Zombie Man

Ebil-o FTL June-21 & Feb-22-2010
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  1. Update Vista.

    Update your graphics card driver.

    Get rid of your malware:
    O2 - BHO: BitComet ClickCapture - {39F7E362-828A-4B5A-BCAF-5B79BFDFEA60} - C:\Program Files\BitComet\tools\BitCometBHO_1.3.7.16.dll

    O4 - HKLM\..\Run: [GroupManager] C:\Program Files\AVG Internet Security\groupmanager.exe

    Get rid of all those background programs. Besides all those P2P programs opening you up to viruses and trojans, they should never be running while running CoH.
  2. Quote:
    Originally Posted by Glacier_Peak View Post
    What do I do once im done with the ten minutes worth of content...
    Quote:
    4. Create a new toon with one of the proliferated powersets.
    Can you level up a toon to 50 in 10 minutes?
  3. Hey, I got negative rep for this thread!

    Quote:
    Rep farm moar
    Awesome!

    I'm gonna make a new guide about how to get negative rep using this as a template!
  4. Before Issue 16 goes Live:

    1. Burn your freespecs (/respec). You'll be getting a new one and they don't stack.

    2. Get your costume slots nao! You'll be getting a free token per character per costume slot. It costs influence to customize your powers, and a lot of customization at once will be expensive. So, maximize your Tokens by doing costume slot missions tonight.

    3. Copy your toons to Test. Choose your color combinations. Save the costume with a unique name. Go into your Test folder and move that saved costume file to the Live folder. Then when Issue 16 goes Live, you can be one of the first to show off your custom costume colors.

    4. Go into the Test forums for I16 and read the release notes and the most current combined Test patch notes and other patches. And Known Issues.



    After Issue 16 goes Live:


    1. Read the Release Notes and Known Issues pages. Read the Issue 16 Wiki page and the Guide to Super-Sidekicking (see my sig below).

    2. Go into Menu > Options. Look, it's been a bit reorganized. Accustom yourself to the choices. Select the option to only receive email from Friends to block the spam.

    3. Go to a Tailor and load up the saved costumes you made and transferred from Test, or, start customizing your powers. Use your new Costume Tokens to pay for it.

    4. Create a new toon with one of the proliferated powersets.

    5. Go to a field analyst or fateweaver and set your new difficulty level with the new sliders.

    6. Use the freespec you just got if you want. (Assuming the freespec came with the Issue and is not being issued a few days later.) Especially see if your AT is eligible for a new power choice in your Ancillary/Patron Power Pool. Here's where you can burn that new freespec.

    7. Check your badges. Some difficult ones were made easier to get. You may have gotten an Accolade and an accolade power (or may be very close to earning it).

    8. Take your low level heroes and go to the Shard to buy a Jet Pack! Level restrictions are gone for hazard zones (but not for TFs, Midnighter Club, Cimerora, or Ourobors.) Organize level 1 footraces (no Peacebringers) from Back Alley Brawler to the Storm Palace (or any other type of exlporation badge quest).

    9. Be amazed as your pets zone with you, even into and out of missions! You just might want to dismiss them out of missions if your traveling across a zone. (/releasepets)
  5. Zombie Man

    Roman Armor TF

    SKing problems will mostly be moot by tomorrow afternoon. See the link in my sig below.

    For the ITF, you can do it Anchored to someone level 35 or 50 and everyone will be SSK'd to that level. (Although if you anchor to someone level 47+, you'll have the opportunity to get Purple drops.)

    For the LGTF (45+), everything scales except the Hamidon encounter, so, SSK to the highest level when doing that one.
  6. Quote:
    Originally Posted by Ignitros View Post
    So if I'm reading correct the bonuses are there all the time? The only ones that need you to click the power or slot in an auto/passive are the ones that have a "chance for" attached? That's pretty cool. Been playin a long time and never knew that... you really do learn something new everyday.

    There are two types of Special IOs that work by themselves outside of being part of a Set. They have been dubbed 'Global IOs' and 'Procs'.

