Zombie Man

Ebil-o FTL June-21 & Feb-22-2010
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  1. Zombie Man

    Interface issues

    If you have two recipes open, only one is active and only that one will show the tool tip.

    Otherwise, go into the Options menu and check your tooltip preferences.

    Vista is known to have problems with cursors in this game, the usual and easiest solution for many is to run the game in Windowed mode (and then maximize the window).

    Use Tweak CoH to set turn off Fullscreen and force Windowed mode.

    If you don't want to do that, one of the 'stickied' threads above in this forums has suggestions for fixing Vista cursors.
  2. Zombie Man

    I15 broke the

    I can't tell by this thread whether it's the OP or the Admin announcement which
  3. Check the temperature with Speedfan: Speedfan

    Did you add anything to your computer in the past year? Might be a power issue.
  4. BAB removed it from regular Sprint. Removing it from the Prestige Sprints is in the works.

    As a workaround, toggle the Prestige Sprint off and on while in flight and it will stop... until the next time you're near enough to the ground for the dust trail to start up again.
  5. Odd, ;backflip while floating (Hover) by itself alternates between two animations: one where you launch from an invisible hard ground and land on an invisible ground and then return to normal float animation (hands floating out from the sides). The other launches from what looks like an springy platform from the ankles and lands in a springy way, and then you're left in the floating stance with hands down to the side.

    When you use the backflip emote with the costume change, then it's always the second emote (springy launch and landing with hands to the sides).


    The ;salute animation while floating acts like you're on an invisible ledge and leaves you akimbo by itself and when it's part of the costume change animation.

    The ;evillaugh animiation while floating puts you on an invisible ledge for the animation, and then you come off of it and back to the regular floaty animation. As part of the costume change animation it leaves you floaty (slightly bobbing in the air) but you don't return to normal float animation afterwards, instead, your hands are down and legs are straight.


    So, it seems that some of the animations were changed to give floaty versions and not just the ground animations being performed in midair, but some of those got unusual after-stances.
  6. [ QUOTE ]
    Z_Man?

    I barely recognized you with the new avatar.

    [/ QUOTE ]

    You can call me The Zombsmann.
  7. [ QUOTE ]
    Which leaves BABs and Numina

    [/ QUOTE ]

    If it was up to me, I'd name them Spartacus and Proserpine.
  8. [ QUOTE ]
    I can't remember where it was or who posted it, but someone posted a rundown on the color hex and how it was assigned on one of the topics somewhere.

    It was most probably Mateo since he seems to be the most savvy on the forums about this sort of thing.

    [/ QUOTE ]

    That would be pohsyb himself who said he used a Burtle hash to convert the characters in a name into a hex number to determine color. The result of the hash is massaged so that the name is not too dark.
  9. Thanks for not quoting the full list.

    And for those who did, Games Forum -->

    <-- Basic Netiquette classes.
  10. Mid's offline planner is current to I13 and is actively being worked on.

    Sherksilver's offline planner is current to I9 and is no longer being worked on.

    Joe Schott's offline planner is even older and more outdated than Sherksilver's and not being worked on.

    SuckerPunch's online planner is current to I11 and is planned on being worked on, but currently not.

    http://paragonwiki.com/wiki/Paragon_...mmunity_Portal
  11. The web page display on the updater is broke. Instead of the mini-page that normally shows, it links to the CoH main page which doesn't fit.

    Pic to show it happened.
  12. [ QUOTE ]
    [ QUOTE ]
    From everything said by devs about the difficulty slider, there should have been bosses spawning at DiffLevel 2 and higher. When we were told that DiffLevel 1 on solo suppressed Bosses, it should have been inferred that when you're not solo or when the DiffLevel was higher, then you *should* be getting bosses.

    [/ QUOTE ]

    That refers to end of mission bosses, which become LTs. Not those that spawn in normal spawns. Those never spawned for teams of size below size 6 or 7, I can never remember, with the exception of boss-heavy groups like Freakshow, the Lost and the Rikti. It should IMO stay that way.

    [/ QUOTE ]


    Uhh... no.

    You're extrapolating from experience, not from what the Devs intended. And, in fact, since some factions worked one way, and other factions worked another way, then you're extrapolating from *what you like* and not what actually has been happening.

    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.

    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.

    Good.
  13. [ QUOTE ]
    [ QUOTE ]
    Just one little additional comment because I've said plenty about canon and the TF already: the original Axis America troops looked like this and they aren't in the game any more. The unlockable Axis America critters in the Mission Architect are wrong. They're just the Council Empire models, with human faces instead of Fifth Column masks.

    Please bring back Original Flavour Axis America.

    [/ QUOTE ]

    The original Axis America mobs don’t have a lot of variety to them – there’s basically four minions (the rifle, rocket, grenade, and flamethrower), one lieutenant, and one boss in the group. That’s not enough variety to provide interesting encounters for an entire story arc. While it would have been very cool to use them, we didn’t have the resources available to expand the group in a way that would let us use them for the missions.

    I’d like to see the original Axis America troops available in Mission Architect, and I’ll look into that. No promises, but if we can make it happen, I’ll try to see that it does.

    --Horatio

    [/ QUOTE ]

    Well... since we have access to mostly the same tools you do with the Mission Architect, then why can't you just make a Custom Group that combines 5th and Axis America for that mission?
  14. I think the other thread was perfectly fine for discussing this and didn't need another thread.
  15. [ QUOTE ]
    [ QUOTE ]
    You can now name your builds!


    Great hidden features!

    Worst patch notes process in 6 issues!

    [/ QUOTE ]This was added last isue, but was bugged when it went live and was corrected in a patch a bit later.

    [/ QUOTE ]

    I just checked and none of the interim patch notes mentioned it was fixed.

    The patch notes process of last issue wasn't that great, either.
  16. The Whirlpool has very high accuracy but is not auto-hit. Its Mag KB can go up to 12 (25%).

    If you have access to a base's empowerment station, you can get 10 Mag KB protection.

    Otherwise, get very high defense in the form of at least four (shield Def) inspirations. Make the rest Damage so that you can kill whatever you need to in the minute you have with high defense.

    And the ritual is simply clicking a tooth.
  17. This is how boss spawning is supposed to work.

    Since we were told that soloing at DiffLev 1 would suppress bosses, it was logical to assume that once you have two or more team members, or, at DiffLev 2 or higher, then bosses would spawn.

    However, I was shocked to learn of some popular farm missions where six members on the team did not spawn bosses. That had to be a bug and not working as intended. And it was used to the advantage of the farmers (dare I say... exploited?).

    So, it sounds like the 'weighting' of the foes was fixed.