Zombie Man

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

    Issue 15 . . . .

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    Done. I doubt it's coming for another month, though. Then again, I haven't really fiddled with Beta much. There's a reason I'm glad I'm not chosen for Closed Beta tests

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    They skipped closed beta and went to open beta as a way to make everyone feel included, and because there wasn't sweet **** all to test.

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    They didn't skip closed beta, they just opened it up to everyone. The content that is up is still in the same unfinished, unpolished state that it would be in if the beta were closed.

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    Except if it's open to everyone then it's not a closed Beta, it is, by definition, an open beta. So they skipped the closed beta.

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    I think the devs called it a closed beta that all subscribers can get into to get across the point that in the development cycle, what's on Test looks like what you normally see in closed beta, which is a lot more unfinished than the way it looks in open beta. As it is, half the issue are the new TF and SF and both have a major bug which prevents even completing the Forces, which is par for the course in closed beta. Things like that get fixed before open beta.

    They perhaps should have called it open alpha.
  2. This link should answer all your questions:

    http://paragonwiki.com/wiki/Exemplar...n_Enhancements

    Hope it helps!


    If you have any more questions, please ask them in the Player Questions. This forum is for storing written guides.
  3. It's not auto-hit, so, stocking up on defense insp would mean she can't hit you to hold you. Or, you can stock up on oranges resists so that the damage doesn't kill you. Or fill up on damage insps and then drop a Shivan and turn off your taunt aura. Let the Shivan take the heat and the first use of the hold. When she holds the Shivan, pop every single red insp and then finish her off at your damage cap before the hold can recharge.
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    I just came back to playing CoH/CoV after about a 1 1/2 year break. On my laptop when I go into a building and am by NPCs my background starts flashing/disappearing but the NPCs do not. I have seen a few comments on here asking about this but I have not seen answers for it. If you are wondering, while in the world maps I have no issues what-so-ever. And, the walls stop blinking out after you down the NPCs in the area so I am thinking it might just be a setting that I need to play with.

    Thanks in advance for any help,
    ~Kevin

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    Check out this thread, Common Solutions & 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]

    If it's an ATI GPU, you'll probably need to shut off Anti-Aliasing, Depth of Field, Bloom, Water Effects, and Sepia FX.
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    BTW, Ross is Marketing.

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    Could it be Bob Ross in marketing? We need some Happy Trees, damnit.

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    Yes.
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    Start up an AE arc so you won't auto-log-off. Stand near the other faction's base in the PvP zone. Go AFK. They'll repeated kill you and you'll repeatedly rez. They get rep. You get a PvP badge and start working toward your debt badge.

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    If it's just PvP damage, there shouldn't be any debt.

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    Forgot about that.

    So, why are the carebears moaning about this badge again?
  7. Sorry about that, your joke looked way too much like a typical hater-post that dumps on anything dev related. I got confused.
  8. Start up an AE arc so you won't auto-log-off. Stand near the other faction's base in the PvP zone. Go AFK. They'll repeated kill you and you'll repeatedly rez. They get rep. You get a PvP badge and start working toward your debt badge.
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    We never could beat him - in retrospect, we weren't designed for actually fighting Bat'Zul ourselves. Even with all the temp pets we could call up against it, the horde of Fire Imps it called just kept overwhelming a team of single-target damage dealers...

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    Which is a little bit funny since the weakest of AoE attack instantly wipes out all the fire imps.
  10. Zombie Man

    Size of patch?

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    Anything that might be a problem with the two machines being different? (I had a look in the files and there is a dxdiag in there etc)

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    Nope. Although... if you created and saved options files which has a resolution setting the new computer can't handle, that might be problematic. If it is you can delete the options.txt file and use Tweak CoH to reset the graphics setting outside the game.

    The dxdiag may have been from a controlled crash where you had the opportunity to click on a dialog box that let you approve sending QA a dxdiag report from your machine and any comment from you. You can delete that now.
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    Jimmy is the IT guy. Bob's in marketing.

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    doesnt matter they both suck

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    You're not satisfied with the internal network setup the Devs use a Paragon Studios? Interesting. Would you mind giving me a review of a few movies you've never seen?


    BTW, Ross is Marketing.
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    How are they messed up? Patch notes on the EU boards says that new sounds in these areas are intentionally updated.

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    They may be by design, but I dislike them myself. I'll be planning to try and preseve the old sounds.

    Frankly, it irritates me when they "improve" cosmetic things like this after years and years.

