MikeRobe

Mentor
  • Posts

    339
  • Joined

  1. Funny thing is I'm not a role-player in game (been years since the days of the table-top rpgs too). Of all my alts, I only have 2 that I've actually thought about background and how'd they get their powers. My opinion is based entirely on the feel of the set and "does this make sense for x?" Role-players can build any number of justifications for their characters (I'd like a sonic-blast/super reflexes scrapper 'cause I have this great idea for a Dune style scrapper....)

    I'd not be sad to see the devs port it (more like ambivalent). I'd not argue against it being ported either. I just think that the right decision was made in not porting it. *shrug*
  2. Whatever. I'm just voicing my opinion. You don't have to buy it (my opinion or the set) but you can go try it (the set) on Beta and argue for it feeling stalkery to you. Edit: If you do, please point out what is stalkery to you about it. I'm happy to change my opinion if someone else can point out what is "stalker" about it and back any petition to the Devs to have it ported. But for now, my view is they made the right choice.
  3. Quote:
    Originally Posted by Kioshi View Post
    Dual Blades is so Brutish
    And you're right here too. DB is supposed to be finesse set and aught not to have been ported to Brutes.
  4. I don't feel it is the size that is the problem with the stalker feel (if they were available). It is a combination of the momentum builder attacks and the "omg keep hitting before momentum wears off". The momentum builder attacks all have a feeling of advertising that I'm gonna clobber you really really hard here. Stalkers (to me) are more about clobbering someone really really hard but not advertising the fact first. I do scrap it out after my initial from hide attack is done with my stalkers, but they always seem in control of the fight. TW feels like the big block on the end of the stick is in control of the fight

    I know there're lots of people who play stalkers that don't care about that kind of thing and they just want the new stuff too and they're happy to meta-play any set that performs well. I would love to see them get their own exclusive attack set but I kind of doubt we'll see that. In fact, I kind of doubt they'll be able to keep /nin as their unique set for much longer.
  5. Quote:
    Originally Posted by Starflier View Post
    Yeah, Titan Weapons is great so far. It absolutely wrecks face.

    But it may be the most un-Stalkery feeling set I've played.
    I agree. I like stalkers, but the devs made the right call here. TW does not feel stalkery at all.
  6. Quote:
    Originally Posted by Aett_Thorn View Post
    Is there a consolidated spot to view all of the weapon models for TW?
    nothing consolidated that I'm aware of but this video shows the base models: http://www.youtube.com/watch?v=hmmeswm4Nkw

    This is the custom weapon pack #1 http://boards.cityofheroes.com/showp...50&postcount=7

    There's one more set of pictures I've seen that were the result of a Pigg dive but I cannot seem to find it now.
  7. They're doing a live publish - 6 hour downtime so another couple hours or so scheduled.
  8. Quote:
    Originally Posted by Zombie Man View Post
    I thought this thread was going to be about sandwiches.
    He didn't mention women... *ducks*
  9. Cool. I was leaning that way, just kind of needed a bit of validation. Thanks all.
  10. hey folks...

    Soon as these servers come back up, I'm making 2 TW characters. One will be a scrapper, the other a brute. One will be /EA, the other /Elec. Which do you think would work better on the scrapper in general (tw/ea or tw/ele)?
  11. When speaking of claws and stone armor I believe he was referring to the fact that you cannot take claws and stone armor on a character. So, like shield is locked out for Titan weapons, Stone armor is locked out if your weapon is claws. And to answer the op, no, I believe shields is the only armor set blocked with TW. This is because both hands are tied up holding the weapon and you don't have a third to hold your shield with.
  12. Quote:
    Originally Posted by Lothic View Post
    It was probably changed because someone managed to find some way to exploit it. Maybe it was something related* to why we can't use the /ah command in instanced missions anymore either.

    * The Devs claim that it was taking up too many "server resources" but I'm almost positive they finally realized how broken it was to be able to access the market while in a mission.
    /em tinfoilhat
  13. My understanding of Rad Armor is not just a colouring, but an effect similar to radiation defender toggles but you put them on yourself and affect the mobs around you. (So you'd never have any friendlies killing your anchor) Of course you'd need some defense/resistance to survive long enough to get into the spawn for your debuffing toggles to start working.
  14. Quote:
    Originally Posted by StarGeek View Post
    Fascinating read but he confirms my statement. It is a pseudo-random order. It is not truly random, it is not fifo or lifo. It uses some kind of random number generator to determine the pattern. Their testing just doesn't determine what the seed is for that generator. If the seed is somehow based on the buyer list, given the identical list of buyers you'd get the same pattern of output (ie. same order of "winners").

    I don't know how the seed is created or when it is created either that's just a general comment on pseudo-random number generators. If you feed them the same seed and restart they will generate their output in the same order everytime. Good pseudo-random generators will seed off whitenoise from the electronics in the computer and so be much less likely to get the same seed during different runs. I seriously doubt the devs care that much about the random order in small samples to develop or use a really high-end pseudo-random generator.
  15. Quote:
    Originally Posted by Wing_Leader View Post
    I like this sentiment in general. But I'd be curious to see some statistics that show how many toons sell vs. buy (or do both in equal measure). I wouldn't be surprised to find that the vast majority of players use the market merely to buy things, not to sell things. Which, if true, would mean that more players are sensitive to purchase price, than they are to profit potential as a seller. If so, having buyers willing to overpay only helps the minority who sell, and sorta hurts the majority who only use the market to find affordable recipes and salvage (hurts in the sense that sellers may raise their minimum selling prices in an attempt to capitalize on what they think is a trend of overpayment behavior). I think if you really want to help folks out, do what I've seen some forum members do (or say they do), and buy up stacks of stuff that is already kinda expensive (overpay for it if you want to help those sellers out as part of this), and then put them back on the market for 1 inf.

