm still used to "Mateo" from my previous forum handle: Mateo_06, or "MB" as my global nickname. I keep forgetting it's changed. lol

  16. Quote:
    Originally Posted by Zamuel View Post
    @SpaceNut: What about CoT ghosts and the motion sensors in the side mission for some Mayhems?
    The ghosts have a form of Invisibility, and their powers have a -ACC, but I don't think they have any sort of +perception.

    The alarms in side missions are not really foes you can defeat or hide from. That's more of a positional detection mechanic which triggers an event (ambush). Just like any other positional mechanic (some boss cutscenes like Rom in ITF), they will trigger based on your position, regardless of your current state. Being invisible or phased will not prevent them from triggering. Phase might work on the alarms by design, but I'd have to test to be sure.
  17. Quote:
    Originally Posted by Zamuel View Post
    Anyone know just how much perception Rikti Drones have? Trying to figure out if it's possible to push my stealth past their threshold. Likewise, what all other enemies have perception buffs?
    Using the Temp Power: Power Analyzer mk III, I found Rikti drones to still have the standard 45ft radius. It's possible they simply ignore your stealth completely and simply see you anytime you come within that 45ft distance anyway. I am not sure anybody has found a way to make them 100% ignore you.

    Other "+perception foes" that come to mind would be the Overseers (the giant eyeballs from the Shadow Shard). I'm pretty sure many others can have increased perception to some degree, but they wont completely ignore your stealth like these would.
  18. Quote:
    Originally Posted by Mephisto_Kur View Post
    12x10 is a standard resolution. It is a standard 19 inch LCD screen. Just for the sake of testing, when the window is reduced to 10x7, it still has this issue. 10x7 is also a standard resolution. It is the normal rez for a 17in monitor.
    Sorry. I should have said "standard" meaning a 4:3 ratio. Obviously there are several other resolutions that are native to different monitors, but CoH standard is 1024x768, which is also a 4:3 ratio. I was just making sure this ratio was used by others who have tested because it's the only one I was referring to.

    I just got done testing on my old system. It took a while to load (haha), and of course using fullscreen mode on the widesceen tv had the issue, but using 1024x768 in windowed mode didn't at all. I also tested 800x600 (which is also an exact 4:3 ratio) and had no issues with that either.

    I don't know how to explain my different results, but for comparison.. it has an old VisionTek Radeon x1300. Maybe I have some other hidden tweak that I haven't found yet, but anyway.. point is... YMMV.
  19. Quote:
    Originally Posted by armylife1124 View Post
    I know we have this question once every few months, but with reading today about WoW raising its cap to 85, does anyone think we will see a raise in our level cap?
    ^ no. Our system works differently than WoW, so they are not even comparable. A level cap is just a number. It doesn't mean anything. Technically, CoH could easily be converted to a Level 500 cap (using each "bub" as it's own level), but it doesn't mean anything in the game would actually change or be better because of an UBER-Cap. lol

    Quote:
    Originally Posted by Leandro View Post
    As I recall, it was Castle who said the powers system is designed and balanced around level 50, plus you don't want people having their purple IOs becoming obsolete. So, no, not gonna happen.
    This ^

    Quote:
    Originally Posted by Novapulse View Post
    IIRC they will have a system in place in Going Rogue to further develop LV50 characters without raising the level cap.
    IIRC, that was part of the GR survey. It was an idea to give us 10 "global" enhancement slots that would "essentially make a character lvl 60", actually raising the cap.

    Not sure if they are implementing it or not. Seeing how power customization was also part of the GR survey, but we are seeing it in i16 instead... you never know what's going to happen.
  20. Quote:
    Originally Posted by Call Me Awesome View Post
    Yep, it's certainly still there, I just got off of a failed STF for that very reason.

    It seems that unless you either have a location based power to KB the repairmen before they fully materialize such as Bonfire or Earthquake, or have lots of untargeted AOE damage on the location like with multiple rain powers you're going to have severe problems.

    The repairmen are firing off their heals BEFORE they become targetable; therefore simply killing them quickly is pointless. Our team wasn't optimal but still we shouldn't have been stopped cold by the inability to get a tower below 50%. We spent 10 straight minutes trying... we'd get the towers to 50%, repairmen would instantly heal to 70%; rinse and repeat.

    Oh, there have also been some changes to Lord Recluse, Invincibility (invuln tanker aura) no longer interrupts his Bane summon; a toggle debuff is pretty much mandatory now. LR's also using his end drain attack in melee occasionally now as well.
    Also, any pets can also kill the repairmen before they are targetable by us. I've run this several times since i15 (when the AI change hit), and in all honestly, I've only had an issue twice. The first time was the night of release when this was discovered and reported by our scheduled 3-team STF. The only other time was weeks later while trying to do an all-defender STF where we just couldn't get past the healing (or hold LR long enough to get the tower halfway). They were not a problem in any other attempts, including 2 successful MoSTF runs.

    To avoid LR using his -end attack, DO NOT ATTACK him. Simply using Taunt should be enough to hold him by your side, and the less you actually attack him, the less he will attack you.
  21. Quote:
    Originally Posted by Ozymandas View Post
    Sound cool but it depends on what we're doing. I've been using my main (lvl 50 tank) a lot lately. Would an all-tank Mothership Raid be feasible? Doing some Oro runs (for badges) or chasing some defeat badges could be cool.
    There are usually a few teams, each in a different level range, all doing their own thing. We usually figure it out once everybody is there. Just bring your favorite tank and an idea. lol
  22. Quote:
    Originally Posted by Mr E-Man View Post
    • Yes MB, you do have howling twilight!
    • Also MB, try to rez people before you, yourself die...ask Luna to teach you the art of dying after rezzing! :smirk:
    This was the first villain I ever made. I pretty much stopped using him 3 years ago. I will be sure to sign up for "How to use the dark side.." lessons if Luna is giving them! rofl
  23. Quote:
    Originally Posted by Mephisto_Kur View Post
    Windowed mode, non-widescreen monitor. 12x10 rez. I am using a 4890, and I have this issue.
    The type of monitor you have shouldn't matter. It was the resolution difference between the game window and the unchanged fullscreen enhancement window. If you are using a resolution with the same resolution as that screen, you should not have the issue. 12x10 is not standard rez = you will have this issue.

    I currently use NVidia, and don't have this issue, but my old system had ATI and did. I ran the game fine for a while until I upgraded to a widescreen monitor (and therefore changed to a widescreen resolution), and suddenly had this issue.

    There were no other changes to the system other than the resolution change. Before changing the resolution, the cursor did not have an issue (but the screen was stretched on fullscreen mode). While using Multiple instances in Windowed mode (and scaled correctly), it worked fine as well.

    That system was lowest of the low (which is why I finally built a complete new one) and it was still able to be worked around. Unless there is a different reason causing it on the newer cards, it should still behave the same way. I still have the old system if anybody wants specifics later, but I don't have a new ATI system to run similar tests with. I'll have to just have to believe that nobody else can get the same results I did.

    I suppose YMMV.
  24. Dev Digest

    The unofficial Red-name Retweet Thread

    On a side note, you could check the i16 (Training Room) forums..?