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Posts
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While I'm not overly impressed with the legs (especially when flying, sheesh), I'm more performance oriented so I accept them being there. I wouldn't miss them if I had an option to go without.
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Quote:I just cranked it down to 1280x800 and I lost most of the issues of graphic slowness. However I still crash a lot.Try setting the Mac Client to your iMac's native resolution (whatever it boots to by default) and then select "Recommended" quality setting. That should set everything to its optimal selections.
If that's still not good enough performance-wise, try setting the game to 1440x900 and then playing in windowed mode (Cmd-Return or Cmd-Enter). At that size you should be able to play on the "Performance" setting.
Initially I had it running on the standard resolution with recommended and it crashed all the damn time. I really don't recall the PC version being nearly this crash prone. Heck I don't think it's this crash prone just playing on my laptop. -
Quote:I'm aware that the resolution is appreciably higher, I'm just curious if anyone knows a sweet spot resolution I can use without going all the way down the resolution of my laptop.Your 23" iMac likely has a higher native resolution than your Macbook Pro, hence the issue. I would suggest running at a lower resolution and in windowed mode. Windowed mode for macs is accessed by hitting Command+enter while in game.
At least, I think it is. It's been a while since I'be actually played on the Mac
client. I've 'only' got a 1st gen unibody macbook and prefer to play on my PC desktop. -
OK, I've got a 23" iMac at home with a 500 MB video card and 4 GB of ram and my video runs like crap. I have it set for performance, but I suspect I might have the resolution too high for it to be happy. I'm wondering what resolution people generally run on their Macs. The game is simply very unstable on that iMac in addition to the performance not being particularly good. I end up with a lot more stable game on my Macbook Pro which is over a year older and has half the RAM.
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Yes, there is no excuse for dividing the markets into a good one and a ghetto one.
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Quote:If you were around for Issues 3 through 6 you will have seen something familiar in all this. Defenders had little team role to fill, especially in the higher levels, because there was too much defense and resistance (tanks also did too much damage) and 6 slotting made the game ridiculously easy. A tank could go into a mission, set hand clap on Auto, and go AFK, then come back a few minutes later to an empty map and completed mission.
This I would have liked to have seen. Was the key waiting for the mobs to die of old age or something? -
Quote:That emphasized part is the inane argument because if an AT is not fun, then there's no point to arguing how effective it is because it has failed to be effective in doing the most important part of its raison d'ĂȘtre which is, to provide entertainment. It doesn't matter to me how effective any class can be if its core gameplay concepts put me off playing it because they do not feel fun.
Again, we return to inanity. Fun in not a comparable quantity as it is wholly subjective. What is fun for one person may be like nails on a chalkboard for another. Thus arguing over what is fun is just plain stupid. You can certainly express what is fun to you, and that is fair enough. However to pull that as in any way relevant when people are arguing effectiveness is daft.
If I'm designing an AT I can balance and account for effectiveness. I can't necessarily account for fun. This thread shows a vast difference in what ATs people think are fun. Controllers are some of the most effective builds in the game as are scrappers. Personally I don't much care for either AT. I know they are powerful, and have some, but just don't like the play style. However I am capable of objectively evaluating how effective they are. I don't let some subjective fun measure intrude into the comparison. That ability to subjectively evaluate effectiveness appears to be pretty rare around here.
Quote:Which is why this whole debate about Kheldians feeling like "fail" cannot be debated on the grounds of performance and effectiveness. Those people who value performance and effectiveness as major contributors to their personal sense of fun will never be happy with Kheldians because one of the design goals of Kheldians is that they are never allowed to be better at any doctrine than any of the normal AT's.
Rubbish. You can certainly evaluate kheldians on the basis of effectiveness. If someone is peformance forcused, then khelds will not measure up. They might be fun to some, and not to others, but that is not an objective quantity capable of comparison any more than "I like blue" vs. "I like green".
If the person who says they "feel like fail" is making his claim on the basis of comparable effectivness, he will be right.
Quote:While this design-goal is true and implemented, performance-enthusiasts will feel Kheldians fail them, but Kheldians-enthusiasts will regard any level gained on a Kheldian a victory! If CoH was a game with heavy "raids" where you would have to have very specific AT requirements and each player had to play their AT in just the "right" way to accomplish the task at hand, I'd say Kheldians are a design-failure, but as long as CoH can be about being effective in killing enemies to some and about getting to Lv50 for others, and still about the character stories for others, judging classes by their performance is only an argument that can be justified between two performance-enthusiasts.
This is about as insightful as saying rain is wet and the day is light. You've just said that there is no point in a subjective argument about like. Of course that's what I've been saying and what you bothered to 'dispute'. You could just soon argue which AT is best for costume contests or role play. Neither or measurable in a quantitative, objective manner so any such debate is just blowing smoke.
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Kheldians are WAI, it's just that some players intend for their Kheldians to perform in ways Kheldians were specifically designed not to. -
Quote:This is utter nonsense. I mean nonsense on a level that is staggering. The objective of the game is to defeat your enemies. You do this by inflicting damage and surviving. Period. Whether you have fun while you do this is, of course, important, but has no bearing on the mechanics involved or the rules of how things work. Fun is a subjective issue, and as such cannot be objectively compared in an evaluation.Wrong. The game is about having fun. Winning,losing,DPS,drops,inf,survivability, and all the stats you can fit on your "spreadsheet of heroes" don't mean diddly squat if your not having fun. PERIOD.
