Crashed

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  1. Quote:
    Originally Posted by Biospark View Post
    Actually, I just realized one aspect that this change could have a huge impact on; PvP

    Since I dont participate in PVP, its hard for me to speculate, but most likely it would function quite differently in PVP. Or.... you could suddenly see ALOT of squishy ATs sporting a new travel power.

    Just guessing though
    Hmm, yeah. That's potentially an issue. I'd love to hear from a PvPer about what that would be like in PvP.

    Also, from Paragon Wiki:

    Quote:
    Originally Posted by Paragon Wiki
    Some powers, however, do affect this grace period. Firstly, the Tanker and Brute powers Granite Armor and Rooted (from Stone Armor) will cause the player to start falling immediately (presumably because of the heavy nature of the player). Secondly, characters with Fly, either as a travel power, Mayhem Mission reward or temporary power, can also start moving as soon as their screen is refreshed. And finally, characters with Super Jump, again available as Mayhem mission reward or temporary power, can Super Jump from the point teleported to if the leap is performed immediately.
    All of this still would happen. SJ/Fly movement would break the immobilization (as would any movement). I don't think Granite should break the immobilization, though I do think it should cause the character to fall. That way, the Teleport toggle would stay on so that it could still be used.

    I don't believe falling counts as movement unless you actually press a movement key, so Teleport should still be usable. The self immob and the self hover should be activated together, but Granite's -fly should break through the hover and not the immob, if that makes sense.

    Quote:
    Originally Posted by Mega_Jamie View Post
    IMO, how Teleport worked in Beta on Champions Online was the best possible outcome for teleporting.

    You 'phased out' and moved freely very quickly, untargetable. You could elect to drop out of your teleport, or dropped out after a certain time.

    Teleport for me, is one of the worst (if not the worst) "ok its time to run away powers, because by its very nature you cant break LOS on most enemies that have you without some lucky positoning in one unbearably long activation time and locked movement time.

    I would be willing to sacrifice some of the relative cross zonal safety that TP provides, for better / updated concept of the power.
    I don't think I ever tried Teleport in CO (and if I did, I totally forget... because I only played for like 3 hours in open beta and then got bored and didn't go back), but a total overhaul to the core mechanics of the power likely won't happen I don't think. I do think that would be a nice way to represent Teleport, however.
  2. Quote:
    Originally Posted by Biospark View Post
    Many (most maybe) Stoners take TP, which is silly since it probably breaks any RP concept. I also ALWAYS take hover on any character that is going to take Teleport as their RP travel power of choice.
    Not quite the same thing, but these linked "necessities" should be fixed.
    Right, except the difference between the two is that Granite is supposed to be balanced by the self suppression and they'd likely be taking a travel power anyways, whereas Teleport is not balanced around also taking Hover, wasting another power pick.

    A toggle Teleport would effectively be the same as a click Teleport, it'd just be easier and less frustrating to use. That's the whole idea.
  3. Quote:
    Originally Posted by Tenzhi View Post
    And forgetting to toggle it off would cause more annoyance in an already moderately annoying power.
    Which would make the suggestion of it detoggling entirely with movement even more viable, right? That way all you have to do is click the power once, and you can keep going until you move out of your teleport immobilization.

    Quote:
    Originally Posted by Tenzhi View Post
    If that's the goal, they should also make sure the proposed toggle doesn't work with Rooted or Granite.
    Ha. So many Granite Tankers and Brutes would raaaage. But it'd still be just teleporting, so I don't see why it shouldn't work with Granite/Rooted.
  4. Quote:
    Originally Posted by Tenzhi View Post
    I prefer it not being a toggle. Changing it to a toggle wouldn't cut out much effort for me, and it would add the extra need to toggle the power off after use.
    I believe that having to toggle it off would require much less effort than having to click the power (or press a button if you've set up a bind) before every teleport, but I appreciate your input.

    Quote:
    Originally Posted by DrMike2000 View Post
    Not a bad idea, Crashed.

    My biggest beef with teleport is the immobilise at the exit point. If the immobilise and the hover broke when you tried to move, it would be much smoother.
    Also, the hover duration could then be increased a bit to compensate for lag.

