Revamp Teleport


Atilla_The_Pun

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
And click, and click, and click, and click. I can set Fly to autoflight and walk away.
Yeah, because you might as well walk away. Grab a drink, make a sandwich, use the bathroom, take the dog for a walk, and then come back to the game. Maybe you'll be at your destination by then.

Quote:
Originally Posted by Samuel_Tow View Post
It's twice as unwieldy inside a mission where you may as well not even bother using it, because you rarely have 300 feet of straight corridors.
I don't think travel in missions is ever a big deal to begin with, but of my characters that use teleport, they all have sprint as well. Even without sprint, I don't find myself having problems keeping up with the team.

What I do find useful is being able to get through doors clogged by teammates, henchmen and enemies. Also, the ability to completely ignore immobilize and -speed and caltrop patches is nice. Teleporting past groups of enemies is better than stealthing past as well.

Quote:
Originally Posted by Samuel_Tow View Post
You can, by contrast, use Super Speed with great efficiency, Fly if you use Mouse Look and even Super Jump by hopping continuously even under a low ceiling.
And you were complaining about the endurance cost of teleport? Running those toggles in combat is extremely inefficient.


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
I don't think travel in missions is ever a big deal to begin with, but of my characters that use teleport, they all have sprint as well. Even without sprint, I don't find myself having problems keeping up with the team.
I don't recall saying anything about keeping up with a team. I talked about use inside a mission, which is to for moving around a mission quickly. Teleport does not help you with that, and Sprint is far slower as a mode of transportation than even Fly. My latest Brute is a Super Speeder, and Super Speed makes exploring those giant obstructed warehouses a breeze without letting my Fury drop too low.

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What I do find useful is being able to get through doors clogged by teammates, henchmen and enemies. Also, the ability to completely ignore immobilize and -speed and caltrop patches is nice. Teleporting past groups of enemies is better than stealthing past as well.
Flying past enemies works just as well, and both Hover and Flight keep you out of Caltrops patches. I'll grant you immobilization effects, but as long as we're talking anecdotes, all the characters concerned that I own have immobilization protection. And while run speed debuffs are a bummer, they don't affect flight speed or jump speed and Super Speed tends to have enough buff to negate them anyway. Not in massed Caltrops patches, obviously, but nothing is perfect.

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And you were complaining about the endurance cost of teleport? Running those toggles in combat is extremely inefficient.
I never said anything about running them in combat. I said using them in missions, and missions are more than just combat. I have my travel power bound to the C key, and I activate it every time I need to move from spawn to spawn, deactivating it as combat starts. It allows me to cut out a lot of time just running around, and believe me when I say that the way I play, there's a lot of running around to be had.

---

And again, if you like Teleport, you don't have to justify it to me. I'm not going to come to your computer and take the power from you. But I still don't believe it deserves that cost.


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Originally Posted by Arcanaville View Post
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Posted

Quote:
Originally Posted by Samuel_Tow View Post
I don't recall saying anything about keeping up with a team. I talked about use inside a mission, which is to for moving around a mission quickly. Teleport does not help you with that,
... excuse me? I don't think you've paid attention to what Teleport can do, Sam.

Caltrops patches? I can ignore them.
Immobilizes? I laugh at them.
I can teleport *past* enemies, if need be - flying, jumping, yes even SSing past can cause aggro.
I can, alternately, teleport *right into the middle* of enemies. No need to be a Shield tank. TP in, group hold (as many multi target holds are PBAOE.) TP in, Nova. TP in, refill END or Health. No pre-aggro, no getting knocked back as I'm on my way in, or held or mezzed. Teleport, queue, explode on arrival.

Teleport is *extremely* useful in combat.

Plus, as a side bonus - since you talk about END - I don't accidentally leave it running or not have it detoggle and continue to drain END I could otherwise use to fight. Benefit of being a click.


 

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How about stored locations, you would have to first mark a location then you could teleport back to that location each toon could have a number of such spots stored (stay two or three).


 

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Originally Posted by Techbot Alpha View Post
Because Team Teleport is SO useful-

Oh, wait.

I'd rather have a combat teleportation power with a shorter range, MUCH shorter activation and animation time and mini-endurance cost that allowed us to do actual teleport fighting. But hey ho...
And the ability to teleport right next to flying foes without over shooting them.


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Posted

I always thought that a good 5th power for the Teleport pool would be a Teleport to Node power. The idea is that the character is tapping into the existing medical\security transport system to arrive at a pre-determined location where a clockwork guard\police or arbiter drone is posted.


^


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Originally Posted by Memphis_Bill View Post
Problem, as pointed out before - the game does not track Z-axis (height.) Big issue.

And there'd be no reason to *require* all four other powers. Current 5-power APPs/PPPs do not, for instance.
I don't know where you got the information, but okay, if the game is unable tell the z-axis. Then the use of markers could easily be used to set a teleport point to set at a z-axis without falling through the map. Much like the markers used for SG teleport, mission teleport, Ouroborus teleport. Map teleport markers wouldn't let someone teleport anywhere although they could teleport to key points on the map.

I think rather then power requirements. SoloTFs could be completed to unlock these types of unique power. Even SoloTFs that can only be completed by incarnates if too something.