Quote:If you ask me Khelds are the best AT in the game followed by blasters and corruptors because I find them the most fun. On the other hand widows,scrappers, and masterminds are "fail" because I do not find them fun. Notice how power does not equal fun.
In the end there is no right and wrong, no 1337 or fail. There is only personal preference. -
A rather important question was missed:
Will we be getting more character slots with Going rogue?
I'm just about full up (barring buying more) on my server of choice, and GR is certainly likely to prompt more character creation. We got more slots with COV, so I would expect it with GR. -
Quote:Oh yeah, if you want to keep a team safe, you can't beat FF. It may be one trick, but it's supreme in that trick.I made a FF/Cold Defender for the Iron Eagles, a hardcore supergroup. Hardcore (as interpreted by the Eagles) is a throwback to Diablo 2 Hardcore mode -- your character dies when defeated and can never be played again (at least as an IE; we typically resigned from the SG but kept the toon if we liked it). So an Iron Eagles team can afford NO defeats, period.
In that admittedly unique circumstance, the "one trick" of FF is well worth it. In more normal play, although I love force fields, I admit I think the general trend of this thread has a point. But I still do like FF. -
The Cysts present in Cimerora missions and the ITF are nothing like the ones you get for having a Kheldian on your team. The Cim ones don't keep spawning enemies, they have a set population.
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In a bubbler vs. cold choice, I'd easily go cold. It's more than a one trick pony, which to be quite honest is the nature of force field. Mind you FF is the best at it's one trick by a good margin, but I don't think it's enough.
Sonic vs. thermal is a closer race. Sonic isn't just a one trick pony. It's got both the resistance buffs as well as very strong debuff ability, mobile status protection for the team, and a very effective to hit debuff in liquefy.
Thermal has shields which are pretty nice (great for resistance capping a lot of builds), good heals, mobile status protection, a damage boost power (I consider forge only so-so really though), a rez, and some pretty solid, but not perma debuffs.
In the choice between sonic and thermal, it depends on what you want the character for. If you want to kill things fast, especially AVs, sonic kicks butt and takes names (especially if it's a sonic/sonic defender). Their ability to rebuff the heck out of enemy resistance on a single target is unmatched.
However for a more general application of keeping the team standing, and a more limited debuff ability, thermal is more your ticket. -
Quote:So you want everyone to have TEATs?(works better spoken)Someday, perhaps, the devs will give us a pair of Truly Epic ATs (one for each side) to play with, and those who have Truly Epic ATs and those who play with those who have Truly Epic ATs will appreciate and enjoy them, and we will all be happy with these Truly Epic ATs.
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Quote:Given that we're talking about ATs which are designed around teaming (note their inherent), to have one better at dealing with groups of enemies than the other is a pretty significant imbalance. You know, a design flaw.Very arguably, PBs solo much better at the intended difficulty the game was designed around of +0/x1. A warshades powers are more beneficial as you have more enemies to fight against. A PB will always build up for the same value, will always heal the same amount when you click the button. A warshade is too dependent on the number of enemies.
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Quote:His argument is that the shape shifting is bad design. As such, working around the forms is avoiding the bad design as per his argument.Ignoring the forms isn't working around bad design. HEAT's were designed around the forms.
You can debate that his thesis "forms were bad design" is wrong, but this above statement makes no sense in the context of his argument. -
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Quote:That's rather amusing. I thought you didn't like VEATs because you found them gimpy? I can provide your quotes if you like.
For me, HEAT > VEAT, by a LARGE margin. If everything played like a VEAT - or like your scrapper, or every tank like a stone tank - I'd have left LONG ago. If this were still pre-ED, pre-GDN "City of godmode," everyone stand around waiting for the tank to herd the map so one blaster nuke can clear the whole thing - I'd have left long ago as well. Personally I find it amusing that you ask the second after the spreadsheet comment.
Oh, never mind, quoting you directly is a reading comprehension problem. -
Quote:Yes, but were you ever able to accurately calculate your Carrying Capacity? (The math formula and the English explanation thereof contradicted one another...I have both the first release and the Revised Edition rulebooks here at my desk!)
Odd I don't remember the contradiction. I'll have to see if I can still find the rulebook somewhere. I'm pretty sure I still have it.
As I recall the formula was:
((str/10)^3 + end/10)*weight/2
If there was a written passage that contradicted this, I probably missed it.
I used to love that game. I played it off and on for quite a few years. -
I would submit one simple argument as to why VEATs are better designed than HEATs. VEATs have been around for several issues now without any significant modification. HEATs have been fiddled with repeatedly to make them viable, including the very next issue after they appeared.
This is the devs speaking in deeds, not merely in words. HEATs had issues at introduction and for a long time. Whether or not they still do is subject to debate.
