Teleportation, Jared's first time at PVP


Angelstar

 

Posted

Well, I finally got my first taste of PVP last night. I'd gone into Bloody Bay a handful of times but lucked out in regard to never running into any heroes. That changed last night when a friend summoned me there so we could deal with a fairly populated BB yesterday. Now, I've read a few FAQ's about PVP here on the forum, but I have to ask: Why isn't teleport considered THE method of transportation in PVP? Everyone talks about SuperJump like something crazy, but I found that once you wear down your enemy, he takes to the skies/leaps to the nearest Freedom base he can find...or at least does his best to get away from you.
My dominator had a blast out-teleporting people as they tried to get away...and, barring one example when I got tricked into an ambush (which was awesome, go Heroes) no one ever really escaped.
So I'm wondering: Why doesn't teleport get the big PVP reputation that I think it deserves? I know it's expensive but after a few endurance modifications I found (3 slotted) that problem was more or less solved for me.

So what's the big flaw with teleport in PVP?
-jared

PS: I was also shocked at how fun PVP was. For some reason, I pictured it to be a frustrating experience as I knew very little of it. On the other hand, being on a 4-man team lurking just outside the freedom base probably had something to do with the adrenalin rush.


 

Posted

The big flaw is for melee-only characters in particular it's nigh on impossible to stay close to a target, and it locks you in place for a second or two after porting. Also the porting line offers no additional mez protection powers (jumping's a fave for acrobatics, this may change however once people can slot the right IOs but they are currently highly sought after and hard to get!). Also teleport needs a few slots in END/Range to make it less of a huge endurance drain.


 

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i got the feeling that tp might be one of the new "in" powers what with issue 9 and the inventions making the possiblities of it very useful.
Anyone for stealth tp?? *although VERY expensive at the mo*
Reason iv never taken tp on a pvp based character is simply because of the number of pvpers who tend to fly straight up, with tp this is very difficult to do quickly However i do agree with you though that it is usefull for catching up to people in a pure sprint/ambush *especially with the stealth IO ), actually thinking about taking it on my controller now also . . . if you ever wanna pvp in BB/sirens, give me a yell @damz always willing to pvp

Edit: oh and welcome to pvp


@Damz Find me on the global channel Union Chat. One of the best "chat channels" ingame!

 

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TP are only useful for teleporting yourself out of danger really. If someone is pursuing me with TP as soon as I see him begin the TP animation I simply change direction and hes far far away from me.


 

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I have it on my traps corruptor but find it often has to be used preemptively to get the best out of it. Every single stalker I play has fly and TP, I just cant play a stalker any other way :P


My MA IDs:
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TP are only useful for teleporting yourself out of danger really. If someone is pursuing me with TP as soon as I see him begin the TP animation I simply change direction and hes far far away from me.

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aye thats basically the main reason for it.. it is way too inaccurate to use other than escaping. Not to mention leaving you hovering in the air for a bit, allowing someone with sj/ss/fly to just outmanoeuver you.

The reason SJ is favored is cause it has acro as said before. Other than that, it is pretty fast and gives you some vertical movement. The pros and cons of the travelpowers:

speed -
pros: hasten, fast
cons: no vertical movement, preventing you with keeping up with a chase most of the times

jump -
pros: acro, decent speed, low end cost, vertical movement
cons: still no full vertical movement, slower than SS so you wont keep up with a speeder on a straight piece, can be tricky to use

fly -
pros: full freedom of movement, decently slotted not really a very big end drain, knockback "protection" (you get flipped in the air), can stay out of (melee) reach of everybody not having fly themselves

cons: slowest of all travel powers, lots of -fly powers around

tp -
pros: can traverse big distances fast, tp foe, no -teleport (other than -teleport foe) powers available in pvp afaik
cons: major end drain, inaccurate, being stuck in hover for a few secs after each TP

hope that helps a bit


"god, how many devs did hami have to sleep with to get ED?"

Total Cat @Stagefright

 

Posted

Thanks for the input, the warm welcome, and a quick guide to the travel powers in PVP. (I would imagine Hurdle would solve the Super Jump speed issue, does that sound about right, since it increases Jump speed something crazy?)
On teleportation:
I didn't even think about melee archetypes...I'd imagine with them it'd be impossible to get teleport combat to work right. Still, I may have to try teleportation doom with my Assault/Kinetic Corrupter, if only because of the range bonus (I actually am thinking of unslotting my range enhancements in PVP, mostly because I kept overshooting my target whenever they did decide to stop running and make a stand.)