    Global IOs work exactly like Set Bonuses. Think of them as a Set of One to get the bonus. The power does not have to be activated to get this bonus, just like Set Bonuses.

    Procs (esp. the 'chance for' one you mention) only go off if they power they're in is activated.

    Check out the links given above that explain it in more detail and list which Special IOs are which.
  7. Try deleting checksum.coh from your CoH directory. Reboot. Try again.
  8. Check out this thread, Common Solutions & Posting Guidelines


    Then post the results of these two programs in a new thread in the Tech forum:

    • CoH Helper - it will show us basic computer settings and your CoH configuration.
    • HijackThis - it will show us what's running on your computer concurrently with CoH. Click on "Do a system Scan and save a logfile." It will automatically open up Notepad and put the info there. Make sure Wordwrap is off in Notepad (Format > Wordwrap unchecked) before you cut and paste here.
  9. paragonwiki.com/wiki/Known_issues#Mission_Door_Waypoint_in_Port_Oakes

    It is known to us, at least. If you look at this list, you see that some longstanding bugs *do* get fixed. And more on that list are getting fixed in I16.

    Part of the problem that delays fixes is: replicating the bug so it can be tracked down in the code; finding exactly where in the code the bug is; coming up with a solution that works; testing the solution; and finding out if the bug was fully fixed, partially fixed, not fixed at all or caused other bugs.

    The Devs do schedule time to track down bugs. More important bugs get top priority and minor ones keep getting pushed to the bottom of the list. If a more important bug is troublesome and takes up all their scheduled time for fixes, then the lower level ones never get fixed. Or, it could be that finding the right fix for the lower priority bug was problematic. And so, if it doesn't get fixed, it gets pushed off to the next round of scheduled fixes.

    To say they never try to get to longstanding bugs is simply not true at all. They even had a round of trying to fix Group Fly and Team Teleport, but that was only partial fixes. You can't stop development of new content to spend weeks trying to track down one bug, especially one that does have a workaround (see the link above for the workarounds to the bug in question).
  10. Guide to Super-SideKicking (SSK)

    Introduction

    SuperSideKicking is a feature added to the City of Heroes in Issue 16. It is a lot like the old, regular SideKicking and Exemplaring system except that now one person on the team can now be both the Mentor and Aspirant for the entire team.

    Aspirant? Well, yeah, that’s not an often used term; so, let’s get the terminology out of the way: For Heroes, a Mentor 'sidekicks up' a Sidekick to one level lower than the Mentor; and an Exemplar is 'exemplared down' to the level of an Aspirant. For Villains, a Boss 'lackeys up' a Lackey to one level lower than the Boss; and a Malefactor is 'malefactored down' to the level of the Minion.

    For the sake of this guide, I will call the person to whom everyone else on the team is exemplared/malefactored or sidekicked/lackeyed the “Anchor.” And I’ll use the Hero-side terminology of ‘sidekicking’ and ‘exemplaring’ to refer to having one’s combat level raised or lowered to the Anchor.

    And so, with SSK’ing, one person is the Anchor. Everyone else who is the level of the Anchor or higher is exemplared to the level of the Anchor. Everyone else who is lower than the level of the Anchor is sideckicked to one combat level lower than the Anchor. (The exception to this is in PvP zones where everyone is locked to the combat level of the zone, just as it always has been.)

    And so, if a team of five players have the Security Levels of 10, 20, 30, 40, and 50; and the level 40 is the Anchor, then the combat levels of the team will be: 39, 39, 39, 40, 40. If the level 10 player is the Anchor, then the combat levels of the team will be 10, 10, 10, 10, 10. If the 50 is the Anchor, then 49, 49, 49, 49, 50.



    Who is the Anchor?

    If there is no mission selected, the team leader is the Anchor. So, if ‘the star’ is passed around the team, you’ll immediately see everyone’s combat level change to sidekick or exemplar to the new Anchor.

    If there is a mission selected, the Anchor becomes the owner of the mission. Note carefully here: The Anchor level is the level of THE OWNER of the mission and NOT the level of the mission.

