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Posts
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Joined
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I've got some questions:
What does the ss command do?
Does the down/up bind work with "-" as the first bit, or is the teleport_off bind incorrect?
Are the shadowvol bits in the correct places? Does shadowvol 2 really turn shadows off while shadowvol 0 turns them on?
And a suggestion:
Use window_hide to hide the windows and window_show to restore them, that way annoying things don't happen, like hiding chat after finishing a teleport sequence if you opened it while you were moving.
Pretty cool stuff. I may have to add it in to my teleport tips thread.
Edit: Oh yeah, one more thing, to make midair turning a bit easier you can add "speedturn 10" to the teleport_off bind and "speedturn X" (where X is the preferred turn speed) to the teleport_on bind. Similarly with mousespeed. -
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Just a snowball chucking emote would be kewl. No damage, just the fun of throwing snowballs at each other, villians, whatever we like.
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You can kind of do this already with the respec mission. Afterwards, just throw the reactor heal at the other heroes. Minutes of fun for everyone. -
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numlock "powexec_toggleon Invincibility$$powexec_toggleon Assault$$powexec_toggleon Tactics$$powexec_toggleon maneuvers$$powexec_toggleon tough$$powexec_toggleon Weave$$powexec_toggleon Temp Invulnerability$$powexec_toggleoff sprint"
This bind turns on all of my toggle powers, readying me for combat with a team. It also turns off sprint to save end. This would also be the key to repeatedly press after being mezzed to bring all toggles back up quickly.
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A small change to that bind to double its effectiveness:
numlock "+down$$-down$$powexec_toggleon Invincibility$$powexec_toggleon Assault$$powexec_toggleon Tactics$$powexec_toggleon maneuvers$$powexec_toggleon tough$$powexec_toggleon Weave$$powexec_toggleon Temp Invulnerability$$powexec_toggleoff sprint"
That way it turns on one when you press the key down, then another when you release the key. -
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Hi im one of those ppl that pushes two buttonw at the same time and this bind:
...bind above...
does not work properly, if two keys are pressed it just leaves sprint on. is there a way to get it to work if more than one key is pressed at a time (ex. W and A at the same time?)
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If you only rarely find yourself needing to sprint only sideways, I'd say leave the $$powexec_name sprint off the A and D keys. That way when you press W and A together you won't flip the sprint logic. If you do have a need to sprint only sideways, then you should look into the speed on demand binds. -
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I'll try later with Fly + Sprint and see that that yields.
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Just one run each, since I have other things to be doing:
Fly + Sprint -> 2:20
Fly + Sprint - Stamina -> 6:08
This calculates to around 0.44 EPS for Stamina, which when you allow for error is a good match to the lower value for Stamina. -
I just did some unslotted testing of Phase Shift vs Stamina
I did three runs starting the clock when I activated phase shift, and stopping it when it deactivated, I got times of 1:47, 1:48, and 1:48.
A while back I did Phase Shift without Stamina and got times of 1:15, 1:16, 1:17.
Using 1:48 and 1:16 seems to give a value for base Stamina of +0.39, which doesn't match either prediction. Phase Shift might have a delay during activation during which it doesn't draw END, so that might be messing with my numbers.
I'll try later with Fly + Sprint and see that that yields. -
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Ouch...if the regen values being used all along are inaccurate then the results are skewed. Certainly some people have tested with stamina and some without.
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For my part, I did not have stamina when I did my tests. -
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As to the nicer version of the url if I knew how to do that I would. Care to show me how, instead of just telling me not to do it the only way I know how?
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Sure, if you are using the Instant UBB code to do your URL's then it goes like this:
<ul type="square">[*]Get the URL you want to use on your clipboard[*]Start a reply/quote to a thread[*]Hit the URL link[*]In the first dialog, paste your URL, then hit OK[*]In the second dialog type in a description for the link[/list]
Alternatively, do whatever you did previously, then when you are previewing your post, remove everything between the url tags and replace it with the link text. For an example of doing this, try hitting the Quote link on both your original post with the not-so-nice URL and mine with the nicer URL and compare the two links.
Also, you can probably still go back to the not-so-nice URL and edit it to remove the excessively long string between the url tags, which will then leave future readers wondering what I was talking about.
