-
Posts
307 -
Joined
-
I usually wait until a change goes live, but I added the Demon Summoning binds and files to the Numpad Guide because of popular requests. (see the link in my sig)
-
With the pending release of the Demon Summoning Mastermind primary, I've written up the numpad binds and text files for use with the new powerset. Enjoy!
ADDENDUM: BIND CHAINS FOR DEMON SUMMONING
ALL PETS:
Quote:DEMONS (MINION, LIEUTENANT, BOSS):
/bind numpad0 "bind numpad4 petcomall agg$$bind numpad5 petcomall def$$bind numpad6 petcomall pass$$bind numpad7 petcomall att$$bind numpad8 petcomall fol$$bind numpad9 petcomall goto"
Quote:
/bind numpad1 "bind numpad4 petcompow ling agg$$bind numpad5 petcompow ling def$$bind numpad6 petcompow ling pass$$bind numpad7 petcompow ling att$$bind numpad8 petcompow ling fol$$bind numpad9 petcompow ling goto"
.
/bind numpad2 "bind numpad4 petcompow mons agg$$bind numpad5 petcompow mons def$$bind numpad6 petcompow mons pass$$bind numpad7 petcompow mons att$$bind numpad8 petcompow mons fol$$bind numpad9 petcompow mons goto"
.
/bind numpad3 "bind numpad4 petcompow prin agg$$bind numpad5 petcompow prin def$$bind numpad6 petcompow prin pass$$bind numpad7 petcompow prin att$$bind numpad8 petcompow prin fol$$bind numpad9 petcompow prin goto"
ADDENDUM: TEXT FILES FOR DEMON SUMMONING
GROUP FILES FOR DEMONS:
--------------------------
ROOT FILE DEMONS:
c:\covbinds\DemonSumm.txt
Quote:
numpad0 bind_load_file c:\covbinds\All.txt
numpad1 bind_load_file c:\covbinds\Demonlings.txt
numpad2 bind_load_file c:\covbinds\Demons.txt
numpad3 bind_load_file c:\covbinds\Prince.txt
c:\covbinds\Demonlings.txt
Quote:
numpad4 petcom_pow Demonlings Aggressive
numpad5 petcom_pow Demonlings Defensive
numpad6 petcom_pow Demonlings Passive
numpad7 petcom_pow Demonlings Attack
numpad8 petcom_pow Demonlings Follow
numpad9 petcom_pow Demonlings Goto
lctrl+decimal petcom_pow Demonlings Dismiss
c:\covbinds\Demons.txt
Quote:
numpad4 petcom_pow Demons Aggressive
numpad5 petcom_pow Demons Defensive
numpad6 petcom_pow Demons Passive
numpad7 petcom_pow Demons Attack
numpad8 petcom_pow Demons Follow
numpad9 petcom_pow Demons Goto
lctrl+decimal petcom_pow Demons Dismiss
c:\covbinds\Prince.txt
Quote:
numpad4 petcom_pow Prince Aggressive
numpad5 petcom_pow Prince Defensive
numpad6 petcom_pow Prince Passive
numpad7 petcom_pow Prince Attack
numpad8 petcom_pow Prince Follow
numpad9 petcom_pow Prince Goto
lctrl+decimal petcom_pow Prince Dismiss
ADDENDUM: COMMANDING SUBSETS OF DEMONS
Use the following chart to select and control two tiers of pets with one command (ie /petcom_pow S goto to control both tier 1 and 2 at the same time).
Quote:Demons:
tiers 1+2: S
tiers 1+3: I
tiers 2+3: none -
virtuebadges09
VU2009
or
any chat channel [/QUOTE]
--------------------------------------------------
We're up to VU2010 atm also. -
Quote:Well I can't help with the OS problems, but if the problem with using the numpad is personal preference (ie you don't want to take your hand off the mouse), try remapping the keys (perhaps to shift+qweasdzxcv).I'm running CoH on a less than common OS, and there are two things that I CANNOT seem to use: /bindloadfile and the number pad.
Does anyone have any bind setups that would work well for me? I use qweasd movement, and poiulkh for chat channels.