    So, let’s say you pick up a mission from a contact while you’re level 20. That mission is now locked at a base level of 20. If you go into that mission, the foes will be level 20 (give or take a random +/-1 spawn here and there, and provided that your mission difficulty slider is not adjusting the level of the mission). In this case, if your mission is selected while on a team, then with SSK’ing, you and your exemplars will be Anchored to your level (20) and will see the foes in the mission as even level to themselves and your sidekicks will see the foes as +1 level to themselves. Now, let’s say that you ignore that mission and level up to level 23, that mission will still be base level 20. If, in that case, that mission is selected, you and your exemplars will see the foes as -3 and your sidekicks will see the foes as -2. Of course, if you adjust your Difficulty Level to +4 combat levels, then that level 20 mission will spawn foes at level 24, in which case, you (at level 23) and your exemplars will see the foes as +1 and your sidekicks will see them as +2.

    If during a mission the Anchor leaves the team (or disconnects or exits the game), everyone remains at their SSK level for the duration of the mission.



    Automatically?

    Yes, it all happens automatically and you can’t opt out of it. Everyone on a team is subject automatically to SSK’ing. However, in order to prevent you from suddenly losing a lot of combat levels while you’re travelling by or fighting high-level foes and insta-dying, or flying and losing your power of flight; you can set an option so that you’ll be warned with a pop-up screen. You’ll be able to set, from 1 to 50, how many levels you’ll allow yourself to automatically be exemplared or sidekicked without the pop-up warning, and if the level change exceeds that threshold, you’ll get the warning. Both the exemplaring and sidekicking thresholds each have their own slider.

    The pop-up warning gives you 30 seconds to accept the change in combat level or not. If you chose not to accept the change, then you’ll be kicked from the team (which, in itself, might change your combat level since you’ll lose your current SSK status). If you do nothing, then after 30 seconds you will be automatically SSK’d to the new Anchor. During the 30 second countdown, you’ll gain no XP or drops so that the 30 second grace period can’t be exploited for high level toons to take care of a low-level task with little effort or no risk.



    Special Exemplar Rules

    With SSK’ing come two changes in how exemplaring works. In fact, these changes to exemplaring affect all exemplaring: Exemplaring because of SSK’ing; exemplaring in PvP zones; exemplaring in Task Forces; exemplaring in Flashback missions; and exemplaring in Architect missions.

    1. XP while Exemplared: The first is the ability to get XP while exemplared down. Actually, this will be a choice that you can toggle in the Option Menu (except for level 50 characters who will always get more Inf in place of XP). You can choose to go by the old exemplar rules and get extra Influence in place of XP, or, to choose to get XP as if you weren’t exemplared at all! Yes, this means at level 45 you can get XP and even level up while doing a Katie Hannon Task Force. Also note that you’re not getting less XP when exemplared down. For example, if you’re level 40 and a level 40 minion of a particular faction gives you 600 XP in a level 40 mission; then when you exemplar down to level 20, a level 20 minion of that same faction in a level 20 mission will give you 600 XP.


    2. Availability of Powers up to +5 Combat Levels. The other change in exemplaring rules is that, when exemplared, you’ll have access to powers as if you were 5 combat levels higher than the combat level to which you are exemplared. The reason for allowing this is because the old system before SSK’ing allowed for a 5 level gap between Exemplar and Aspirant in which both could still be earning rewards. And so, the new SSK’ing system will simulate that with this mechanic. Let’s give a few examples:

    Let’s say, like most players, you pick up a Travel Power, such as SuperJump, at level 14. This means you can exemplar down to a level 9 anchor and still have access to SuperJump. If you took Stamina at level 20, you will still have access to Stamina anchored to level 15 doing the Positron Task Force. If you took your ‘Tier 9 Nuke’ power at level 32, you’ll still have access to it anchored to level 30 in Siren’s Call. See Kheldarn's table of power accessibility.

    Keep in mind that even though you're using a power from up to +5 combat levels higher, you're not using those powers at that +5 combat level. Your relative strength when using those powers is locked to the Anchor's combat level. E.g., in Siren's Call (exemplar level 30), your level 32 'nuke' attack will do the damage of a level 30 character, not a level 32 character.

