Quick Group Fly question


Cainus

 

Posted

Does Group Fly have a target cap or is it only limited by the number of people you can get within hugging distance?


 

Posted

No target cap.


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Posted

Quote:
Originally Posted by Zamuel View Post
Does Group Fly have a target cap or is it only limited by the number of people you can get within hugging distance?
It's limited to your team, and it does have a maximum radius but it's quite large, 60' according to Mids. When you activate Group Fly everyone on your team and their pets within 60' of you are flying... and under a -25% tohit debuff which limits it's effectiveness. Your teammates have no option but to fly if they're in range which also causes the power to be unappreciated.


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Posted

Quote:
Originally Posted by Call Me Awesome View Post
... and under a -25% tohit debuff
I'm curious, what is the radius for the Leadership pool toggles?


 

Posted

Quote:
Originally Posted by Zamuel View Post
I'm curious, what is the radius for the Leadership pool toggles?
It's also a 60' sphere. Tactics from a Defender grants a 12.5% tohit bonus before enhancing, so a Defender can cancel out most of Group Fly's penalty with fully-slotted Tactics.


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Posted

Quote:
Originally Posted by Call Me Awesome View Post
Your teammates have no option but to fly if they're in range which also causes the power to be unappreciated.
This would be because in addition to the annoyance of flying all the time, there's several powers that simply are unable to be activated unless you are standing on the ground. Group Fly prevents the usage of these powers.


 

Posted

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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Posted

I only ever see it used by Masterminds, especially Bot MM's.


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Posted

Quote:
Originally Posted by Derangedpolygot View Post
I only ever see it used by Masterminds, especially Bot MM's.
In addition to using it for teams back when the Shards were first introduced I also used it for my Fire Imps.
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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Posted

Also remember it when doing the old style Hamidon raids.


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Posted

Quote:
Originally Posted by Lothic View Post
In addition to using it for teams back when the Shards were first introduced I also used it for my Fire Imps.
But the very few times it was useful for those things wasn't worth keeping the power in general for me.
i've had it on a few alts who used it mostly for Hami raids at different points, though it really depends on the current raid strategy. It can be very useful for attacking the higher mitos. The easy availability of the jetpacks has largely made it unnecessary. The massive tohit debuff makes it mostly unwanted.


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Posted

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.


 

Posted

Quote:
Originally Posted by kojirodensetsu View Post
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.
Team Teleport's range of 25 feet really makes it a useless power.


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Posted

Quote:
Originally Posted by Derangedpolygot View Post
Team Teleport's range of 25 feet really makes it a useless power.
Team Teleport is not a travel power. Team Teleport is a 'ambush the enemy with an entire team of players and pets' power.


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Posted

Quote:
Originally Posted by Derangedpolygot View Post
Team Teleport's range of 25 feet really makes it a useless power.
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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Posted

Quote:
Originally Posted by Zombie Man View Post
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.)
i've used team teleport and it's range is indeed much farther than 25'. 225' Sounds about right. Masterminds or pre-designed superteam ambushes aside it's rarely a very useful power. Once again i will state my support for adding a version of Fold Space/Assemble the Team/Summon Teammates as an alternate third tier power.


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Posted

In today's day and age, it could be heavily argued that the accuracy penalty in Group Fly should be greatly reduced.

Quote:
Originally Posted by Fleeting Whisper View Post
Team Teleport is not a travel power. Team Teleport is a 'ambush the enemy with an entire team of players and pets' power.
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?


 

Posted

Quote:
Originally Posted by Zamuel View Post
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?
I think it can transport some immobile things, but not all. Bizarrely, if I recall correctly, TTP can transport Spirit Tree, but not Triage Beacon, despite the fact that they're the same thing mechanically.

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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Posted

Quote:
Originally Posted by Derangedpolygot View Post
I only ever see it used by Masterminds, especially Bot MM's.
That's just to see the cool glow coming from the bot's feet


 

Posted

Quote:
Originally Posted by Zamuel View Post
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?
Other than what whisper said.. no Things like Acid Motar were given TP protection.

My guess as to why what Fleeting describes work is it isn't place until the animation is done.+


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