    BTW, does anyone know the algorithm used to match up bids with items for sale? I don't think I've ever seen it described.
    I buy and sell. I don't list any recipes that don't move (they get vendored) but I do list salvage that I'm not using immediately (or within the week) for 5ish. I buy SO's off the market to get rolling, buy recipes cheap etc. I also craft&sell and flip some rarer high price salvage. Various games with the market as side projects to build inf to IO my active characters. It takes surprisingly little inf to IO out a character if you're not looking for the stupid rare stuff on the market... I still want a character in the 2billion club but I'm not aggressive enough with marketeering to pull it off in the short term.

    Re. the algorithm: The highest bid gets filled first against the lowest asking price
    So, if I'm asking 6 and you bid 5 you won't get it. If I'm asking 6, you bid 7 and someone else bids 8 "at the same time" that someone else will get it. If I'm asking 6, someone else asks 5 and you bid 5, you'll buy that other person's. etc. Equal bids get filled in pseudo-random order.
  16. I have big hopes for my TW/? brute but they tend to bore me too much to say they solo best. I actually find my stalkers better than my brutes for stick with it solo play.
  17. Quote:
    Originally Posted by Aggelakis View Post
    No, this is stupid and/or impatient people. This isn't waiting between gluts. I will regularly watch my bids and sales go one right after the other. Ten seconds apart, "You have bought Luck Charm!" (at 15k) followed by "You have sold Luck Charm!" (at 50k!)
    Puts in bids for stacks of Luck Charms at 15002, sale price at 49998...
  18. Contained fulcrum shifted sweatyfeet = a ton of damage.
  19. Quote:
    Originally Posted by rsclark View Post
    Only fire matters for damage because of the dot. A few percentages less resist applied to only 30% of the total damage is effectively meaningless.

    If it weren't for knockback, I would probably run in lethal more often (when teamed) just for the -res in Piercing.
    Well, lucky for you, piercing doesn't do kb and you can feel free to swap your ammo before shooting that one (when teamed). I believe you were being a bit dishonest throwing this up for argument though, looking for a leeetle loophole to say "well I would...." . BTW, that's the only one that comes with -res without slotting acheles heel procs.... the others are -def. You can also feel free to use incinderary rounds, drop that toggle for piercing, swap to toxic for your next attack and then back to incinderaray as the toggle will be re-charged by then (if you're fast enough and you have the endurance to blast out like that...)

    Chem rounds count for damage and so do cold rounds... if you're fighting a fire resistant mob, ice/chem is a boost in damage... that's one of the great things about dp, you can swap based on needs. Fire is, of course, best for pure damage but given various situations you are better off using different ammo... that's what makes dp a fun set to play.
  20. Quote:
    Originally Posted by Gearsinger View Post
    I'm curious, and this seems like a valid place to ask.

    Dual Pistols can "turn off" their knockback with swap ammo. Do most stick to lethal ammo? Do teams yell at them?

    I realize there are other factors (damage type/mez stacking), but it seems like it might be a small way to gauge reactions to the ability to not have knockback.
    I don't think that's a fair gauge at all. The lethal ammo is no where near as effective as the fire, ice or toxic because lethal is so highly resisted throughout the game. I don't use my fire ammo so I don't have knock, I use it so I have more damage. I don't use my ice ammo so I don't have knock, I use it so that I have slow and cold damage. I use my bio ammo for the exotic toxic damage and -dam on the opponents.

    I think you'd find that any dual pistols user who's being honest about it will say that they don't even think of the Knock when they toggle the swap ammo. It is all about lethal vs elemental (less resisted, more damage).
  21. Quote:
    Originally Posted by Draeth Darkstar View Post
    Call it "deducing" if you like, Standard Code Rant still applies.

    And by the way, since Dual Pistols was made, the tech has existed for a loooong time to allow the Devs to alter the proc chance of any proc they want, Knockback included, up or down, and to 0% chance if they so choose (in fact, Dual Pistols actually uses this tech to remove the Knockback/Down on its powers when you change from Lethal ammo to any other using a Swap Ammo toggle).
    In fact? really? ... I'd be surprised if the logic in the toggles remove any aspect of the lethal ammo on dp. My expectation of the logic is a if then else statement where it reviews the status of your 3 toggles and if none are up then it uses lethal ammo. Knock is a property of the lethal ammo. Knock is not a property of the fire, ice or toxic rounds. I'd deduce that it does not remove any knock attribute at all. Standard code rant applies of course, but this is from a programmers perspective on how I'd do it if attributes like knock, -def, -res etc were hard baked into the powers and not added piece-meal as desired.
  22. MikeRobe

    Titan Weapons

    Quote:
    Originally Posted by Aggelakis View Post
    Beta VIP is not accessible to the public. They should just hide that server to reduce all the complaining about it.
    They don't need to hide it, just rename them. It is quite unclear using "vip" in two different ways. A simple open beta and closed beta would make it clear(er).
  23. MikeRobe

    Login problems?

    yeah, I had that yesterday.

    Close the launcher (completely, end task it) wait a few seconds and relaunch, retry.
  24. Patcher updated your client, the servers have not been updated to the same version yet. You're not getting in even if the servers are actually online. Check the client version vs the server version message when you try to login - client is newer.
  25. Quote:
    Originally Posted by Ang_Rui_Shen View Post
    Heads on backwards, waists twisted 180 degrees around; it's pretty awful.
    This... first noticed it on my stj scrapper and thought "wow he clocked that guy in the chin something hard"