    Note that having access to those '+5 powers' doesn't change any of the rules regarding IO Set bonuses:
    • If you're more than three levels under an IO that counts for a Set Bonus (or a Special IO that acts like a Set Bonus), then you'll lose the bonus (except for Purple and PvP bonuses which have always been exempted from this restriction);
    • However, you'll still gain the benefit of 'procs' that are in those '+5 powers' that you have access to;
    • The scaling rules of the enhancements of a power's aspects (ACC, DAM, Recharge, etc....) still apply to all exemplaring based on your Anchor's level. Click here for the Wiki article explaining the effects of exemplaring on IOs and Enhancements.
    Also note that any attack you have access to while exemplared uses all of its enhancement slots. So, let's use the example of Siren's Call again where you are at exemplar level 30 but have access to a level 32 'nuke.' If you six slotted that 'nuke' -- even if the extra slots were added when you were in the level 45+ range -- then all those slots are active and count. The game doesn't keep track of when a slot was added. If you can use the power, then you get the benefit of every slot in that power.



    What about “The Leash”?

    Previously, you had to remain within a certain distance of a Mentor to retain one’s sidekicked level. That ‘leash’ is completely gone now. SSK’ing reaches out past zones. Once in a mission, the SSK level is set and remains that way for the whole mission. Your Mentor (Anchor) can go to the hospital and it won’t change your combat level. If a mission is started and your Anchor drops, you retain the SSK status until the mission ends.

    If the Anchor levels in a mission, everyone’s combat level goes up one along with the Anchor.



    How Will This Affect Task Forces?

    First, it can’t be emphasized enough: The minimum level to join a TF is still in effect. Previously, you could not get sidekicked up into a Task Force if you were below its minimum level. And so, nothing has changed here, you can’t get SSK’d up into a TF if you’re below its minimum level.

    As mentioned above, Exemplars can now received XP on TFs unless they’re level 50 or unless they’ve turned off the Option to received XP when exemplared and receive extra Influence instead.

    ?? Since the leader is the mission owner of a TF, the leader is the Anchor and everyone is SSK’d to the level of the leader. If the leader drops or disconnects, then at the start of accepting the next mission, the person who 'got the star' is now the anchor. If the team isn't happy with the level of the new leader, the only workaround, since the star can't be passed on a TF, is for everyone but the new leader to quickly log off and back on to force the star to pass to the new leader. ?? [Need more confirmation that this is the case.]




    Issues
    Related Info, FAQs, Background Stuff, and a Little Editorializing


    Levels and Restricted Zones

    In order to make SSK’ing more effective Hero-side where there are many level-restricted zones, the restrictions of those zones are being removed. Note that this does not affect the Hamidon zones, PvP zones, Ouroboros, The Midnighter Club, or Cimerora. (Monster Island has always been accessible to Level 1+!)

    The Rikti War Zone also had its level restriction (previously 35+) removed so that low level toons can join in the zone missions and so there can be low-level cooperative AE missions. However, the Lady Grey TF will remain locked at 45+ as all TFs retain their minimum level requirement. Also, the Vanguard badge, which allows a character to start earning Vanguard Merits, is only awarded to the mission owner of an arc that is locked to level 35+ characters (Levantera). So, no Vanguard Merits until you’re level 35+, and no shopping at the Vanguard Invention Workbench, either, since you don’t have any Vanguard Merits. This makes joining in the Mothership Raid not so attractive to anyone under 35, since the Vanguard Merits are the real draw of the Mothership Raid. Considering that the Rikti at the Raid are level 54 lieutenants, bosses, elite bosses, and a Giant Monster… survival for a low level sidekick is doubtful and probably going to mean more debt than XP. Don’t be surprised if people running a Mothership Raid intentionally exclude anyone under 35 – don’t take it personally.

    The lifting of the level restriction on the Shard Zones means that a low level Hero can go there and buy a Flight Pack (10,000 inf) just like a low level Villain has been able to go into Grandville and buy a Flight Pack.