    Making the power into a toggle would do this really well, since the player can toggle teleport off whenever they want, instead of having to wait for the 2 second immobilise to wear off. The player's then in full control of how long they hover, and how long they're immobilised. Very cool thinking.
    Hmm, very good point. Maybe if you moved it would detoggle the power altogether? The only reason I say that is because if all it does is take you out of the immobilized hover, you'd run into the problem of getting back into the hover, which exists solely to eliminate the worry of falling out of the sky.
  5. Now, I'm aware that technically there's nothing broken about Teleport and it's highly manageable. I do have characters that use it and, while I enjoy it, it is commonly recognized as a "high maintenance" travel power, meaning it's not nearly as easy to use as the toggle-and-move travel powers. In the lower levels when you first get the travel power, the high end cost can have quite an impact on a character due to having to use TP in rapid succession. Several times I've run out of end going from one place to another, dropping me from the sky, sometimes into a group of higher-conning enemies if I'm in another zone for some reason, leaving me defenseless. The end cost becomes much less restricting in the higher levels if you invest slots, but I've found even that to be rather annoying to invest slots in a power that is entirely non-combative, especially when all the other travel power can suffice without any extra slotting.

    I've come up with the following suggestions to make TP a more maneuverable, manageable, and even enjoyable power while still trying to keep the core idea in mind for the power.

    I suggest changing TP from a click to a toggle, like the other three travel powers. This alone should help the end cost issue by giving it a cost of anywhere between .46 end/sec (Super Speed's end cost) and 1 end/sec (Flight's end cost), probably closer to 1 due to the amount of technical "safety" that my suggestions will provide.
    However, I realize that changing TP from a click to a toggle doesn't really make sense. So, here's what I think should happen when you toggle on TP.

    When you toggle the power, you instantly start to pseudo-hover, essentially locking you in the air right where you're at, giving the illusion of hovering while not giving you the ability to move in any direction (unless you have hover/flight simultaneously toggled). This is to give teleporting a bit more freedom by giving time to maneuver the camera around to pick where you want to teleport, instead of trying to click somewhere quickly before the temporary hover effect it currently gives the character wears off. The hover effect would last until the power is toggled off.

    Once you toggle the power on and you begin to pseudo-hover, the point-and-click target immediately shows up on the mouse and stays there until you toggle Teleport off. The idea here is that you can point, click, and teleport anywhere anytime while Teleport is toggled on, instead of having to click TP and then click a location over and over. This way, once you toggle on the power, you can just click away to wherever you want to go to your heart's content without ever needing to reactivate the Travel power.

    So, tell me what you guys think. I personally think TP could use to be changed. It'd make it more popular, too, and it'd still keep it's unique factor. I'd love to hear you guys' feedback!
  6. Crashed

    Word of Caution

    Quote:
    Originally Posted by The_Spartan View Post
    Those people need to change their meds.
    Truth.
  7. My default, go-to character for any new content/badges/TFs is my Invuln/Ice Tanker. He's straight up the most unique and entertaining powerset combo I've played (along with maybe my AR/Mental Blaster). I've never found a character that can quite feel as fun as this guy. He's sitting at 480 badges right now, but I've been putting in a lot of effort to get more badges lately.

    If I'm on a TF and there's already a Tank and we're lacking damage or anything, I'll switch over to my Fire/Shield Scrapper. He's a beast. He's good for letting me just mindlessly kill things when it's late and I'm tired, too.

    I've got a lot of alts that typically stay shelved at 50 except for very special circumstances. Eventually, when I get motivated to IO them, they'll probably join the ranks of my Scrapper as alt-main characters. Next up is probably that AR/Mental Blaster.

    Other than my 50s though, I typically log on to level a character. And since I only level one character at a time, the character ends up being kind of my main for a while. Right now it's my Plant/Kin, though when GR comes it'll be my DP/Sonic Corr after I run the new content with my main Tanker.
  8. I dunno... I was pretty offended by the Cyborg pack.
  9. EH.

    I MEAN WHATEVER.

    Yeah, can't say no to some more costume parts. I could picture stuff like this having a lot of use.
  10. I like this. A lot. I do think that the "Zero" IO needs a chance to not work, and yeah I do think that the price should be upped a bit. Still...

    /signed
  11. Crashed

    Kinda odd?

    It's a pretty simple thing to do. Have one person of the opposite faction with recall friend on your team, and then each of you go to your respective entrances. Have the other person TP you and it'll take you to their end. You can't leave the D, though.

    I'm in the villain entrance right now on my scrapper, no big deal.
  12. I do think it's rather annoying, as the only characters that seem to get these tells in the first place are my 50s, which implies to me that they're lower-level characters wanting to run higher content for better experience. On a couple occasions, I've used /sea to search for their character and found them to be in the teens or early twenties.

