Make Foot Stomp / Solar Flare usable when hovering at ground level?


Airhammer

 

Posted

I would simply like to see the KB from Solar Flare removed...


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Posted

Quote:
Originally Posted by Edana View Post
The only power I want the grounded aspect removed from is Lightning Rod, it makes no sense for you to have to be on the ground to summon a teleporting lightning strike that can then terminate in mid air.
Hell, yes.


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Posted

Quote:
Originally Posted by Streeja View Post
First you have to seperate the thematic reasons, then look at code reasons. Footstomp doesn't makes it past the thematic step. You can't footstomp or slam your hands into the ground if you can't reach it.
Now if they changed the name and animation, well that would be different. But I don't see that happening.
But you can hit the air hard enough that it creates a huge shock wave strong enough to compress the ground and cause a localized earth quake shaking the ground, and yes that is possible.


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Posted

Quote:
Originally Posted by Santorican View Post
But you can hit the air hard enough that it creates a huge shock wave strong enough to compress the ground and cause a localized earth quake shaking the ground, and yes that is possible.
It might well be, but since you've just sent everyone flying away from you stunned doing so the localised earthquake comes a bit late.


 

Posted

Quote:
Originally Posted by The_Coming_Storm View Post
I mean, why not? You can place traps while hovering very near to the ground. Being able to use Combat Flight and use Solar Flare would definitely be a great boost to Human PBs.
I think you have a very, very, very wretched definition of a Great Boost.


 

Posted

Funny thing.

I PM'ed Castle about this last week.

I was wondering if the 'groud only' powers were like that as part of balance consierations and if there was any chance of removing the limitation on some or all of them. He said for the most part they weren't. He implied it was mostly for aesthetic reasons. "How does one stomp the ground while flying in the air" he asked.

I took it from his response, and past things said, that the power system has no way of knowing how close to the ground a flying character is, just that they're flying.

That said, he didn't say he was against the idea of removing the 'ground only' from some powers or not. There's likely more work involved than simply removing the flag from the power, so I'm not holding my breath for this happening any time soon.



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Posted

Quote:
Originally Posted by Johnny_Butane View Post
I took it from his response, and past things said, that the power system has no way of knowing how close to the ground a flying character is, just that they're flying.
This much cannot be true, as shown by the traps powers which can be activated while hovering, but only when close to the ground.


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
This much cannot be true, as shown by the traps powers which can be activated while hovering, but only when close to the ground.
Then perhaps there is hope.



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Posted

Quote:
Originally Posted by Capa_Devans View Post
As an aside, why hover with a tank? Shouldn't you be in front of your team and going in first? Tad tricky even if you do have the wazoo SB'd out of you while hovering.
Maybe they want to use Hover for the Defense. Hover has the same Defense buff as Combat Jumping, but if you have a power set like Super Strength, Hover takes two of your attacks off the table for no good reason.


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Posted

They work differently, traps tries to place the thing in front of you, but if there's no nearby ground then you get the "target in air" error message over your head.

If you try to activate footstomp in the air, there is no error message, the power just doesn't activate.

Maybe this ground-check can be used with an invisible dummy trap as a workaround for Footstomp and other powers.


 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
This much cannot be true, as shown by the traps powers which can be activated while hovering, but only when close to the ground.
It doesnt show the game knows how high one is flying/hovering, it just shows the power has a given castable range.

I dont think FS is immediately barred from hover-use because of concept, because after all its in the same set as handclap, but its definitely a little sketchy. Handclap is the percussive force of your hands hitting each other. I cant see Footstomping air doing much, in the real world or superhero world.


 

Posted

Quote:
Originally Posted by RabidBrian View Post
It doesnt show the game knows how high one is flying/hovering, it just shows the power has a given castable range.

I dont think FS is immediately barred from hover-use because of concept, because after all its in the same set as handclap, but its definitely a little sketchy. Handclap is the percussive force of your hands hitting each other. I cant see Footstomping air doing much, in the real world or superhero world.
Castable range?
Acid Mortar isn't a targetted locational. It spawns on your location.


