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Microsoft makes it difficult to update Windows by visiting their site with anything but Internet Explorer.
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After the Difficulty Slider, a new ruleset was put in place. The Devs recognized that Bosses were soloable by most players and powersets, but, in a concession to newbs who didn't have the right builds, the Difficulty Slider suppressed Bosses for soloists on DifLevel 1. Also, the AV to EB rules were put into place.
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Just a clarification, the slider vastly predates the change that allowed AVs to downgrade to EBs. Looking at how you said it, I don't actually think you were saying they were coincident, but it can easily be read that way.
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By 'vastly', do you mean 9 months? -
Maybe they'll use their level 50 to bankroll a new toon that plays through the game the traditional way.
Or maybe they'll use their level 50 to make level 50 TFs a living hell: "Thanks for the ITF invite... how do I get there?" -
http://paragonwiki.com/wiki/Summon_Teammates from the level 20-25 Safeguard/Mayhem
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it is a "seperate piece" as far as the servers consider the zone. it's almost like a shared instance. you enter like it was it's own zone, then run instances from there. this allows the devs to place different rules on the AE that won't apply to the rest of whatever zone you are in.
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Ah... no.
It's all part of the same map.
Just like Wentworth's has an auto-kill zone, so does the interior of the AE; but no one would argue that the interior of WWs was a 'separate piece'.
Doors are just 'warpers' that teleport you to another part of the map. When you enter City Hall or the University, you're warped to a space under the terrain of the ground level map. When you use the door to the AE, you're warped three feet. In that sense, the doors appear to be useless, but it's a conceit to the conventions of using doors in CoH.
I'm more ticked about having to go through two door warpers when getting out of the hospital. What a time waster that is.
It would be 'fun' to have the doors be animated revolving doors which are intangible and you can just walk right through them. That would solve the problem of having a door for aesthetic reasons and not have to go through the blackout-and-warp rigamarole just to move three feet.
Anyway, the interior of the AE building are indeed above ground and not located under the map like most interiors. See here for details of how the AE buildings are constructed. -
The radio missions are nice enough to put the boss and glowy in the same end room for ya, too.
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Serious Answer:
All powers in PvP were adjusted so that damage was proportional to activation time. All powers.
All this stuff about attacks from Power Pools being inherently weaker since it's from a Power Pool and not a primary attack set was abandoned. All powers are on the same damage per activation formula. -
Sniper powers is a good example of something you might want to Frakenslot because there are so many aspects that you want to enhance: ACC, DAM, Interrupt Reduction, Range, Recharge, and even some Endurance Reductions. But the Sniper sets don't cover it all (at least, not as much as I want it to). And so, if you use the triple aspect IOs from different sets, you give up you Set Bonuses, but you gain *a lot* of enhancing.
E.g., my Dark Defender has the snipe power, Moombeam slotted, <ul type="square">[*]Extreme Measures: ACC/Interrupt/Range[*]Extreme Measures: ACC/Range/Recharge[*]Executioner's Contract: Damage/Range[*]Executioner's Contract: Damage/Recharge[*]Sting of the Manticore: ACC/Interrupt/Range[*]Sting of the Manticore: DAM/Interrupt/Range[/list]
This gives:<ul type="square">[*]ACC: 63.6%[*]DAM: 73.7% (pre-ED 74.2)[*]Interrupt: 76.4%[*]Range: 52% (pre-ED 54%)[*]Recharge: 69%[/list]
That's 334.7% worth of enhancement.
Six IOs (ACC, DAM, Recharge, Range, 2xInterrupt) would have only been 252% worth of enhancements.
Sting of the Manticore would have been 293% worth of of enhancements looking like this:<ul type="square">[*]ACC: 47.7%[*]DAM: 91.78% (pre-ED 95.4%)[*]Interrupt: 50.9%[*]Range: 12.75% [*]Recharge: 42.4%[*]End Redux: 42.4%[/list]
Which is a lot less Range, Recharge, and Interrupt Redux that I wanted (with a lot of Interrupt Redux, a snipe can be used often in battle rather than just a lead-off shot).
Besides, my Frankenslotting still gives me the bonuses of: 1.5% Recovery; 2% Recovery; and, 12% Regeneration. That extra Recovery is worth not slotting for End Redux. -
Remember, there was before the Difficulty Slider and after.
Before the Difficulty Slider, you had Jack Emmert saying Bosses should not be soloable and we had AVs in missions even when solo which meant we had to find teams to do the Peregrine Island arcs.
After the Difficulty Slider, a new ruleset was put in place. The Devs recognized that Bosses were soloable by most players and powersets, but, in a concession to newbs who didn't have the right builds, the Difficulty Slider suppressed Bosses for soloists on DifLevel 1. Also, the AV to EB rules were put into place.
There was a post from Positron, now lost to forum purges, which explained how a spawn and the foes in the spawn have a 'weight' for lack of a better word. So, e.g., using made-up values, a minion might have a weight of 1, a lieutenant be 3, and a boss be 5. If a spawn point is weighted as '4', then you can have four minions, or a lieutenant and one minion... but no boss.
If a spawn point is weighted as '10', then you can have 10 minions; OR 2 bosses; OR 2 lieutenants and 4 minions; OR a boss a lieutenaant and two minions, etc....
If two people on heroic merits a spawn with the weight of 5, then you'll have a boss. Bosses are only suppressed for soloists at DiffLev 1.