To get around whatever is the issue with the /bindloadfile command, try using the bind chains...just copy and paste them into the chat window. Here's the all-pet bind for example (shown for the numpad, edit as desired):
/bind numpad0 "bind numpad4 petcomall agg$$bind numpad5 petcomall def$$bind numpad6 petcomall pass$$bind numpad7 petcomall att$$bind numpad8 petcomall fol$$bind numpad9 petcomall goto"
Not sure if that's any help, but it looks like you have others to assist on the technical issues if needed. -
Quote:There's a bit more to it than just stealth.The problem with this point of view is that it is similarly simply to just get a Celerity or Unbounded Leap +Stealth IO and just use that. You can just put that in Sprint and, amazingly enough, you've got permanent Stealth now!
As I said before, the Stealth aspects of Stealth are easy to replicate. The only time that you might actually want to get Stealth is if you are forgoing IOs completely and want to get the benefits of the Stealth. With IOs, Stealth useless. Without IOs, Stealth moderately less useless.
Full mob invis is the important part. Stealth+stealthIO gives this, and this alone makes Stealth worthwhile (trumping any numbers CJ might offer). Numbers can be obtained from a lot of sources; agro control through full invis is worth a lot more.
For my perspective, one of the best things you can have in any game is options. Every character I make has some form of full invis (personally I prefer superspeed+IO). It's quite simply that useful. -
Use Passive to clear their agro for more immediate response.
I know, it takes them out of bodyguard; but if you can't have them running off, it's better to bring them back under control quickly.
Of course, it's best to anticipate when they're about to go nuts and rein them in, but not always possible. -
It's a good start. Now how about adding SGInvites via email?
I'm tired of bothering friends to invite my alts to MY OWN little SG base. -
Check your Mastermind Handbook...page 3: "The beatings will continue until morale improves."
-
Hamidon and Mothership raids are often announced in several channels, including VU2010 and VirtueTFs.
Hamidon schedule:
Heroside - 8est Mon&Wed, 6est Sat
Villainside - 8est Tues, 6est Sun
Recently, people have been showing up for Hami nearly an hour early. Some raids have even started half an hour early as the zone had filled. Even if you are locked out of the first raid, several raids are usually run in series. So enter Hive 2 and another raid should form shortly. Virtue raids are much faster now that a large number of players are experienced at them, usually lasting around 30 minutes. -
Got a report from Cap in the Rogue Isles: Rikti repelled. (then there's some bad language I'll skip)
King's Row and Atlas Park repelled determined Rikti forces, even with the appearance of Rikti commanders in KR. We were ready for them in Atlas, but I guess the commanders were nursing their wounds and didn't appear. I have a feeling we haven't seen the last of them...
JOIN THE STAR STRIDER FORCES!!! -
Rikti forces struck at 5:00pm across Paragon City and the Rogue Isles. The surprise attack caught many off guard, but humanity marshaled sufficient forces to stave off this preliminary assault.
Rikti hubris in warning us of the impending attacks might have played a part, but the end will not be in doubt. They have been beaten back every time, and this time will be no different. It is perhaps their greatest flaw that they cannot learn this lesson. -
Star Strider Forces Registry:
Name - Sandolphan
Global Contact - @Sandolphan
Level of Classification - 50 Illusionist
Origin - the Subtle Planes
Super Group & Rank - Angel
Optional - Team:lead willingness:assured -
Quote:Fareed Abdullah, on the Bastion Task Force.
* The only interzonal teleporter power will take you to Steel Canyon (bar mission TP) is the Wentworth TP power (day job or bought power). Very useful for one of Blue side talkie TF missions as the person is right next to the Steel Canyon Yellow Line. For the life of me I can't remember which one it is though! -
Hopefully we'll get /rad right after /kin.
-
Quote:Ok let's clear some things up...first the correct bind as requested:I used to have a bind where i could make my bruiser go to where i clicked with my mouse when i held down shift and he went into aggressive mode but i seem to have lost it and i cannot recreate it, can anyone help me?