    Unexemplaring to Power-Clear

    It used to be that sometimes, when the team is in trouble, the high level Exemplar will un-exemplar to return to their high combat level and deal with the big baddy, or simply and quickly clear the mission. Or, a high level character is invited into the mission to do the same. Of course, you lose the ability to gain rewards when this happens, but for some, the expediency of a high level teammate clearing things is worth it.

    SSK’ing does not allow that to happen. Ever. Teammates are always and automatically SSK’d. So, what do you do? Some solutions:
    • Reset the mission at a lower difficulty. The new difficulty slider can in many cases demote the Arch-Villain or Bosses. Or, make all the foes -1 level. Or, come back to the mission later after you've gained a few levels and the foes are -2 or greater.
    • Have the exemplar quit the team. The exemplar will then lose the SSK exemplar status and help the others as an independent deus ex machina.
    • Invite more people onto the team. If the mission is already spawned, more players mean more help. Rather than invite one high-level player to help with an ArchVillain, you can invite three low level players who are available and, because of the SSK system, you can Mentor all three at once! And then the four of you can finish off the AV.
    • And don’t forget the 5-level stretch mentioned above in which Exemplars have available to them powers as if they were 5 levels higher than their exemplared level. This should allow Exemplars to be more of a team savior and major force than if they were just simply exemplared as it was previous to Issue 16. Exemplars have their tier 9 power available at level 27 and all their epic pool powers by level 45 – that should surely turn the tide!
    • One of the reasons that players would want to jump into someone’s mission where it’s ‘all grey’, is to farm for some grindy badges that are a pain to get. The good news here is that with Issue 16, the requirements for a lot of notoriously grindy badges are being lowered to reduce the farming of the greys.


    Bridging

    Since SSK’ing is automatic and not optional, ‘bridging’ is no longer possible. Bridging was the process of leveraging the game mechanics where, e.g., a level 50 would team with a level 46 and invite a low level toon who would SK to the level 46 and wind up being combat level 45. This 5 level spread between the level 50 and the sidekicked level 45 allowed the maximum sharing of XP with a lower level toon. The level 50 would clear missions while the level 45 stood by the mission door doing nothing… in other words, powerleveling.

    Regardless of how ‘bridging’ has been regarded by players, the Devs did not think that this leveraging of the game mechanics should be allowed to continue. The new SSK does not allow for ‘bridging’ and that’s been explicitly stated as being OK with the Devs, a side effect of SSK’ing they like – a killing of two birds with one stone. Thus, any requests to the Devs from players to allow some sort of level spread for any reason would be seen as an opportunity to bring back bridging, and so, the likelihood of that suggestion being enacted is very, very, very slim. (It won’t happen.) The fact that Exemplars can still use powers as if they were 5 levels higher than their exemplar level is already the compromise for asking for a level spread.

    And with the addition of the new difficulty sliders, the Devs acknowledge that the sliders can be used for powerleveling: allowing one to spawn a mission for a team of 8 when there are only 2 of you on the team. Only this time, the lowbie will be sidekicked up to a level in which they can participate and actually play the game instead of standing by the door (so, they play, and they help with their own powerleveling) and there will be no need to find a bridge. No bridge means cutting down the time wasted looking for a bridge, and cutting down on spamming the channels and bothering other players with tells, and cutting out a middleman who soaks up a share of the XP. The new difficulty slider also means no time wasted looking for fillers/padders and no bothering others with that search. So, maybe… powerleveling just got easier?
  11. Quote:
    Originally Posted by Newbunkle View Post
    Do you think so? :P
    Yes.
  12. Zombie Man

    Flight speed

    Quote:
    Originally Posted by Aggelakis View Post
    Thanks for those, but as seen by comparing those numbers with the real numbers I got from in game, your numbers are slightly off due to rounding. Therefore, I'm not going to incorporate them and don't recommend anyone else do it either, until/unless Z_M fixes the rounding issue.
    <raises eyebrow>

    It can easily be fixed by rounding the numbers on the Wiki to whole numbers and stop worrying about a discrepancy of one hundredth of a mph.