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Posted

Quote:
Originally Posted by RabidBrian View Post
I dont think FS is immediately barred from hover-use because of concept, because after all its in the same set as handclap, but its definitely a little sketchy. Handclap is the percussive force of your hands hitting each other. I cant see Footstomping air doing much, in the real world or superhero world.
Yet, Foot Stomp *does* damage and affect enemies who are close to the ground, yet not touching it.


My reply to Castle on the subject was to allow Foot Stomp to work in air and just hand wave it like we do Dual Pistol users who never have to reload or run out of ammo, Fire Tankers who can light up while standing chest deep in water and people who can call down "nukes" from Warburg weapon satellites while underground/in another dimension/in the past, etc.

If it means more viable build options, and it's not a limitation for balance reasons, by all means allow it.



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Posted

Quote:
Originally Posted by Edana View Post
"Aiiik"? please tell me you're kidding. Not that it's bothering me much since my brute prefers to taunt things by smashing them in the face, but still.
That doesn't work very well when you're taunting a stray mob off a character at range.

Still wouldn't have a hovering tank, defence or not. My main tank has air sup and has def from other sources. To me it's more important to get in front of the team and take the alpha than hover. YMMV. My blaster however, is almost always in hover.





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Posted

Quote:
Originally Posted by Capa_Devans View Post
Still wouldn't have a hovering tank, defence or not. My main tank has air sup and has def from other sources. To me it's more important to get in front of the team and take the alpha than hover. YMMV. My blaster however, is almost always in hover.
You completely miss the point that said Tanker is hovering in the middle of the crowd and would be using the defence from Hover to help them do so. You don't think Tankers with Combat Jumping use it to bounce around instead of tanking, do you?


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Posted

The only tanks I have seen with hover, that acutally use it in combat are fire and dark who apparetnly don't want to deal with -KB IOs or having acrobatics and just use hover to keep from getting tossed around.


 

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Quote:
Originally Posted by HelinCarnate View Post
Ever see a lightning bolt come within 100' of the ground but not hit anything? Lighting will either go cloud to cloud or cloud to ground, never cloud to almost to ground.

The only part that does not makce sense is being able to have it strike in mid air.

Edit to add: Now I could get behind it if you were able to summon a ligtning bolt that hits you mid air and you could redirect it to the ground.

Actually lightning travels ground to cloud, not cloud to ground.


 

Posted

Quote:
Originally Posted by Capa_Devans View Post
That doesn't work very well when you're taunting a stray mob off a character at range.
Gloom for one target, Dark Obliteration for several targets. If there are more than you can reliably hit with one use of Dark Oblit. then you'd probably be having more fun over there anyway.

Quote:
Originally Posted by Red Valkyrja View Post
Actually lightning travels ground to cloud, not cloud to ground.
Actually it does both. In normal lightning negative ionisation in a cloud starts tracking groundward and induces a positive ionisation in the ground below that tracks upward. When the two tracks meet the plasma trails act like a wire, charge flows along it superheating the surrounding air and it explodes; big flash, loud bang, dogs run for the bedroom.

In most cases the downward trail is longer than the upward one and the strike appears to go from cloud to ground. If there is a particularly tall object for the upward trails to lead from then the upward path can be longer than the down stroke and the lightning appears to go ground to cloud.


 

Posted

Quote:
Originally Posted by Edana View Post
Gloom for one target, Dark Obliteration for several targets. If there are more than you can reliably hit with one use of Dark Oblit. then you'd probably be having more fun over there anyway.
This comment is so full of truth.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Quote:
Originally Posted by Red Valkyrja View Post
Actually lightning travels ground to cloud, not cloud to ground.
Well sort of. For most lightning, the negative charge in the clouds builds up and searches for the positive ground (oxymoron?). Once it hits the positive charge, that charge surges back to the cloud. So really cloud to ground to cloud is more correct.

Here is a nice slowed down version of how it works.

http://www.youtube.com/watch?v=2XwFF5idD_0

Even running this slow it is difficult to track. If you pause it at about second 4 you can see the burst from the ground.