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Title: CoH/CoV Hints, tips and useful stuff Post by: Dave on November 29, 2006, 05:34:29 AM Had an idea for a simple hints n tips type thread and so here it is! 8)
When I started playing CoX everything was new and I understood almost nothing about the game (some would say that nothing has changed!). There are loads of things that aren't covered in the manual or anywhere else, but once you realise them they make the game so much more enjoyable. The idea of this thread is to share very simple hints/tips/facts about the game so as to help any newbies coming along. I hope that some of the old timers will stick their tuppence worth in here too and help out. The idea is to put one or two related hints and tips in as few words as possible to help any newbies reading it. Ideally this shouldn't be a discussion thread so try and stay to facts rather than opinion. I will post a few examples after this to show what I mean. Title: Re: CoH/CoV Hints, tips and useful stuff Post by: Dave on November 29, 2006, 05:40:58 AM Only a leader can invite (the one with the star next to his name), but anyone can use search.
Just type /sea in the chat box. Next time you are standing outside a mission waiting for people to arrive try helping the leader out by looking for other possible team members. Title: Re: CoH/CoV Hints, tips and useful stuff Post by: Dave on November 29, 2006, 05:46:18 AM Enhancements come in three main types:
Only enhancements within three levels of your current level will affect your powers. eg. A level 12 character can use level 9 - 15 enhancements. A DO is always better than a TO, even if it is lower value (so long as it is valid for your level range - not red). Similarly a SO is always better than a DO or a TO. Title: Re: CoH/CoV Hints, tips and useful stuff Post by: Dave on November 29, 2006, 05:54:42 AM Game maps can be zoomed in (made bigger) using the little dot on the right hand side of them. Drag it down to make the magnification of the map larger. A small amount of increase in magnification usually works best.
The map window itself is resizeable. Click on a edge and drag it (just like in Windows). Game maps can be moved around by left clicking on them and dragging them around. Don't worry if you forget where you are as once you move the map will auto recentre itself. Title: Re: CoH/CoV Hints, tips and useful stuff Post by: HadesInferno on November 29, 2006, 06:08:09 AM You can change the size of your GUI (graphical user interface) in the User Interface settings under graphics and audio.
Shrinking the GUI means you can have more of it visible at any one time, or you can have your map larger (and have it up all the time). Title: Re: CoH/CoV Hints, tips and useful stuff Post by: Dave on November 30, 2006, 02:13:50 PM One for blasters particularly, but it applies to any toon with large AoEs and no defences to deal with the resulting agro (eg. Controllers using immobilise).
DON'T OPEN A COMBAT WITH A LARGE AREA OF EFFECT ATTACK! ::) If you are a squishy (none tank) you will most likely die. Let the tank or the scrapper start the combat, or use single target attacks until everyone has some agro. Of course at higher levels you might be able to do enough damage to kill err arrest everyone and so all bets are off! ;) Title: Re: CoH/CoV Hints, tips and useful stuff Post by: Dave on December 07, 2006, 10:26:33 AM More Enhancement Stuff
If you are strapped for cash (very likely if you don't have a 50 yet), try selling your enhancements at the store that matches their origin. eg. Sell a mutant/magic DO at a mutant or a magic store. (It doesn't matter which). Definitely sell SO's at the correct store as the difference can be quite a bit. If you do this you will get slightly more for each one. Of course this travelling around takes time and I wouldn't recommend doing this on a team(!), but it will make you significantly more inf. Another way to make more inf for your SO enhancements is to respec at levels 27,32,37,42 etc. and sell the enhancements instead of replacing them and having the game overwrite (destroy) them. This is already covered in an article on this site so I won't go into any more detail about this. If you get really short of cash you can always exemplar down to a level below you. A good method of doing this is to join a TF/SF in a level range below you. This way you will get an evenings gaming, a nice shiney new badge and some cash to buy your next set of SO enhancements! Title: Re: CoH/CoV Hints, tips and useful stuff Post by: Dilvish on December 07, 2006, 11:31:38 AM You get a total of 24 powers and 54 slots throughout the game.