I cannot use the other mastermind binds as they really hamper my playstyle.
/bind shift+lbutton petcompow bru goto agg
Now some further clarification...there's two different commands discussed in the thread:
/petcompow POWER
/petcomname NAME
The first sends a command or stance to all pets sharing the letters in powername POWER. The second sends a command or stance to all pets sharing the letters in NAME.
Hope that helps. You might want to look over some of the MM guides discussing the commands to get some longer explanations. Good luck! -
Poison trap is also your best -regen (-1000% is one of the best in the whole game). Thus it's your anti-AV/GM power as well.
-
I don't play the lure-and-kill style much. Traps is so effective that, assuming the mobs aren't completely over the top lethal, simply charging into the mobs and laying down acid and poison is far better. I also employ stealth IO+superspeed to gain the alpha advantage.
You really should consider respec'ing to add both of these powers in as soon as they can be taken. No matter how you like to play, they are the backbone of the set (along with FFG). They'll improve your performance considerably, and your value to any team. -
Quote:It's to the point that I just write him off. While he's around, he's useful; but as soon as he runs in to brawl, he's dead for the duration unless I resummon the rest of the tier 1's at some point.Maybe it's just me, but I'm convinced that the 3rd pet from the first tier on ranged mm's, be it the medic, arsonist, or one bot, tends to have suicidal tendancies. I dunno...
Would be very nice if the devs took a look at his attacks and adjusted them more towards his unique functions (ie get rid of brawl). -
Quote:I'm with you on wanting a way to manage DCs and accidental exits, but I'm with Flea in not wanting to see someone with full power akin to a team star on a Hamidon raid. While it is a completely sensible idea from an organizational perspective, there is far too much risk of excessive drama from people who think much too highly of themselves.
Depending on how much backing they have from a clique of allies, this may not be a self-correcting situation the way having a lone rogue would be. After all, if some lone guy's a jerkwad all the time, people could just boycott his raids. But if you get on the wrong side of a big ego who's part of a crew that manages raids, now you've got a problem.
It's one of those "this is why we can't have nice things" problems. As much as it'd be nice to be able to have the control to do things like kick leeches and the like, I think the open structure of the current raids (both Hami and RWZ) is far less drama prone.
That doesn't mean I don't want to see any improvements. I'm just leery of certain powers the raid leader(s) could have.
The same could be said about the dangers of team leadership, only applicable on a larger scale. People have to work things out once given the tools for grouping.
The way around the problem of unjust leadership is to have the players present in the zone elect the raid leader by voting, in a similar fashion to a group-kick in a first person shooter. There would have to be a quorum set by the devs to initiate the raid setup through player action, and then all in the raid listing would be transported to the instanced Hive/Abyss.
Then again, they already have a workable setup in game they could adapt for the raid: Arena. -
Both the melee/ranged toggle and the 'stay right here no matter what' have been requested since beta. Neither have or likely will see action...
If I recall correctly:
The melee/ranged issue was one of making sure the player was in the loop and not running on autopilot. In other words, they want you to be active in controlling your pets. Their opinion of what constitutes active play through pet management is what matters here.
The Stay command was one of programming, where the pets don't retain their absolute location when issued the command, but are tethered to the MM's location (ie they stay in a relative sense in place until circumstances dictate they move, and no longer have a location to return to other than the MM).
...but it's always worth asking again periodically I suppose! -
Point of Info- An evac-less raid runs like this:
Quote:Virtue does evac-less on both sides very smoothly (redside went even quicker than blue). Redside we also now rejoined the Masterminds with the raid, and brute/stalker-tank Hami.Spawn Hami.
PHASE 1
Countdown and buff at the Saferock.
Clear Mitos.
Attack Hami to 75%, re-buff raid before bloom at the nucleus, taunters move to grab yellow agro.
PHASE 2
Clear Mitos.
Attack Hami to 50%, re-buff raid before bloom at the nucleus, taunters move to grab yellow agro.
PHASE 3
Clear Mitos.
Attack Hami to 0%, re-buff raid before bloom at the nucleus, taunters move to grab yellow agro.
