Zombie Man

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

    Update Graphics drivers.

    See if your motherboard manufacturer has updated chipset/CPU drivers.

    Brand new hard drive and you already have punkbuster on it? Where's your single-minded devotion to CoH?!
  2. [ QUOTE ]
    I found this formula for threat on Paragon Wiki:
    Threat = Damage * Debuff Mod * AT Mod * AI Mod * Range Mod * (TauntDurationRemaining * 1,000)

    However, according to this, if you do 0 damage to something, no matter how much you've debuffed or taunted an enemy, your threat rating will still be 0. Yet, you can clearly grab aggro without doing damage, via Taunt or a damage-less debuff. My assumption is that the value for "Damage" is floored at 1, which is a little weird. Is this correct?

    This holds true for TauntDurationRemaining also. If you didn't taunt something then your attacks also wouldn't generate any threat, which seems not to be the case. My guess is (TauntDurationRemaining*1000) is also floored at 1. Is it?

    Also, if a controller (AT Mod=1) uses Super Speed (Reduces AT Mod by 1), their AT Mod will be zero and thus they will totally stop generating threat no matter what they do. Isn't this awesome for say, that fire/fire blaster who keeps drawing too much aggro off of his less squishy teammates? Yet people don't seem to talk about it. Why is that?

    Finally, regarding the argument of "Taunt does not absolutely ensure that you have aggro". We have the formula, why do people disagree so much? A Taunt effect with 2 seconds left will, all other things considered, generate as much threat as 2000 damage (assuming Damage is floored at 1), which is huge. That's like, twice the damage of a fully slotted Inferno, which I'm pretty sure even bosses can't survive. When you actually do damage (easily done to a bunch of mobs with just one AoE attack), the threat generated with Taunt gets even more ridiculous. And this is without even counting the fact that Tanks have 5 times the AT Mod of Blasters. Am I missing something here or do people just not look at this formula when they say they regularly peel aggro off of something a Tanker taunted?

    [/ QUOTE ]

    Damage probably is floored at 1.

    People 'say' a lot of things. They rarely carefully test stuff.

    For a while, there was a bug in the calculations which allowed a Scrapper to generate Taunt so high that a Tanker with Taunt and attacking couldn't get the agro off the Scrapper. That was carefully tested and repeated. And then it got fixed.

    So, when people say they were able to peel agro off a Tanker who was Taunting and doing damage, they better have the demorecord file to prove it.

    Now, if a Tanker was only Taunting and not doing damage, then maybe a Blaster can, by doing damage, generate enough Threat to get the agro. That would not be a bug. A tanker is only guaranteed to hold agro of a foe if there is a Taunt power in play with time remaining and having done damage to the foe.

    But I'm willing into guess that it's most likely the case of a Tanker's Taunt duration expiring, or not laying a Taunt on every member in the group, or not doing damage, or the case of an AV which can resist Taunt.
  3. Cap accesses every one of the main seven zone plus Bloody Bay, Midnighter/Cimerora, and the Rikti War Zone. Plus it's the zone where the Beacon drop off point is closest to the Rogue Island Ferrry (the beacon for GV is by the main tower, not the Ferry; the Ozone beacon is by the Ferry).

    If you can have only one, Cap is the most logical choice.

    If you can have only two beacons, then make number two the Pocket D for the sake of buying inspirations. Plus, it connects to PO, Sharks, and Martial. But, I recommend buying the GvE edition so that you have the Pocket D TPer, which means you wouldn't have to have a Pocket D beacon.

    So, if you have the Pocket D teleporter, then make the second beacon Mercy until you hit level 40, then switch it to Grandville.

    If you have a second Telepad, then your four beacons should be: Mercy, PO, Cap, and Grandville. Or, you can switch the PO one to the zone you're currently doing missions in if it's Sharks or St. Martial. Pocket D can take you to PO. Since Ozone goes to the top five out of seven zones, once you hit level 25, you'd only really need Base beacons in the bottom two zones.