In each PVP Zone you will be limited to the number of powers you get auto-exemped to. But the amount of slots in each power stays the same. Level 1 - 2 powers Bloody Bay - 14 powers Level 2 - 1 power Sirens Call - 17 powers Level 3 - 2 Slots Warburg - 20 powers Level 4 - 1 power Recluses Victory - 24 powers, 54 slots Level 5 - 2 slots Level 6 - 1 power Level 7 - 2 slots Level 8 - 1 power Level 9 - 2 slots Level 10 - 1 power Level 11 - 2 slots Level 12 - 1 power Level 13 - 2 slots Level 14 - 1 power Level 15 - 2 slots Level 16 - 1 power Level 17 - 2 slots Level 18 - 1 power Level 19 - 2 slots Level 20 - 1 power Level 21 - 2 slots Level 22 - 1 power Level 23 - 2 slots Level 24 - 1 power Level 25 - 2 slots End Bloody Bay Level 26 - 1 power Level 27 - 2 slots Level 28 - 1 power Level 29 - 2 slots Level 30 - 1 power End Sirens Level 31 - 2 slots level 32 - 1 power level 33 - 3 slots Level 34 - 3 slots Level 35 - 1 power Level 36 - 3 slots Level 37 - 3 slots Level 38 - 1 power Level 39 - 3 slots Level 40 - 3 slots End Warburg Level 41 - 1 power Level 42 - 3 slots Level 43 - 3 slots Level 44 - 1 power Level 45 - 3 slots Level 46 - 3 slots Level 47 - 1 power Level 48 - 3 slots Level 49 - 1 Power Level 50 - 1 Slot End Recluses --- Title: Re: CoH/CoV Hints, tips and useful stuff Post by: Dave on December 09, 2006, 09:46:12 AM Mission Difficulty Settings
Base mob levels are determined from the level of the player with the mission. This level can be affected by choosing a different reputation at a field analyst (marked on the game map). Heroic - the base setting of the game. The devs say that any character should be able to solo effectively on this setting. Yes, even empathy defenders! ::) On this setting an archvillain (AV) is downgraded to an Elite Boss if you are solo. Tenacious - This setting increases the mob spawn sizes. It also can add plus one level to certain mob spawns. This is more common if you have a team. Rugged - Adds plus one level to all spawns and adds more lieutenants, but doesn't increase spawn sizes Unyielding - Similar to Tenacious but also adds plus one level to the mobs spawns Invincible - Adds plus 2 to the level of the mobs and gives more frequent lieutenants and bosses. Playing on Invincible is not compulsory! If you are in a team and you enter a map before the mission holder has entered the zone this causes the mission to default to the "heroic" setting. If the team is choosing to play on invincible then team leader will most likely say "Everyone out while I reset". Going onto maps early "to scout the mob levels" without being asked to usually wins you no friends! :o Title: Re: CoH/CoV Hints, tips and useful stuff Post by: Dilvish on December 09, 2006, 10:01:40 PM When Slotting Enhancements think which traits you want to improve in which Powers.
For Example, Attacks like "Build Up" have a "ToHit Buff" enhancement aswell as "Recharge Reduction" and "Endurance Reduction". Whilst you will benefit from 3 slotting it with Recharges so you can keep it constant, throwing in a Tohit Buff can mean you won't need Accuracies as much in other attacks you have in your set. At the other end of the scale, slotting it with Endurance Reductions isn't always a good idea as the amount of endurance used is very little, and so the % you get off the endurance is very little aswell. A power like Fly, that has a high Endurance Percentage will be more greatly effected by an Endurance Reduction than one like Sprint which takes up a small amount of endurance in comparison. If your having Endurance problems, consider slotting the higher hitting endurance powers than throwing one into a defence that doesn't take up that much Endurance in the first place. When slotting powers always think about what your Archetype is intended to do. A Defender with a 6 slotted attack and 1 slot heal is not achieving its point in a team. Similarly a Controller that has All its slots filled with damages isn't keeping the holds it should be throughout the fight. Finally, when considering slots and enhancements, you should look at which powers you are most likely to use and slot them the highest. But, if the power is something like an auto-defence, it is a waste of time to slot it more than 3 times. As the difference the enhancement makes is barely noticable, and the slot could be used better elsewhere. Title: Re: CoH/CoV Hints, tips and useful stuff Post by: HadesInferno on December 13, 2006, 03:00:18 AM If there's no SG teams around it can be a pain to find a team, but using this method you'll increase the chances by a whole lot.