(Ignore killing the last bloom and just take Hami all the way down.)
The 'run faster' bit was held over from the Test Server practices, but some experimentation on early Virtue raids showed that if the raiders could get some support and cover right at the bloom from the alpha strike of blooming yellows, there'd be no need to evac. Stacked RA's blueside and the Warburg nukes redside provide this margin of safety. Plus we have a solid number of experienced melees (scrappers/tanks, brutes) who know the routine and can quickly grab the yellows as soon as they bloom. The two nuke raids were demonstration of this. They seemed to shake us out of our rut so as to try variations to 'the strategy'.
The last redside no-evac raid ran 22 mins from the start of the first countdown to Hami defeat, and it wasn't rushed at all for time. That shaves the raid duration to around half as long as an evac raid, depending how fast everyone regrouped after evac'ing.
I'd still recommend doing an evac raid to servers starting out. Once you have a core of experienced raiders who know what to expect, start running no-evac raids to make the whole thing run smoother and like clockwork.
I've visited several other servers to assist in starting Hami raids, as has Andra from the Angels. We learned early on that it takes a dedicated core group of leaders/raiders to get the ball rolling, who are willing to practice and understand the strategies needed. Once this group is trained, they can become the raid/team leaders and spread their knowledge and experience to whole teams of players and get the job done much smoother. This way, successful raids are created and participants won't go away discouraged or unwilling to try again (nothing kills raiding on a server faster than 8-hour failed attempts).
Kudos to all the Virtue raiders and leaders for making the Hami raid such fun. And thank you devs for a fun game element; it's greatly appreciated. (Now how about some more?)
Virtue Raids are scheduled:
Blue- Sat 6pm, Mon 8pm, Wed 8pm
Red- Sun 6pm, Tues 8pm.
Second runs are usually done immediately after the first if there is sufficient participation, which allows people who didn't get in to the first run to join in on the second. Best to arrive 30 mins early for a spot. -
Quote:Did you destroy... anything? on the way to the bank? Even as a low level, you should be able to get plenty of extra time built up on the way - even if you skip the side missions.
If the hero doesn't show, check outside. If your team is split, they may have gone elsewhere (also if you've been defeated, you could have passed them on the way from the jail to the bank.)
Sorry for the fast post/lack of conditional details. I believe the devs probably prefer simply, to the point suggestions. But here's some more info of where I'm coming from:
I almost always play with full teams. And yes usually we fight our way there, but nothing more than necessary to arrive (a nice direct path, nothing out of the way, clearing mobs as we go). Typically the team will arrive with 7-10 mins and fight the way through the bank to the vault. There's usually around 3-4 mins left after grabbing the money. Fight the vault door ambush, then await the LB/Hero ambush to win. Around 2 mins left at that point, but the hero often does not arrive on the scene.
Several tactical things can screw up the arrival. Team members don't stay together, and the ambush will scatter to attack their assigned targets. Someone might be in jail, and again some of the ambush designated to get them will be lost on the map. These can be overcome by insisting the team stay together in one spot (ambushing the ambushers in the vault room is good).
My suggestion of giving a time bonus for completion of the first objective was to overcome some of the built in problems with the ambush not arriving in a timely fashion. If the ambush is delayed because of systemic issues, it shouldn't be held against the successful team. The bonus time would offset the problem of ambushers not working correctly or smoothly for a team that is keeping together and ready for the challenge.
I'm only posting this because I have experienced this issue too many times (around a third of the time), usually on good teams facing the missions at a challenging level (no steam-rolling it). Two minutes left and the team awaiting the hero who never comes and thus failing the mission isn't fun.
Anyway, just a suggestion/request that seemed reasonable for them to look into. -
Suggestion: give a time bonus for blowing the vault door. Enough time for the hero spawn to get to the vault room.
Reason: time and again we have made it to the bank vault and waited around for the hero spawn to show up, standing around while time runs out and we fail.
It's quite discouraging to be waiting after having robbed the bank, knowing that all the hero has to do to stop us is drive around the block, stop for a donut, chat on the phone, etc. and never get to the fight.