Quick Group Fly question
No target cap.
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Group Fly also has this annoying tendancy to make the person using the power travel like 1 mph faster than everyone else. The consequence of that is that over long distances you can easily have people fall far enough behind to be dropped. The trick I ended up using was to have someone else lead the group while everyone else put that person on follow. That way I'd follow the leader too ensuring that I would never outfly that person.
Group Fly had the potential to be a neat power but it just has so many quirks and drawbacks that I rarely use it anymore.
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I only ever see it used by Masterminds, especially Bot MM's.
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I only ever see it used by Masterminds, especially Bot MM's.
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But the very few times it was useful for those things wasn't worth keeping the power in general for me.
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Also remember it when doing the old style Hamidon raids.
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In the world today where everyone can buy a raptor pack for 10k there's really no need for group fly at all. It will just cause more problems than it's worth as previously stated.
Team teleport also suffers from causing more problems than it's worth syndrome.
In the world today where everyone can buy a raptor pack for 10k there's really no need for group fly at all. It will just cause more problems than it's worth as previously stated.
Team teleport also suffers from causing more problems than it's worth syndrome. |
The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
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Team Teleport's range of 25 feet really makes it a useless power.
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Anyone who has Team TP can verify that you can teleport *a lot* farther than just 25 ft.
(Teleport, in comparison, is 300 feet unenhanced. Two Range SOs in Team Teleport bring the range to 315 ft.)
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Actually, both the 'real numbers' in the game and in City of Data are incorrect. It's actually 225 feet. Mid's has been notified of the errata and should be updated with the next update which is soonish.
Anyone who has Team TP can verify that you can teleport *a lot* farther than just 25 ft. (Teleport, in comparison, is 300 feet unenhanced. Two Range SOs in Team Teleport bring the range to 315 ft.) |
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In today's day and age, it could be heavily argued that the accuracy penalty in Group Fly should be greatly reduced.
That said, is Team TP able to uproot otherwise immobile things like most of the traps in Traps, the location based AOEs in Trick Arrow, Spirit Tree, etc?
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Also, it seems that immobile pets don't actually become locked in place until the animation finishes. One of the people on the Traps superteam a while ago had picked up TTP, and we realized that if you started laying a Trip Mine at the same time our teleporter began the animation, the timing is almost perfect to explode the mine right on top of the enemies at the end of the teleport. However, TTP wouldn't move a Trip Mine that had already been placed.
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In today's day and age, it could be heavily argued that the accuracy penalty in Group Fly should be greatly reduced.
That said, is Team TP able to uproot otherwise immobile things like most of the traps in Traps, the location based AOEs in Trick Arrow, Spirit Tree, etc? |
My guess as to why what Fleeting describes work is it isn't place until the animation is done.+
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Does Group Fly have a target cap or is it only limited by the number of people you can get within hugging distance?
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