    Graphical Guide to Villain Zones


    Heroside, the beacons I find myself using the most often are Eden for the Hami Raids; and the hazard zones because of their inaccessibility and because the TFs send you there (Perez, Dark Astoria, Crey's Folly, and Boomtown).

    Graphical Guide to Hero Zones
  4. Zombie Man

    Taxi-bot?

    Sometimes, Google works...

    http://taxibots.guildportal.com/Guil...;PageName=Home

    http://vnboards.ign.com/city_of_hero...693/r85958967/

    http://cohtaxis.com/

    Short story: SuperGroup of players who would play 'taxi' giving players teleports and tours of the city. This was especially helpful in the Hollows before it was revamped so it didn't send level 5 characters to missions on the other side of the zone when they had no travel powers and everything conned a deep purple.
  5. [ QUOTE ]
    IIRC, it's been fixed in the verison that's on Test now. So, we should see it return with I15's launch.

    [/ QUOTE ]

    Nope, not fixed. No single should Valkyrie capes.

    Though, the other Valkyrie capes have reappeared for the female model, all the other missing and inconsistent caping options listed in my bug report are still there.
  6. [ QUOTE ]
    Suppress Extra Player FX only supresses a power if the source and target are "friendly" players not on your team.

    AoEs that can affect players not on a team with with the caster should not suppress.

    The best way to test if this is working is to have 3 unteamed players, one a buffer. If the buffer buffs you and the 3rd player you should only see the effects on you, not them.

    [/ QUOTE ]

    I know how it's supposed to work. It doesn't. I gave an example. It does not conform to the way a Dev said it's supposed to work. I shouldn't see the dispersion bubble of any other hero at Wentworths if I'm not in that bubble, but I do see it. It doesn't work.
  7. [ QUOTE ]
    On one particular ITF, the leader had the idea of all of us landing on the roof on the building behind Rommie, without touching any of the Cimororan traitors or 5th Column beforehand. Rommie and his fluffy bunnies were pulled up to the roof with us and we managed to defeat him from there. The ambushes were a little less coherent for having to jump up onto that roof, so that made them easier to deal with.

    The leader said he always did it that way. Since it seemed to work, I was not about to complain!

    [/ QUOTE ]


    I experienced that once.

    It was the stupidest thing I've ever seen.

    From now on, I'll be asking leaders if they plan on doing that and if they say, 'yes,' I'll pass.

    Firstly, the problem with the roof:
    1. It doesn't stop ambushes.
    2. It doesn't separate Rommie far enough from the Healing Essence to stop him from getting healed.
    3. He starts sliding down the pitch of the roof because... THE ROOF IS PITCHED! Then he falls off and we get all sorts of agro.. you know, from three EBs that are now also getting healed by the Healing Essence.
    4. Because of the A frame roof, guess who gets separated in the Line of Sight from Rommie? Yep, the Healing Essence. Which is often harder to kill than Rommie.


    Secondly, the problem with jumping to Rommie as soon as you enter the mission:
    1. You are now going to get not only the ambushes that come from attacking Rommie, but as you kill off the Cimeroran ambushes, you trigger the mission ambushes that you would have gotten if you fought your way to Rommie. The supposed 'tank' who's leading the team in this butt backwards tactic keeps screaming "focus your DPS on Rommie!" And I, the squishie, scream back, "When you first learn to hold the aggro of 30 foes!"
    2. Any mistake made, such as Rommie, a teammate, or a pet agroing the nearby spawns that weren't cleared (see above) just makes things so much more harder than they need to be.
    3. After you kill Rommie and the fuzzies, you STILL HAVE TO KILL OVER 200 CIMERORANS! So, what do groups do? They start traveling back down the path to the mission door and almost make it to the door. In other words, they save almost no time doing it backwards. Or, they go to the towers for the 'tank' to show off their lack of ability to herd a group in a wide open space that all have ranged attacks and don't gather since there's no corner for the tank to hide behind. Meanwhile, there are large spawns already gathered in tight groups along the path for easier killing. That speeds things up... how?