    I don't think I'd have a problem if I were on a team lower than 50 that was running missions for XP, but as it stands that's never really happened and I've gotten quite a few of these tells.

    There's also been one instance where I've been on a TF and the tell-sender asked me to quit my TF so he could join me on a team.

    Still, typically when I get these tells I just say no and it's not a big deal.
  13. I just went through and deleted every image I wasn't using, and then the ones that I was using but didn't really care if I kept.

    Basically... HOLY CRAP I've uploaded a lot of images to VV.
  14. My Storm/Energy Defender loves you.
  15. Crashed

    Post a Character

    Alright, my turn.

    First up is Coldcrash, my first and main character, the corporate superhero:


    Here's Webspider, my power-hungry, two-faced Crab Spider:


    And here's Maximal, my sentient space robot guy:


    I actually think I like my characters a lot more than I realized I did... because I sat down to only post my favorites and almost went to get screens of nearly all of them. I'll probably post more later.
  16. My Crab (that started as a Bane) is named The Webspider.
  17. Quote:
    Originally Posted by Techbot Alpha View Post
    It depends if people are refering to Purple sets or Purple inspirations. The two tend to share the same shorthand.

    /pays 0.02 inf
    I don't really see that being relevant. I wouldn't really ever consider purple inspirations something that people can't afford.
  18. I've been toying around trying to figure this out for a while but... I haven't really been able to.

    Basically, the problem is that whenever I take a screenshot in the game (and ONLY City of Heroes) and paste it into something (like Paint), the pasted image is actually what was on the screen X seconds before I even pressed the button.

    For example, if I log on and press Print Screen shortly after zoning in and then paste that into Paint, what I'll get is a screenshot of the loading screen... even though that's not what I took a screenshot of.

    Yeah, it's not game breaking or anything, just annoying. Can anyone help me with this?

    If it helps, I'm running Windows 7. I think I've heard CoH has problems with Windows 7, but I'm not sure.
  19. I think I've seen... two Energy Corrs in my entire redside experience, and it's been at least a year since I saw the most recent one. One was an Energy/Therm, and one was an Energy/Kin. And yeah, I see Energy Blasters all over blueside, and a handfull of Energy Defenders (My own Storm/Energy included), but for some reason redside just doesn't like 'em the same.

    I do agree with Silas that Energy having KB as a secondary effect is only detrimental to itself in that it really is the only secondary effect that can hinder the set or character on its own. Using proper technique to mitigate the KB adds another level of detail to Energy Blast that really isn't countered in any sort of benefit to the user other than the short time it takes for the enemy to get back up. This might not even be good if your enemies are scattered all over the place outside of your control. I'd support a change to KD.

    That's probably why so few people play Energy Blast redside. I imagine it's popular blueside because it has that heroic sort of... oomph, I guess.

    I also very, very rarely see AR Corrs, which is sad because I absolutely love the AR set. Full Auto is so much friggin' fun.
  20. I've got two characters stuck in Talos

    Alongside mapservering like every second. Pretty fun.
  21. The only characters completely safe from being deleted are those that are already at 50. The highest I've deleted was a Lv. 45, and that was just to reroll the character for whatever reason. I typically delete for rerolls and just change powersets/ATs/origins, but occasionally I'll delete a character if it just stops being fun and I can't see myself ever really enjoying it in the future. I typically just reuse the names I have though; I'll very rarely delete a character and then put a completely new character in it's place.
  22. For me, I sort of work in waves.

    The first step is leveling to 50. Then I set the character aside (not shelving it, just... keeping it ready). I begin leveling another character to 50 while simultaneously working on a build I like in Mids. Eventually, I take a look at all the characters I have and decide which one I'd like to focus on and play.

    Once I pick one, I work on crafting all the IOs I need and accolading the character (with the auto powers only, so I can reap the benefits). Once I finish those, I usually spend a lot of time just... running TFs and high-end content, while casually continuing to level more characters.

    So... I'd deem a character "complete" once I IO/accolade it out and my playtime on it after doing so ramps down a little bit as I move on to the next project. There are still characters that I have that will likely never be finished, like my main/badge character. I also imagine that the Incarnate system will add a whole separate level towards character completion for me.

    Even after I stop playing a character frequently, I do still bust them out for certain things in-game. I'm never opposed to playing a character past the point of "completion", I just have goals like most people playing this game.