    Real Numbers in the game are also rounded when displayed, so, that last digit isn't 'accurate.'

    Mid's also rounds to tenths, just FYI.
  13. Zombie Man

    Flight speed

    SuperSpeed

    BaseRunSpeed = 21 ft/s = 14.31818 mph

    SuperSpeedBuff = BaseRunspeed * LevelMod * (1 + EnhancementAfterED)

    SuperSpeedFinal = BaseRunSpeed + SuperSpeedBuff


    Level 6: 14.31818 + (14.31818 * 2.603) = 51.6 mph

    Level 14: 14.31818 + (14.31818 * 2.767) = 53.9 mph

    Level 25: 14.31818 + (14.31818 * 2.992) = 57.2 mph

    Level 35 14.31818 + (14.31818 * 3.197) = 60.1 mph

    Level 50: 14.31818 + (14.31818 * 3.5) = 64.4 mph

    Level 50 + SO: 14.31818 + (14.31818 * 3.5 * 1.333) = 81.1 mph



    SuperJump

    BaseJumpSpeed = 21 ft/s = 14.31818 mph

    SuperJumpBuff = BaseJumpSpeed * LevelMod * (1 + EnhancementAfterED)

    SuperJumpFinal = BaseJumpSpeed + SuperJumpBuff


    Level 6: 14.31818 + (14.31818 * 2.05) = 43.7 mph

    Level 14: 14.31818 + (14.31818 * 2.13) = 44.8 mph

    Level 25: 14.31818 + (14.31818 * 2.24) = 46.4 mph

    Level 35 14.31818 + (14.31818 * 2.34) = 47.8 mph

    Level 50: 14.31818 + (14.31818 * 2.49) = 50 mph

    Level 50 + SO: 14.31818 + (14.31818 * 2.49 * 1.333) = 61.8 mph




    Fly

    BaseFlySpeed = 21 ft/s = 14.31818 mph

    FlyBuff = (BaseFlySpeed * .8) + (BaseFlySpeed * 1.01) + (BaseFlySpeed * -1.01) + (BaseFlyspeed * LevelMod * [1 + EnhancementAfterED])

    FlyBuff = BaseFlySpeed * (.8 + 1.01 + -1.01 + {LevelMod * [1 + EnhancementAfterED]})

    FlyBuff = BaseFlySpeed * (.79 + {LevelMod * [1 + EnhancementAfterED]})

    FlyFinal = BaseFlySpeed + FlyBuff

    Level 6: 14.31818 + [14.31818 * (.79 + {.925 * 1})] = 38.8 mph

    Level 14: 14.31818 + [14.31818 * (.79 + {1.005 * 1})] = 40.0 mph

    Level 25: 14.31818 + [14.31818 * (.79 + {1.115 * 1})] = 41.6 mph

    Level 35: 14.31818 + [14.31818 * (.79 + {1.215 * 1})] = 43.0 mph

    Level 50: 14.31818 + [14.31818 * (.79 + {1.365 *1})] = 45.2 mph

    Level 50 + SO: Level 50: 14.31818 + [14.31818 * (.79 + {1.365 * 1.333})] = 51.7 mph



    Teleport

    TeleportBase = 300 ft range / 2 second activation = 102.27 mph

    Teleport + SO = 300 * 1.2 ft / 2s = 122.73 mph

    Teleport + 2SO = 300 * 1.4 ft / 2s = 143.18 mph

    Teleport + 3SO = 300 * 1.56 / 2s = 159.55 mph
  14. Check out this thread, Common Solutions & Posting Guidelines


    Then post the results of these two programs:

    • CoH Helper - it will show us basic computer settings and your CoH configuration.
    • HijackThis - it will show us what's running on your computer concurrently with CoH. Click on "Do a system Scan and save a logfile." It will automatically open up Notepad and put the info there. Make sure Wordwrap is off in Notepad (Format > Wordwrap unchecked) before you cut and paste here.