Use the search tool (on the team tab when you are not in a team), set the filters for your level range only and click search. The gray colored names means they are on a team and the cyan colored ones means they are not on a team, so send tells to the teamed players asking them if they want a teammember of your level. Always tell them what level you are, so they won't have to ask. If they have to ask, a lot of people will just ignore your request. Title: Re: CoH/CoV Hints, tips and useful stuff Post by: Dilvish on January 14, 2007, 01:08:58 PM Auto Super Jump - /bind ?, "++autorun$$++up"
Leaves you hands free to do the washing up whilst you travel to the mission - Also might be worth mentioning here that if you go --> Menu>Help and the User Tab, Default Key Bindings, you can see the list of all the commands and make your own up Thanks to Belrath for teaching me this =] Title: Re: CoH/CoV Hints, tips and useful stuff Post by: Dilvish on January 15, 2007, 06:25:59 PM Another useful one is the switch between Super Jump and Combat Jumping
/bind ++J, "Powexec_Name Super Jump$$powexec_name Combat Jumping" Title: Re: CoH/CoV Hints, tips and useful stuff Post by: Major Fox on June 05, 2007, 04:17:49 PM I've had lots of responses saying "I never knew that" even from oober-vet players... when I finally got fed up with all the rude people who don't reply to tells, and decided just in case they don't know how to... I'd send them a tell and explain! (I mean- give the benefit of the doubt- over just assuming they're rude... maybe they don't know how!)
So here it is... in case anyone didn't know. If someone just sent you a tell- you don't have to mess around typing /t and then trying to spell their ridculiously long name.... Just hit back space. See... easy! Title: Re: CoH/CoV Hints, tips and useful stuff Post by: Major Fox on January 27, 2008, 02:13:30 PM I've been getting back into playing my warshade.
There's a macro/bind I'd really like and i'm wondering if anyone can help. I want one that hunts for the next quant/void in the room. And... I'd like to be able to bind it to a key. So say... every time i hit the "L" key, it will target any quant or void in the room. Any suggestions? Title: Re: CoH/CoV Hints, tips and useful stuff Post by: Aquilus on January 27, 2008, 06:06:28 PM /bind l "target_custom_next enemy$$target_custom_next void$$target_custom_next quantum"
this is the one i use, tho it tends to target dead enemies which can be a pain coz you have to deliberatly change target with your mouse, but should work fine if you dont use it as you primary enemy target bind. ;D Fotty Title: Re: CoH/CoV Hints, tips and useful stuff Post by: Earth Golum on January 28, 2008, 07:00:00 PM /bind l "target_custom_next enemy$$target_custom_next void$$target_custom_next quantum" this is the one i use, tho it tends to target dead enemies which can be a pain coz you have to deliberatly change target with your mouse, but should work fine if you dont use it as you primary enemy target bind. ;D Fotty If you'd prefer a bind that doesn't target dead enemies, although that can be useful for warshades, heres one which uses slightly different wording when targetting non-void/quantum characters. /bind l "Target_enemy_next$$Target_Custom_next void$$Target_Custom_next Quantum" Although it worked during a quick test, I haven't tested it fully so it still may not work as intended. Hope it helps. Earth Title: Re: CoH/CoV Hints, tips and useful stuff Post by: Qui on January 28, 2008, 09:59:00 PM I just kill stuff ;)
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