VEATs were well designed from the outset, and haven't required tweaking to get right. -
Quote:He did flat out state that VEATs sucked. While he didn't say they needed to be changed, I don't really care. If you claim an AT sucks, and are flat out wrong, I will dispute it. Granted he is entitled to his opinion, but it doesn't seem to be based on much of anything other than misplaced expectations.You two, seriously, take it to PMs or something? This is niether one thing nor the other. Bill, as far as I can see, was simply stating (perhaps in more words) that he, personally and in HIS opinion, didn't like VEATs.
I don't see any quote where he was actively saying 'VEATs suck and should be changed because I dont like them'. He said 'I haven't enjoyed them, ergo I'll leave them alone.'
VEATs don't suck. They have lots of build options which can result in some very powerful characters. They are often tight builds if you really like to optimize, but there are a lot of directions you can take them, and they offer many options you just can't get elsewhere. -
Quote:Odd, then why did you say you think the mechanic should have been introduced earlier if you found it disappointing? Then you could have complained earlier?Wow. You're having real trouble with comprehension. You pretty much call me a liar,after reciting EXACTLY the sort of things I dealt with on the way up AND my impressions - even though, of course, you weren't there. And now you don't understand "I WAS looking forward to it thanks to beta (hint, genius, beta = pre-live) and was disappointed afterward (note, that's AFTER beta, IE, live.)" That is not "lauding" it. Or is this too hard for you to follow?
Let me put it very simple:
Step 1: Thought it would be interesting. Said so then.
Step 2: Found it was disappointing. Saying so now.
Does that clarify the order of events enough for you?
Quote:No, I did not "want to play a VEAT as a stalker." How about not making assumptions. I wanted to play a VEAT as a VEAT. As much like the NPCs they represent as possible. They fell short in many areas.
Here's you:
My reaction playing them has generally been - and I believe I mentioned this before - "Why didn't I just roll another stalker?" Doing that and taking leadership nets the *same thing* for all intents and purposes without a crap "storyline" that the dev team should be ashamed of. Except, of course, you get better stealth. And an early placate. And more options. And you don't have to re-figure your build at 24 (twice, if you decide to try a dual build.)
I haven't changed anything. Those are your words. It sounds like you're just trying to play a stalker by another name. VEATs can be taken in that direction, but it's only one choice, and not even an optimum one. Of course a stealthy status protected blaster is rather different, but you don't see that. You're focused on something to complain about, not on what is actually possible.
Quote:Listen very closely. I wondered why I *didn't* just roll another stalker, as the playstyle was running close to it. Understand? Not "I wanted to play it AS a stalker." I play VEATs as VEATs. I'm willing to TRY the others, EVEN AFTER bad experiences with two of tthem. Hence, lack of tunnel vision.
Quote:Edit: Said at this point I'd wondered how you'd twist this. However, no, no I'm not. You've proven a lack of comprehension and inability to follow a chain of events OR a thread of posts. You don't even have comedy value for me at this point. -
Quote:If you don't care what I think, why do you bother responding? Odd that. Though I find it amusing that before you complained about the branching mechanic, and now you laud it. Can you keep your complaining in order please?I don't care what you think about that, chuckles. I was, frankly, looking forward to them. I thought the branching mechanic would be an interesting new one (and still think, frankly, it should have been brought in earlier.) You don't want to believe that, too damn bad. I have no reason to lie about it, and if you don't believe that, put me on ignore and quit wasting my time.
Quote:Did you see my statement about not playing for the numbers? Or the one about better stealth? (which I don't need numbers to see, since bane/widow = "detected as I come up, knocked out of stealth when I got hit" and the stalkers weren't.)
Quote:Gee, I said this once, and quoted it again just recently:
Hmm. Yeah. real tunnel vision there. Absolute lack of wanting to understand them. Except for the whole "I want to play the other options to see what they're like." (Except, admittedly, the fort. Looks a bit too similar when I went over it.)
I've seen plenty of effective builds of many different types on all flavors of VEATs. Any deficiencies in your experience would have to be left at your doorstep. -
Quote:I call BS.Again - none have come from me. If you want to argue that perhaps I know how to play to my Khelds strengths or whatever out of *playing* them for years, and don't have that behind me with VEATs, I'll accept that may come into play - but hell, I was *excited* about VEATs when they hit test, and thought the branching was a good idea, etc. That soured fast playing them live.
Try this on for size:
Quote:My reaction playing them has generally been - and I believe I mentioned this before - "Why didn't I just roll another stalker?" Doing that and taking leadership nets the *same thing* for all intents and purposes without a crap "storyline" that the dev team should be ashamed of. Except, of course, you get better stealth. And an early placate. And more options. And you don't have to re-figure your build at 24 (twice, if you decide to try a dual build.)
This is not to mention you are focused on only bane spiders or widows, and if you are that plagued by tunnel vision, you completely don't understand the VEATs.
As for the oh-so-rough re-speccing a build, please. I can't imagine anyone who's played this game as long as you have finds a respec to be a chore. That's a sad nitpick if I've ever seen one.
If nothing else, the fact that a VEAT can be a ranged attacker with solid status protection makes them very different from almost every AT (there are exceptions in FF and Sonic, but those have holes that VEATs don't).