  15. Zombie Man

    Flight speed

    The Flight numbers from the Fly Icon under your health bar is misleading. Check out this: paragonwiki.com/wiki/Known_issues#Travel_Power_Status_Icons
  16. Quote:
    Originally Posted by Lucky666 View Post
    You have to be level 5 to get because its a hazard zone.
    For just a few more days, and then the level restriction will be gone when Issue 16 goes Live.
  17. Quote:
    Originally Posted by BlackBellatrix View Post
    I'm using my laptop with my 3G internet connection and even though I have it set to "Remember me", it keeps logging me out. Any ideas on how to remedy this?

    The best way to stabilize FireFox (I'm assuming, since this has been a recurring problem for FF users) for these new boards is:

    1. Delete all CoH cookies: with both city* and coh* names.

    2. Disable CoolIris.

    3. Reboot to clear all caches

    4. Enter the boards with the http://boards.cityofheroes.com address.
  18. Quote:
    Originally Posted by Master-Blade View Post


    Zombie.. is there an easy code I can add to your Stylish to override text color in the forum as well? People have been using some aweful colors lately. lol
    I don't know how and I doubt Stylish can handle it. You'll have to check with Sharrow, who wrote the GreaseMonkey script that cleans up the sig, or with Diellan who wrote the Sticky replacement script.

    Or you can -rep the offenders with comments why.

    Many of them are trying to recreate the old boards green links, which would happen automatically if they just used FireFox and my Hero Skin.
  19. I'd like to see what a new CoH Helper says now that you've upgraded the drivers. Also, please post a HijackThis...


    • CoH Helper - it will show us basic computer settings and your CoH configuration.
    • HijackThis - it will show us what's running on your computer concurrently with CoH. Click on "Do a system Scan and save a logfile." It will automatically open up Notepad and put the info there. Make sure Wordwrap is off in Notepad (Format > Wordwrap unchecked) before you cut and paste here.
  20. To use a current political metaphor, the power of a *gaming* PC rests on a three legged stool: CPU, GPU, and RAM.


    GPU


    Graphic Processor Unit manufacturers (nVidia and ATI) create a range of GPU chips that range from simply showing pictures and basic video, to rendering the high-end 3D graphics polygons, textures, and special Graphical FX.

    For nVidia, the second number of the series number will tell you how powerful the GPU is in rendering high-end graphics from 0 to 9. So, you may have numbers like: 5000, 7200, 6500, 8800, 290. The graphical savvy of those GPUs are, respectively: 0, 2, 5, 8, 9. To do 3D gaming right, it should be 6 or higher. The first number indicates the generation. The current nVidia generation is 9000 or 200. Last year it was 8000, and before that 7000 and so on. For CoH, you shouldn't go back past 6000.

    Lastly, the suffixes go (roughly) GTX > GTS> Ultra > GT >GS > (nothing) > LE

    Before you get a graphics card, you'll need to make sure your power supply has enough juice to power it.

    An integrated graphics chip is well below such standards. While some have been able to get the game to run set on the most minimum of graphics settings, others can't run the game at all.



    RAM

    If you turn up all the graphical bells and whistles, CoH/V can use up to 1.3 GB of RAM. At the low graphical end, it certainly goes over .5 GB. Thus, the usual recommendation is 2 GB of RAM. Since many claim Vista itself needs 2 GB to run anything well, you'll often here people say 3 GB is needed for Vista, though, on my Vista computer, I've never seen memory usage go over 2 GB.

    It's important to have more RAM that the game + operating system use, otherwise, you'll start to swap memory to the hard drive ('page filing'), which is excruciatingly slow compared to RAM.




    CPU

    For CoH/V if the first two legs above are sturdy, then a previous generation of CPU is OK. Any old Pentium 4 would work or an Athlon 2000+ and up. But, more power is better. *Any* dual core is more than sufficient. The game isn't written to take advantage of quad cores, so there's no advantage there unless you want to run background programs, which usually isn't recommended for intensive programs like a 3D MMORPG, which is what CoH/V is.