    Listen, I know they are lots and lots of missions that can be sped up through jumping to the end. I've built my toons to do exactly that. But there are some missions where it doesn't make sense to do so. This is one of them.
  8. Eh, perhaps 12 more slots per server for buying Going Rogue.
  9. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    thanks for the great advice everyone !

    [/ QUOTE ]

    team with controllers that have AoE immobilize. Then KB won't be effective

    [/ QUOTE ]
    Gravity is the one exception to that tactic though. Crushing Field does not prevent KB effects.

    [/ QUOTE ]

    But Gravity's hold and single target immob grant KB protection.

    Dark's Tentacles don't grant KB protection.

    In fact, I find that's it's rather random which immobs and holds grant KB protection and which don't.
  10. In-game, type /netgraph 1 into the command line and keep an eye on your Internet connection... that could be the culprit.
  11. [u]Suppress Extra Player FX[u]

    Doesn't work. It has no effect.

    When I'm a hero and I see another hero with Dispersion Bubble and a host of other powers and, well, I see them. Nothing is being suppressed. And they meet all the requirements set for by the ex-Dev, poz, who said in a post now deleted from the forums:

    [ QUOTE ]
    The intention of "Suppress Extra Player FX" was to reduce the number of "unimportant" FX displayed. This was targeting city zones, mainly near trainers.



    With the Suppress FX options turned on, here are the heuristics used to determine if a continuing FX will be shown.
    1. If it's not a continuing FX then show it.
    2. If it's on you show it.
    3. If it's on a critter show it.
    4. If it's from a villain and you're a hero (or vice versa) show it.
    5. If it's from you or to you, show it. (So you see all bubbles you cast.)
    6. If the target or source is on you team show it.



    In April last year, a fix was made to the code which fixed a loophole where you may not see some teammate FX (such as when they were debuffed by a critter). This may explain the change in behavior that you've seen.



    So, I believe that the suppress code is working as we intended. We decided that anything that happened to a teammate or that you triggered was important. This feature was never meant to help on mission maps; it was meant to help spammed group heals at Ms. Liberty and sundry running around town.

    [/ QUOTE ]


    It has never worked.




  12. The Mitos in Hami slowly rotate (you can tell cause they're slightly oval) but they 'jump' back to the beginning of the animation before making a full rotation. Like a second hand on a clock going from one to nine and then suddenly jumping back to one.
  13. [ QUOTE ]
    Anyone know offhand where (if anywhere) the happy couple registered for wedding gifts? It'd be nice to send them something...

    Michelle
    aka
    Samuraiko/Dark_Respite

    [/ QUOTE ]

    Here.
  14. [ QUOTE ]
    The best suggestion I heard for making Fly faster, in case Castle comes across this, was brought up by another player in the very long Fly thread several months ago. He suggested giving Fly an acceleration. As long as you're traveling in a straight line, keep moving forward, and don't turn, you start accelerating after a few moments and reach a speed much faster than the current cap. This method would keep Fly from impacting on things like Superspeed. The devs don't want to make Fly as fast as SS or SJ because it would overshadow them. You'd have fast speed, along with all of the advantage of being in the air far above any aggro. With that method, any time a player would maneuver, their speed would drop do the normal Fly cap, still giving the speed advantage to the other ones.

    I really think it should be raised significantly. Many highways have raised the speed limit to 65, so when I commute to work in the morning, I'm traveling faster than my hero would be if he were speeding to a mission to try to save the world.

    That bugs me.

    [/ QUOTE ]

    The game engine can't do this. So, in order to put this into effect, it would require programmers to hack the game engine. Now, they *can* do that (they've been hacking the game engine in many other ways for the past year). But it would require taking them off of other projects. Is it worth it?

    Basically, this suggestion and the other ones in this thread are arguments for taking away the one disadvantage Flight has compared to the other Travel powers, which would make the other Travel Powers pretty much seriously inferior to Fly.