So, instead of this:
<font class="small">Code:[/color]<hr /><pre>
http://something.com/lots'o'stuff
</pre><hr />
Use this:
<font class="small">Code:[/color]<hr /><pre>
Nice link text
</pre><hr /> -
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This poster says your numbers for stamina recovery is incorrect.
Nicer version of url
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I'm not seeing the disagreement part, that Stamina effect table includes the base end recovery in its numbers. Subtracting that out gives a recovery number of 0.42 END/s for unslotted and 1.25 for 6SO slotted.
And when you make links to other places in the forum, don't list out the whole URL in the link, it makes the column expand to the point where the horizontal scroll bar appears and screws up the wrapping on everyone else's posts.
Edit: On reading the entirety of the linked thread, I'm guessing that you were referring to the MrBurke post, which does indeed question the 0.42 END/s number. I might be inspired enough to test it out tonight. -
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... it leaves the perfectly capable "cop with shield and stupid costume" in the unemployment line, taking sidejobs training heroes in the ghetto for spare influence
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What! I never knew we were expected to tip when we trained. I feel terrible now. What % of XP for the trained level is reasonable for the tip? -
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Im curious if I could get your opinion on the "momentum" fix they did in patch 2. Do you like it ??
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I never got very good with making the momentum work for me, so I was not sorry to see it go. It was more of an occasional PITA than something useful to me. I did the momentum trick a few times, so that I could explain better how it worked, but it seemed like I was taking more time setting it up than it saved me in travel time. Before I got any better at it, the patch went in.
As for what I love about it, it fits the concept of my primary character and is the travel power I got to know first. I only have two slots in it, and I am just now having people (usually jumpers) start beating me to missions.
I don't mind the chatting problem that much, falling doesn't bother me, so I'll reply if I want to and ignore the piddly 100-300 damage I take from falling. Most of the time I'm running missions, so I'm in a zone where everything is grey. If I'm in Bricks or FF I might take a moment to land on a rooftop before replying, or I might just hit my "Can't talk, teleporting" bind.
I like teleporting on top of things, like light posts and smokestacks. I like adjusting my camera angle to teleport past a big group of mobs inside a mission (after the invisible person has already snuck by them). I like appearing in the middle of a group of mobs and taking them on.
I have fun with teleport. I also have fun with superjump on the only other character I have with a travel power. When I get another alt up high enough, I'll have fun with flight. Superspeed will be a challenge for me, since I have a hard time with control when someone speed boosts me, but I'll have fun learning to cope with it (will probably involve setting my keyboard rotation down from 400% to something like 200%).
If I could change anything about teleport, I'd eliminate the red circle of death in favor of just teleporting as far in that direction as is allowed. That and making movement break the hover. -
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Also, I was really thinking about using Teleport as my travel power. Not only will it be good to TP into the middle of a group and set off quills/Dark AoE, but also to get away if I bite off more than I can chew. Any feedback on this point?
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I use Teleport and like it with this AT combo. But make sure your Q/DS is up before you teleport in the middle of them. DS takes a while to start up, which defeats the purpose of teleporting in. So the timeline would be more like this:
1. Quills, Death Shroud up
2. Teleport into group
3. Build Up, [Your favorite combo here]
4. Summon Janitor to clean up the mess -
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SCRAPPER PRIMARIES
----------
Spines
-0.73 Quills
SCRAPPER SECONDARIES
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Dark Armor
-0.39 Dark Embrace
-0.71 Death Shroud
????? Murky Cloud
????? Obsidian Shield
-0.39 Cloak of Darkness
????? Cloak of Fear
-0.12 Oppressive Gloom
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I did some testing, and sent the raw numbers to Vennom. Some of the results that I came up with:
Quills is less than what is shown, I'd estimate closer to 0.6
Murky Cloud, Dark Embrace, Obsidian Shield, and Cloak of Darkness are all exactly the same for END drain.
The estimates for Invisibility and Phase Shift check out.
Cloak of Fear is about the same as Death Shroud, around 0.005 less.
An interesting tidbit, Invisibility turns off not only Stealth, but also Cloak of Darkness. I don't remember if I tried Stealth and Cloak of Darkness together. -
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Whats this auto teleport thing i keep hearing about?
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I am uncertain as I don't know what the context you heard it in was. It might refer to either the bind where you hold down shift, alt, or control and left click to teleport, or the one where you have a key that binds the left click to teleport, and removes that bind later when you no longer want to teleport.