Only newbies to the game should find bosses so challenging that they need a setting to suppress them while solo. Even two newbies together should be able to take on a boss. The only ones who really *like* a team of six to have a full map with no bosses are farmers. A team of six should have no problem with bosses. Every TF produces lots of bosses from all sorts of factions and that doesn't slow down a TF team. But I can see how a soloist farmer who got fillers to spawn a map for six is going to find that map difficult now if there are bosses.
Since the Difficulty Slider was put into place, we had factions, like the Lost, who followed the rules spawning bosses for teams of 2 on DeffLev 1. But we had many factions that didn't spawn bosses until there were seven teammates. That always boggled me. If we're guaranteed no bosses for a soloist on DefLevel 1; then it would be logical to assume that for teams of 2 or more, or at DifLevel 2 or higher, then there would be Bosses. It always happened for some factions. It always happened on TFs. It should always happen for *all* factions.
This is how spawning should have always worked since the introduction of the Difficulty Slider -
*If* Going Rogue is successful and the subscriber base goes into a steady growth (like EVE), then yes, it will come back.
*If* Going Rogue is only mildly successful with a modest uptick in subscribers and then back to a steady decline, then, no, it will never come back.
That's my prediction. They have no time to fix it before Going Rogue. If GR brings in big money, then they'll have resources to fix ancillary systems. If GR doesn't bring in big money, they'll conserve their resources for only the most popular systems that will retain as many customers as possible. And base raiding isn't one of those types of systems. -
Update Windows. Use Internet Explorer and go to the Microsoft update site. While you're getting the latest service pack, click on update .NET that will allow you to run CoH Helper.
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No, no. These are smart bombs.
Imagine you're a CoT minion on patrol and a team of heroes missed you as they infiltrated Oranbega. Your patrol takes you to the entrance of your subterranean lair and BOOM! A missile crashes through the door and whizzes by you. You soon hear a loud explosions and cries of pain echoing deep from the caves below.
You step outside and have a cigarette. "I guess I'll have some cleaning duty later on." -
Just FYI, as detailed here: http://paragonwiki.com/wiki/Recipes#...ss_Defeat_Pool
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Check out this thread, <a href="/showflat.php?Number=12559637" target="_blank">Common Solutions & Posting Guidelines</a>
Then post the results of these two programs:
<ul type="square">[*]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.
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Check out this thread, Common Solutions & Posting Guidelines
Then for his computer, post the results of these two programs:
<ul type="square">[*]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. [/list] -
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And they don't drop in AE missions.
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Unless it's a Dev's Choice arc.
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And you choose normal (non-ticket) rewards.
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I thought it had been stated definitively that AE missions do not drop purple recipies no matter what.
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Nope. It's even been Dev certified that Dev-Choice missions do indeed drop Purples (when you chose drops over Tickets). -
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Yup, you better get up to level 20. I haven't heard of any other way to get a costume.
Five times in a row.
In one thread.
Nope, not at all.
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Why, there is, in fact, a way to get another costume slot even from level one, let me explain...
Be a Soldier of Arachnos or a Widow Villain Epic ArcheType.
Hah!
[/ QUOTE ] Isn't it granted after a lvl 5-10 arc or something?
Edit:
It's from a lvl 10+ arc.
How do you get it early at lvl 1?
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D'oh! -
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Yup, you better get up to level 20. I haven't heard of any other way to get a costume.
Five times in a row.
In one thread.
Nope, not at all.
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Why, there is, in fact, a way to get another costume slot even from level one, let me explain...
Be a Soldier of Arachnos or a Widow Villain Epic ArcheType.
Hah! -
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I've had this verified by about a dozen other people on Virtue, am hoping other people might be able to check it out as well. THe DJ Zero missions from Valentines, Defeat Snaptooth... go in deafeat the LT, he jumps in the ground and returns as a boss, defeat the boss, he jumps in the ground and returns as a 'friendly' EB. Nothing you do changes him from that status, not defeating the red cap ambush and wiping everything else on the map, Snappy just sits there looking at you funny.
Have reported this to support, they were less than supportive on the issue.
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It happened to me too. I /petitioned it as a stuck mission. Got a GM in about 10 minutes! He auto-completed it for me. I told him others had the same problem and he said thanks for the info.
I added it to the list: http://paragonwiki.com/wiki/Known_Is...feat_Snaptooth -
As been noted many times, the RunSpeed and FlightSpeed reported by the Fly and Run icons under the Health Window are innacurate. Actually, the RunSpeed numbers are accurate, but aren't showing useful info; and the FlySpeed numbers are clearly wrong. I've figured out what they're showing and detailed it here:
http://paragonwiki.com/wiki/Known_Is...r_Status_Icons -
"Finishes" on costume pieces has never been logical and complete. That is the problem of the OP, and my constant gripe about costume pieces.
It would be nice if every costume piece had a shiny, matte, and rough finish. This would allow optimal mix-and-matching.
The low-res Gladiator shoulder has been around for ever (thus, the low resiness); way before the Imperious TF pieces were introduced. But, the ITF pieces were high-res and the old Gladiator shoulder didn't fit with the rest of the gladiator set. So, it was made high-res and given a rough finish, thus, making it no longer match with all the old legacy options which people have been using for the past five years.
The answer isn't to give us back a low-res gladiator shoulder. The answer is to update all pieces to hi-res and give all pieces the same set of finishes. -
Someone posted on the Wiki that the rate was 1 in 1500. As long as the foe cons green or better and meet the same requirements as being able to drop a level 50 recipe (thus, excluding pets, underlings, and summoned foes, e.g.).
Whether Purple drops follow the ranking weighting that other Pool A drops follow is, I think, open to debate still.
http://wiki.cohtitan.com/wiki/Recipes