    From a game-design perspective, this ain't ever gonna happen. And even if any Dev would be predisposed to these tricks to bypass the current Flyspeed Cap, any idea that involves hacking the game engine is even less likely to ever be considered.

    And finally, the so-called 'question' of this thread is a poorly veiled suggestion, not a question.

    Player Suggestions Forum --->
  15. The program software files on your hard drive which you are using to play the trial version are exactly the same as the unrestricted version.

    When you log into the game, the account server knows that you're a trial account and it limits access on the server side, not by the software on your computer. And so, when you upgrade to a full account, the server will then flag you to full access to the game and nothing will change on your computer or with your software.

    And just FYI: You can install or download that same software to any computer without any further charges (and there's a MAC client, too, for MAC computers). So, you can have a copy of the game on your main computer, the family computer, your lap top, a copy on grandma's computer when you visit, etc... Consider the client software to be freeware; what you pay for is access to logging into the server.

    Trial accounts are temporary and free limited access.

    Game accounts are a one-time fee for getting unlimited access and come with one month usage free.

    Monthly fees are for continued full access.

  16. Check out this thread, Common Solutions & Posting Guidelines and look for other Windows 7 threads.


    Then post the results of this program:

    <ul type="square">[*]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 &gt; Wordwrap unchecked) before you cut and paste here.
    [/list]
  17. If you have an ATI GPU, then shut off: Water FX, Bloom, Depth of Field, Desaturation, and Anti-Aliasing. They don't play well together with CoH.
  18. [ QUOTE ]
    [ QUOTE ]
    I'd recommend starting with Zloth's ++ Common Solutions &amp; Posting Guidelines ++ thread that is stickied in this forum.

    Secondly, post a log from running CoH Helper as it will give information about your system and the CoH installation and settings.

    Thirdly, post a log from running HijackThis. This will show what else is going on on your computer while you are playing CoH.

    [/ QUOTE ]

    Must you brainlessly spam every thread with that post?

    [/ QUOTE ]

    If you don't the the basics of how to help people debug their problems, which includes giving them a checklist of things to do and a checklist of information to give (which these programs automate), then you need to go away and stop haunting this forum. You're not helping.
  19. Zombie Man

    Resolution Bug!


    Check out this thread, Common Solutions &amp; Posting Guidelines



    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 &gt; Wordwrap unchecked) before you cut and paste here.[/list]

    To change resolution outside the game, use: Tweak CoH. I recommend using Windowed Mode, and then when you get into the game, maximize the window.
  20. [ QUOTE ]
    [ QUOTE ]
    Issue 14 sped up both hover and flight

    My level 50 with 2 IO fly speeds wasn't quite speed capped before and now is.

    [/ QUOTE ]

    Sounds like the change occurred to fly's base speed only. They didn't raise the flight speed cap when they made this change?

    [/ QUOTE ]

    Base movement speed for fly, run, and jump (lateral) is still 21 ft/sec (~14.32 mph).

    The base *buff* to speed of Hover and Fly was increased.

    For Hover, the base buff is still a net debuff, but instead of reducing base fly speed to 5 mph, you're debuffed to 13 mph.

    The flight speed cap has not changed, you just reach it more easily now.
  21. Can we add in complaints against *melee-ers* who use KB?

    They gather the spawn into a tight bunch and just as I'm about to use a powerful AoE against them, the melee-er uses their KB power and send them flying in all directions.

    I can see them doing that if their defenses were weakening and they were in danger of dying, but even at full health, they'll use KB powers.

    He, buddy, you're not soloing. Let the ATs with better crowd control mez and debuff the foes. You just start adding damage and keep taunting.

    ---

    WRT the use of KB tactically: My Dark Defender has Torrent, a KB cone (very high mag, too). I'll often target the back of a spawn, queue up Torrent and then TP behind the spawn. That will send that back-straggler and the spawn toward my teammates and bunch up the spawn a bit. Follow it up with Fearsome Stare and Tar Patch and Darkest Night and Tentacles. That's Dark tanking.