Both these binds are covered earlier in this thread. -
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You can teleport when you are held (so you can't move, but can still attack).
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You can't teleport when held, you are thinking of immobilized.
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If you are slept or stunned you still can't teleport because you can't activate any power, but I believe if you get slept or stunned after having started to activate teleport you will still teleport.
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This is correct, then you just have to hope that you teleported far enough away for them to lose interest in you while the effect wears off.
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If there are a group of mobs in between you and your destination you may, by having them positioned midway between start and end points, be able to avoid aggroing them.
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Stealth powers help a lot with this, as does sneaky camera angles.
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It is probably, once slotted up, and especially at low levels, the fastest power, as long as you have end for it.
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No probably about it, at least in terms of raw speed, everything else caps out at 90mph, while teleport can go up to 142mph. Whether you get from point A to point B faster is another matter. -
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ctrl+numpad1 team_select 0
ctrl+numpad2 team_select 1
ctrl+numpad3 team_select 2
ctrl+numpad4 team_select 3
ctrl+numpad5 team_select 4
ctrl+numpad6 team_select 5
ctrl+numpad7 team_select 6
ctrl+numpad8 team_select 7
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team_select goes from 1 to 8, not 0 to 7
Personally, I like using powexec_slot for the numpad keys, as it makes it easy to rearrange powers at will, allows you to use the same binds on all characters, and makes it easier to keep track of which powers are available for use.
I have also found that when numlock is on, shift+numpad# doesn't work (it just does the numpad# bind). That might be specific to my keyboard, I'm not entirely sure. So be careful with your numlock. I don't use a lot of shift+numpad binds, so I don't run into this too often (I use alt+numpad# = powexec_altslot).
I use shift+numpad# for powexec_auto X, where I make the X correspond to the power in slot #. I set numlock to powexec_abort, and make sure to hit it twice when I use it.
For my add I use target_enemy_near, as I tend to want to do that constantly. I put my toggles on divide, multiply, subtract, shift+subtract, and shift+add, and a bind to turn them all off on shift+numpadenter.
I'd give the exact binds, but I don't have them in front of me. For the most part, I already detailed them in the post your /bind's here thread. -
It seems that underscores in slash commands are completely ignored. So the following all work identically:
/powexec_name sprint
/powexecname sprint
/p_o_w_e_x_e_c_n_a_m_e sprint
Not too many uses for this, but if you happened to have a really long bind close to the character limit, you could strip out any underscores to save a few characters. -
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After setting Hasten to auto fire it changes back to normal whenever I attempt to cancel my queued power. I understand the logic behind this but it would be nice to not have to keep resetting a power to auto all the time. Any help would be highly appreciated.
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There are two ways to cancel a queued power:
/powexec_abort (which is what you are using)
/powexec_unqueue (which is what you want to use)
/powexec_abort cancels both the queued power and the auto power, /powexec_unqueue only cancels the queued power. -
Here are the tables if you are going for END management (15 teleports/minute, or one every 4 seconds)
Speed (mph) with range Enhancements
ENH - TR ---- DO ---- SO
0 --- 51.1 --- 51.1 --- 51.1
1 --- 53.7 --- 56.3 --- 61.4
2 --- 56.3 --- 61.4 --- 71.6
3 --- 58.8 --- 66.5 --- 81.8
4 --- 61.4 --- 71.6 --- 92.0
5 --- 63.9 --- 76.7 --- 102.3
6 --- 66.5 --- 81.8 --- 112.5
END/s with END Reduction Enhancements
ENH - TR ---- DO ---- SO
0 --- 3.75 --- 3.75 --- 3.75
1 --- 3.47 --- 3.23 --- 2.82
2 --- 3.23 --- 2.84 --- 2.26
3 --- 3.02 --- 2.53 --- 1.88
4 --- 2.84 --- 2.29 --- 1.62
5 --- 2.68 --- 2.08 --- 1.42
6 --- 2.53 --- 1.91 --- 1.26 -
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At the base 100yd distance over the 4s activation time, you average 51mph.
