a small bonus for hover
then surly by that logic it should have a varying end cost dependant on your AT as being out of melee is less beneficial to scrappers, tanks, Brutes, stalkers, and certain dommi builds?
Also how dose combat jumping prevent you from staying out of range if anything in some cases it should be better as your not gonna get immobilized?
Melee ATs with Scrapper, rather than Tanker, resistance scales don't get an endurance discount on their self-defence sets relative to tankers, despite those sets being unambiguously less effective on the scrapper-scale ATs than they are on tankers.
Corruptors don't get endurance discounts on their attacks, despite those attacks being less effective (modulo Scourge) than their Blaster counterparts.
Why, then, would melee ATs get an endurance discount on Hover?
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I'm not saying they should but your reasoning for hovers higher end cost was that it was useful to Ranged ATs so i followed that true as being less useful for melee ATs so there for they shouldn't suffer the higher endurance usage.
Also while yes a scrapper dose not receive a endurance discount for its shields compared to a tank those shields are still useful while a melee AT out of Melee combat isn't useful.
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How useful in combat tho I'm not sure considering a lot of combat takes place in caves and corridors where head room is limited.
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Very useful when those corridors are filled with KoA flinging Caltrops about.
However, it turned out that Smith was not a time-travelling Terminator
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also gives you semi KB protection
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It doesn't. They changed it a while back. Neither Hover or Fly offer any KB protection. In i13 a small Knock Down resistance was added to Hover but any knock back effect just leaves you floating in mid air for a couple of seconds, for the same time it would take you to get back up if you'd been knocked down without Hover/Fly.
It was changed AFAIK to make it less useful when they made the changes to KB/KD/KU, which IIRC was also when acrobatics was changed.
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also gives you semi KB protection
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It doesn't. They changed it a while back. Neither Hover or Fly offer any KB protection. In i13 a small Knock Down resistance was added to Hover but any knock back effect just leaves you floating in mid air for a couple of seconds, for the same time it would take you to get back up if you'd been knocked down without Hover/Fly.
It was changed AFAIK to make it less useful when they made the changes to KB/KD/KU, which IIRC was also when acrobatics was changed.
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I'm not sure that is quite correct. I recall seeing a post from BABs stating that the amount of time spent floating there semi-stunned is half that spent on your back if knocked down. However players on the US boards seem to have contested this. I can't find the post at the moment though so can't verify this.
Either way, I find the effect of a KB attack while hovering much less annoying than being knocked off my feet. But that's just personal opinion.
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And, of course, you don't actually get knocked back, which saves some time if you don't have to get back into range.
However, it turned out that Smith was not a time-travelling Terminator
Which was my point if your in the air and hit by a strong KB power (one that actually sends you back not just down) all you do is float there for a few seconds tho would look much better if you did go flying back.
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Which was my point if your in the air and hit by a strong KB power (one that actually sends you back not just down) all you do is float there for a few seconds tho would look much better if you did go flying back.
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I use hover and fly on my blaster, extensively. From my experience when hit with enough knock back you still get knocked back (looks at any AV with knock back). Normal mobs make you flip often enough which is now more annoying than CJ, if you're on your back you know that you'll get up. Whilst flying/hovering you flip and then wait what always feels to be an indeterminate time before you can actually do anything (though I know that time is fixed).
The perception that it is longer or shorter than the 'downtime' associated with CJ is based on that 'hang time' when you can't do anything, whether or not it is actually true is irrelevant due it being based on a players perception. Just as the perception that Hover is too slow is just that a perception.
As for the time spent getting back into melee being a deciding factor, taking Hover on a melee character that would normally rely on positioning to make the most of his or her abilities is IMO at any rate rather pointless, and where CJ comes into its own. Not that I'm saying that Hover is useless on a melee character, but that there are better alternates for nearly all the things a melee character is doing. Possible exceptions would be airborne mobs, however as there are very few airborne mobs that can't be -fly'd I don't think that is an important aspect. If flight is important for concept of a character if you plan on playing in melee then fly itself is a far better option, and with IOs not that bad in END cost.
Personally:
I'd rather Hover be a stable firing platform for a ranged character than be a fast positioning system for which we already have flight.
Of course Hover has a higher End cost than CJ.
Hover gives ranged-attack characters the bonus of being able to significantly nerf a great many opponents' damage output - especially at low level. I'd rather have those $GANG Slammers and Choppers attacking my Blaster, Defender, or Controller with their poncy little handguns than with sledgehammers and fire axes.
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