As for what 1damz said:
I was one of the lucky ones who got a Time & Space: Stealth teleport IO. That definitely helped, though since I've never PVP'd before, I'm not sure how much. I do know I wasn't jumped once, unlike a few other folks I was running around with. Also:

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TP are only useful for teleporting yourself out of danger really. If someone is pursuing me with TP as soon as I see him begin the TP animation I simply change direction and hes far far away from me.


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I'm not entirely sure they got to SEE the teleportation animation, what with the stealth IO. That said, unless they've turned their camera angle to directly behind them, I wouldn't imagine too many people actually see the animation. A few of the people I chased got smart and headed to more crowded terrain (Green Nugget for example) so that line-of-site became far too difficult to keep. Now THAT was infuriating. But smart. (This is where/how that ambush happened that I mentioned. Bastards baited me. It was great.)
-jared

Edit: Just leveled up my Kinetic and researched a future power. Apparently the only power out there that makes you Teleport Foe-proof is "Increased Density". Of course, you can't use it on yourself, so someone in PVP would actually have to have a teammate who had this for it to even show up and be useful...While I don't know if serious buffers roam the PVP circuit, if Teleport Foe ever becomes crazy popular, find yourself a Kinetic and make him your mascot.


 

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TP foe is quite common, stalkers use it to TP foe+AS, MM to get you in the middle of their minions for debuff/fear/slow etc, you can tp foe into drones if youre pushed back into the base or just use it to stop someone from running away when they are about to die.
There are some armors that give protection from it and orange insps also protects from it so you cant tp anyone.

If you got stealth and attack you will be visible and even if I dont see the animation, just changing direction constantly will get rid of anyone trying to follow with tp almost instantly. Instead of chasing after them its smarter to use tp foe to bring them back to you if possible. To me moving in pvp is like breathing, I never stand still because stalkers are out there if im on heroes and defiance blasters if im on villans. They basicly insta kill you and its annoying as hell.

Hurdle is used when you got SJ by basicly everyone because of the reason you said, it boosts your jump speed by quite alot. It still dont put you at quite the same speed as SS though so on a straight line you will loose him. Its not easy to just run in a straight line though, often there are debris or stuff in the way that makes it possible to catch up to them. However, once you catch up to him and attack your travelpower will be surpressed for a few seconds and you need some way to contain him in order to catch him and do some real damage. If you got a hold in the set that works against some, air sup might work with knockdown, slow works etc etc. Anything from stopping him from moving basicly.


 

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I'll be the first person to admit i'm not a "serious" PvP'er where every slot and every bonus counts but I've enjoyed a little sucess out in the zone with TP using a Stalker approach to my Blaster.
Appearing from 160+ yards away straight into Total Focus Range can be a surprise for the squishier enemy types. The advantage of being a blaster being that if you do miss melee range because they moved, unlike a scrapper/tanker you can still put significant hurt on the enemy. Pair 'porting with hover and you can take the Eagle Eye view of your prey and if you part of a team play exactly the same role as a stalker, wait till they start an animation then appear next to them from the sky, take your foe out and disappear before the enemy can react.
The trick with chasing people using it seems to be taking advantage of the scenery to pull you distances up short as needed, trees, buildings and signs are all your friends here.
Is it ideal, nope, is it great fun, i'm gonna say yeah


The pellet with the poisons in the Vessel with the Pessel, the Chalice from the Palace has the brew that is true...

 

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even if I dont see the animation, just changing direction constantly will get rid of anyone trying to follow with tp almost instantly.

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aye, good pvpers never stand still, movement is key. Once you stand still, its easier for them to get a lock on you and kill you. Dont expect your opponent to stand still either. Force him to stand still... Hence why most people take both SS and SJ when goin to the pvp zones.. massive speed/mobility + acro. Only if you intend on making quick getaways id suggest taking TP. After all i get bloody annoyed when you get a stalker trapped, prepare to deliver the killing blow and the bugger TPs away.. No amount of SS gonna keep up with that


"god, how many devs did hami have to sleep with to get ED?"

Total Cat @Stagefright

 

Posted

By the way, the best trick I've been able to pull off with the Teleport Stealth IO and the "teleport teammates" temp power is sneaking up to someone and then summoning EVERYONE into the mix.
Right now I'm too squishy to solo in PVP, but I make a very mean Scout who can always call in the cavalry.

Oh and while I understand what you're saying about being about to out-manuever a TP character chasing you, I still haven't found someone who could. Keep in mind I'm not trying to TP into combat range, I'm just trying to keep up until they slow down. And almost everyone stops eventually. I think the trick is using the ground to limit your TP range...otherwise I'd find myself 100 yards off-course. That said, its still a fun way to hunt down escapees. I think my favorite kill was when someone ran into the center of freedom base (and very near death) and I materialized next to them, finished the job my teammates had started, and teleported out before the turrets could make short work of squishy me.