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I did a test the other night, and was able to squeeze out 19 teleports in a minute, which puts the time per teleport closer to 3 seconds, which gives:
100yds/teleport * 19 teleports/min * 60min/hr * 1mi/1760yds = 64.8 mph
for range unenhanced teleport
2.2 * 64.8mph = 142.5mph
for 6 even level SO range enhanced teleport
END:
15 END/teleport * 19 teleports/min * 1min/60sec = 4.75 END/s
Unenhanced for END
Enhancement chart (even level enhancements):
Speed (mph) with range Enhancements
ENH - TR ---- DO ---- SO
0 --- 64.8 --- 64.8 --- 64.8
1 --- 68.0 --- 71.3 --- 77.7
2 --- 71.3 --- 77.7 --- 90.7
3 --- 74.5 --- 84.2 --- 103.6
4 --- 77.7 --- 90.7 --- 116.6
5 --- 81.0 --- 97.2 --- 129.5
6 --- 84.2 --- 103.6 -- 142.5
END/s with END Reduction Enhancements
ENH - TR ---- DO ---- SO
0 --- 4.75 --- 4.75 --- 4.75
1 --- 4.40 --- 4.09 --- 3.57
2 --- 4.09 --- 3.60 --- 2.86
3 --- 3.83 --- 3.21 --- 2.39
4 --- 3.60 --- 2.90 --- 2.05
5 --- 3.39 --- 2.64 --- 1.79
6 --- 3.21 --- 2.42 --- 1.59
Note that base END recovery is 1.67 END/s, 2.92 END/s with 6 even SO slotted Stamina. (Reference) -
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I've searched but haven't found what I was looking for in regards to a couple of bind questions.
1. Is there a /copychat bind that works without specific tab names included?
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No, the tab name is a required parameter.
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2. Has a bind such as toggle_window been found to work for Badges without having to use menu$$contextmenu 18 so that the menu doesnt remain open?
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No, the devs must have forgot to put the badge window into the list of toggleable windows.
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3. Same as #2 concerning the ID card and if not then is there a menu$$contextmenu command that would work?
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/menu$$contextmenu 23
opens the ID card (25 for options, 27 for quit dialog) -
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Don't take it, it sucks, end of post...
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this much of the thread I can agree with.
I guess you can *force* it to work (as witness the copious advice of the OP), but what you can't do is make it FUN.
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Darn it, I knew I should have stopped writing after that first line.
Obviously there is no way to make it fun for you. Others might disagree. Still others might hate it at first, then after trying out some of my tips, come to like it. Others still will hate it at first, try some of my tips, and still hate it.
I didn't write this guide to make people like teleport. I just wanted to share what I've picked up through using it in the hopes that others would also find it useful. Much like what I've done with the /bind tricks I have learned. -
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END
Never attempt to use an END inspiration to extend your teleport chain. You won't be able to activate your next teleport during the inspiration animation, which will outlast your auto-hover, resulting in a fall.
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I tested this last night and this is no longer true in Issue 2. They modified the inspiration animation so that you can take them on the move in the air. So feel free to chew on a blue while teleporting. I would recommend popping it while you are in your teleportation animation so that you don't lose any time post-teleport. -
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It's not accurate. You have to target a point and apparently unless you can code crack to move your camera to illegal places that means porting into the air and then moving your view and trying to port again to your landing spot before you fall out of sight and have to do it again. Sure, I can teleport 100yrds away, but not 30yrds up and 10yrds over to get at a good spot to snipe safely from.
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Not much of a code crack to set /cam_dist to 100 ft, look down at yourself, and accurately select that perfect sniping point. Most of the time you wouldn't even have to use /cam_dist directly at all, just mousewheel back to 80 ft and do the same. -
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As it happens, I've found a sort-of-fix, but I won't elaborate. I have also seen at least one case where the "fix" prevented me from teleporting to a VALID location, where I clicked and the teleport was cancelled as if I was using a look-through-walls trick, even though the camera was in a perfectly normal positon.
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Spoken like a true exploit artist.. won't elaborate? You mean "won't share" and "don't want to get the other bug I found fixed."
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Most likely, what he is doing is setting cam_dist to a negative value. I just now tested that theory in-game, and it does let you see through buildings. I haven't played with it too much to see just how useful it can be, but it does seem like a neat trick. It also is most likely a range-checking bug on the part of the cam_dist command, which was probably intended to be strictly non-negative.
By the way, the mousewheel only does cam_dist distances from 0-80. I find 100-400 to be very useful distances. For instance, in those cases where you are having trouble teleporting up to the ceiling, set your cam_dist to 200 or so and look down. Then you can just teleport to the ledge that you were trying to teleport above directly.