Remove exlusive toggling
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Basically remove the mutually exclusive nature of SJ, CJ as none of the other travel powers are non stackable
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Of the 6 powers you mention:
Swift: This is a passive power, so stackability's hardly an issue
Sprint: An inherent power, rather than a travel pool one. FWIW using it does detoggle various other powers, most significantly Granite Armour's mezz protections.
Hurdle: Another passive
SS: There isn't another travel related power in the same pool that could be exclusive
CJ (other than with SJ): Why add this to a list of non-stackable powers when your whole argument is based all about it not being stackable? This power also detoggles the Granite mezz protection, BTW.
You also left out Hover (KB and +DEF) and Fly, two mutually exclusive powers from the same set.
So, of the two travel pools that actually have more than one toggle power, both have unstackable level 6 and level 14 powers.
/unsigned based on the current argument - CJ/SJ seem fairly balanced compared to all the other travel options.
So why should hover/fly be exlusive you lose Kb protection when flying rather than hovering, oh yes I can fly better and faster but I have no resistance to Kb anymore which I had when I couldn't fly as well ???????
And I mentioned the powers I did cos they all stack with each other to improve your travelling ability, SJ,CJ and the one I forgot Hover/Fly don't why? especially as it involves dropping protections when using a supposedly better power, perhaps a better suggestion would be add the protections from lower tier powers to the higher ones it would have much the same effect. Also I have never played a granite and wasn't aware of the issues there.
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So why should hover/fly be exlusive you lose Kb protection when flying rather than hovering, oh yes I can fly better and faster but I have no resistance to Kb anymore which I had when I couldn't fly as well ???????
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So you're dropping the original claim that "none of the other travel powers are non stackable"?
TBH not sure if Fly gives you KB protection or not; it definitely doesn't give you the small +DEF boost that Hover does. As I understood it the rationale is that with Hover you're paying more attention to your surroundings; that makes it easier to dodge things (the +DEF), but means you have to move a lot more slowly.
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So you're dropping the original claim that "none of the other travel powers are non stackable"?
Yes as I said I forgot Fly/Hover
TBH not sure if Fly gives you KB protection or not; it definitely doesn't give you the small +DEF boost that Hover does. As I understood it the rationale is that with Hover you're paying more attention to your surroundings; that makes it easier to dodge things (the +DEF), but means you have to move a lot more slowly.
Think that's just a bit a blag myself if I'm static with fly why does it's extra speed not increase my chance of dodging that stream of hot lead not decrease it???
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So you're dropping the original claim that "none of the other travel powers are non stackable"?
Yes as I said I forgot Fly/Hover
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Ah, you did - sorry, I missed that.
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TBH not sure if Fly gives you KB protection or not; it definitely doesn't give you the small +DEF boost that Hover does. As I understood it the rationale is that with Hover you're paying more attention to your surroundings; that makes it easier to dodge things (the +DEF), but means you have to move a lot more slowly.
Think that's just a bit a blag myself if I'm static with fly why does it's extra speed not increase my chance of dodging that stream of hot lead not decrease it???
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You could make a case for it being like driving a car - if you want to do careful manoeuvring, you slow down. Similarly, if you want fine control so you can dodge things, you need the slow Hover rather than the fast-but-not-good-at-cornering Fly.
Similarly if you want to dodge attacks and immobs you need the controlled CJ rather than high-power SJ.
And in both cases you're either concentrating on fine control, or going flat out for speed - you have to use one or the other, and can't manage both at once.
Perhaps I still find it rather odd that from a position of stillnes you have too pause to change powers to make that choice whereas the real choice would be totally instinctive and instantanious, more like running both powers at once, which would also cost you a fair amount of endurance surely not too great a cost for the added flexability.
But you don't have to pause to switch. If you click the other you switch straight into it, don't you? So if you go from hover to fly you just speed up and vice-versa.
Indeed, there is no need to pause to switch. you can even use a keybind if you want really instantainous gear changing.
I really should do something about this signature.
I bound hover to button5 and fly to button4 on my mouse. Can swap between the two on a moments notice. There's no delays, no pauses no nothing, the change is instant.
Alternatively, make a bind which cycles between hover and fly, which also is easily done.
No need to change that imo. Unless you actually just wanna stack the powers for more benefit.
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Indeed, there is no need to pause to switch. you can even use a keybind if you want really instantainous gear changing.
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This is what I do, always bound to the F key. It's fast and effortless for switching from CJ to SJ (or Hover to Fly) and back again. I don't even have to think about it now, it's automatic from habit. For those unfamiliar with keybinds try this basic one:
/bind f "powexectoggleon Super Jump$$powexecname Combat Jumping"
First press of F will turn on CJ, second press will turn off CJ then turn on SJ, third press turns on CJ again (which automatically turns off SJ), and so on, continuing to toggle with each keypress from there onwards (substitute in Fly and Hover and it works for them too). Multiple powecname commands conflict with each other, so this gets around it by using powexectoggleon too.
But you can use multiple powectoggleon statements in a single keybind if you want, so you can turn on several toggles with a single key (handy for if you get toggle-dropped in combat, or just for when first logging in to toggle-up) - I do this on pretty much every character, for example (from my Fire/Fire Brute):
/bind f "powexectoggleon Super Jump$$powexecname Combat Jumping$$powexectoggleon Tough$$powexectoggleon Plasma Shield$$powexectoggleon Fire Shield"
Because commands in keybinds are carried out from right to left this will turn on Fire Shield first, then the next press of F turns on Plasma Shield (the toggleon statement for Fire Shield being ignored because it's already on), then Tough on the next press, then CJ after that, then CJ/SJ will toggle as per the first keybind from then onwards.
Just bear in mind there's a 255 character limit on keybinds - I actually hit it once on my Claw/WP scrapper - I was trying to make a bind that would switch on all 7 of his toggles (4 from WP plus Tough, FA, & CJ/SJ) from 7 keypresses of a single key
Cool nice one guys never thought of this, not really much of a keybinder kinda like the point click system but I assume I can achieve much the same thing with a macro, still wont't stop that [censored] arachniod immmobing me the sec I toggle to SJ but hey you can't have everything I suppose.
Actually, you'll probably find that's an immob that's already on you but is being resisted by CJ. Then when you switch to SJ the full effect kicks in (had this myself fighting Silver Mantis)
Your probably right just thought it was highly annoying and somewhat unrealistis to my mind at least. Perhaps add a 'and for x seconds' to the immob protection of CJ.
Basically remove the mutually exclusive nature of SJ, CJ as none of the other travel powers are non stackable swift,sprint,hurdle,SS, CJ (other than with SJ) and it prevents people in PvP using SJ as a travel power running there immob protection.