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    Maybe they have a new sound guy/girl who is cutting their teeth updating sounds which some of the Devs may think need updating, or sound too much like stock sound files (indeed, many are), or has finished every more important thing they can do in other areas and is occupying their time in this way.

    Just guesses, but, it shows how these sounds might have been changed without a "ZOMG, these sounds are awful and are now our top priority!"
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    Tanks start with a Threat level of 4. This is why many tanks ask you to kindly not invis them, because it reduces their threat level. A tank always works best that is the first seen by a new group of foes, they will always consider him the biggest threat. It is then up to him/her to back that up with some form of taunt or attack to multiply that threat.

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    That initial 'sighting' of the Tanker is worthless if it's not backed up with an attack or taunt, as you admit. Without that back up, any teammate can easily grab 'sighting' agro way from the Tanker by attacking. And so, to ensure the grabbing of agro, the Tanker has to attack and/or taunt, which always breaks invisibility anyway.

    Furthermore, Group Invisibility is the only buff that can be bestowed on another character to reduce their threat. This brings the Tanker's threat level from 4 to 3. Three times 1000 from Taunt times the modifier for an attack makes the Tanker's Threat Level still insanely higher than any other AT. Additionally, if Group Invisibility is used, then not only is the Tanker's Threat Level reduced by 1, so is the threat level of all the other teammates that catch that buff, still making the Tanker the highest rated Threat on the team.

    It is important to remember that as soon as the Tanker attacks, even with Taunt, his invisibility is gone, but not any secondary defense the invis buff may have. Not only is his invis gone, but the other members of the spawn which the Tanker hasn't Taunted or hit yet are aware of his presence unless the Tanker is trying to pull from a long distance, in which case, then it is actually more helpful for the Tanker to be invised!

    Finally, if a Tanker is relying upon being seen to hold agro, then HE'S DOING IT WRONG! Foes which only see the Tanker and haven't been Taunted or hit by the Tanker for a heap of Punchvoke will go after the Blasters, who, even though they have a lower Threat rating and are farther away, will easily surpass the Tanker's final Threat Rating because of all the damage they're doing to their friends in the spawn. Also, if a Tanker thinks that simply being visible running by a spawn will make them all give chase around a corner without the aid of an attack or a taunt or a damage/taunt aura, then HE'S DOING IT WRONG! Foes not attacked nor taunted easily give up the chase on a player who runs and hides.

    I'd rather see a Tanker invised all the time in order to force them to grab agro the correct way rather than relying on any sort of 'being seen' which is inconsequential for holding agro once the fight begins.
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    I'm not going to mention the coolest animation bug that I've found, because with my luck, the devs would fix it as an "exploit"

    however, it's cool, and I just assume it's a bug and not meant to be.

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    I'm the same way; I've found a few that are a lot of fun, but after they took away my own personal awakening emote I'm hesitant to /bug them.

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    *slow clap for both of you*

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    I think that's a sign hes added you to the "NO CAN HAZ MOAR CLOSED BETA" list.

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    BAB is Santa Claus!
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    Because there are EIGHT OF THEM? lol

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    Simultaneously.*


    *Unless you're tricky.
  16. They were getting some, not a huge amount, but some complaints it was too much last year. This is the first time since they stopped appearing at a somewhat regular basis that someone has asked for them.

    If they do them too much, they're not special events. It's better, from a business point of view to hold back until there's some demand and then let them have it. It makes them look responsive, and those who do want it are eager for it.

    Also, I would imagine that part of the problem of scheduling them too far in advance is that you never know if a scheduled Rikti Raid is going to interfere with a late or early Issue Release or holiday event.
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    -threat is NOT stealth, and is only considered a type of stealth by some people because some foes may not attack you. They will still notice you, but won't care you are there, and might not attack.

    Stealth is just the distance at which the foes will or wont notice you.

    Combine the two, and you end up being able to go almost anywhere, and even if you do get close enough to be noticed, the foes wont care that you are hanging around.

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    Maybe that explains getting pretty close to Rikti Drones, who ignore stealth, yet sometimes don't bother to shoot you. Provided you start out with an AT that has a threat level of 1 or less.
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    I made a new toon just to see what's up on Test. Put on the Power Slide and am looking at the new animation for it. It's got some things shooting outta it at all angles.

    Is this right??

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    It's a bug with our FX sytem. Should be fixed in the next build.

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    Does that also apply to the various messed up sounds? Like doors, jumping into water, running on metal areas, or the wierd noise you make when moving?

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    How are they messed up? Patch notes on the EU boards says that new sounds in these areas are intentionally updated.
  19. And people point and make fun of me for leaving SS on in battle as a squishie. Hah!