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Originally Posted by Carnifax_NA View Post
if they announced that Teleports End Cost is being halved I wouldn't complain.
Ditto

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Originally Posted by Memphis_Bill View Post
I can, alternately, teleport *right into the middle* of enemies. No need to be a Shield tank. TP in, group hold (as many multi target holds are PBAOE.)
My Rad/Dark/Power often starts a fight with Power Build Up > Teleport > EM Pulse. Assuming I'm out of aggro range before starting, queueing EMP during the teleport animation means I don't take one speck of damage. (Well, okay, EMP only has a 50% chance to hold bosses.)

Quote:
Originally Posted by Force_Encephalon View Post
I don't know where you got the information, but okay, if the game is unable tell the z-axis.
Have you ever tried putting a thumbtack on the minimap? O.o

The marker for a thumbtack is never actually on the ground. It's always in the air on in some geometry.


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Posted

Quote:
Originally Posted by McBoo View Post
I always thought that a good 5th power for the Teleport pool would be a Teleport to Node power. The idea is that the character is tapping into the existing medical\security transport system to arrive at a pre-determined location where a clockwork guard\police or arbiter drone is posted.


^

I don't like this idea mainly because the location is predetermined, and you have no control as to where to go. I would prefer to instantly teleport anywhere I need/want to go in an instant, not necessarily a store, mission door, or node.


 

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Originally Posted by Support View Post
I would prefer to instantly teleport anywhere I need/want to go in an instant, not necessarily a store, mission door, or node.
Where else do you plan to teleport?


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Quote:
Originally Posted by Fleeting Whisper View Post

My Rad/Dark/Power often starts a fight with Power Build Up > Teleport > EM Pulse. Assuming I'm out of aggro range before starting, queueing EMP during the teleport animation means I don't take one speck of damage. (Well, okay, EMP only has a 50% chance to hold bosses.)
I wish there was a second version of teleport available that didn't have the hover attached to it. I wanted to do pretty much the same thing you are with my earth/earth dom but several of those powers require you to be standing on the ground.


 

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Originally Posted by Techbot Alpha View Post
Group Fly should have that damn -ToHit penalty removed, though...What the HELL are they thinking leaving that in...?
Okay, imagine that you can't fly. Suddenly, in the middle of a fight you find yourself floating 10 feet above the ground. Let's see how accurate YOU are

Remember in Fantastic Four: Rise of the Silver Surfer when Sue ends up with Johnny's powers and starts floating up in the air because she doesn't know how to control the flight, having never done it before? That's kind of why there's an accuracy penalty I think, because someone who ordinarily does not fly will have difficulty hitting with their attacks because of the unaccustomed movement.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
Okay, imagine that you can't fly. Suddenly, in the middle of a fight you find yourself floating 10 feet above the ground. Let's see how accurate YOU are

Remember in Fantastic Four: Rise of the Silver Surfer when Sue ends up with Johnny's powers and starts floating up in the air because she doesn't know how to control the flight, having never done it before? That's kind of why there's an accuracy penalty I think, because someone who ordinarily does not fly will have difficulty hitting with their attacks because of the unaccustomed movement.
Well, don't forget that fly used to have the same penalty.

I think the devs just don't want people to freely travel without penalty.


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Posted

Quote:
Originally Posted by ClawsandEffect View Post
That's kind of why there's an accuracy penalty I think
No, the tohit penalty is there because that's what travel power suppression replaced. Group Fly hasn't been given the suppression of Fly, Super Speed, and Super Jump, because is Player A runs GFly and player B gets suppressed, B cannot keep up with A and will fall out of GFly.


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Posted

Quote:
Originally Posted by Fleeting Whisper View Post
Where else do you plan to teleport?
Anywhere but present location. Such as :

1) Team Mate standing in middle of grassy field.

2) Top of Building. (Looking to hunt COT in King's : They are usually on top of buildings there)

3) Something not an Icon on the minimap. Anywhere I please to fit my fancy.


 

Posted

Quote:
Originally Posted by Support View Post
My suggestion for teleport. Lets have a 5th power added to teleport Power Pool. Make the requirement all 4 prior teleport powers to be selected before you can select the 5th.

Map Teleport - You select power then click on a location on Minimap. You are then instantly teleported to location. Must be in same zone to use. Does not work in missions. 30 minute cool down time.
Funny thing this was the how teleport originally worked. Or so I herd. Apparently they quickly changed it because so many people were getting stuck.


 

Posted

Someone in my SG suggested this years ago on our SG boards, I thought it was a great idea so....

I'd like to see a change to the last power in teleportation (and flight for that matter). I'd like to see the last power be a toggle that when used in conjunction with tp, would be a team tp. When used with the recall friend, would be a team recall. When used with tp foe, would be a small radius/max 5 target tp foe.

The flight powers could be a group hover, group fly and a cone melee/small pbaoe for air superiority when the last power was toggled and used with hover, fly and air superiority respectively.

Endurance usages could be based on targets transported or hit.

A decline all/always ask/accept all option in the menu for group fly/tp type powers would be nice to have if we don't already do.


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Posted

Quote:
Originally Posted by Support View Post
Anywhere but present location. Such as :

1) Team Mate standing in middle of grassy field.

2) Top of Building. (Looking to hunt COT in King's : They are usually on top of buildings there)

3) Something not an Icon on the minimap. Anywhere I please to fit my fancy.
You said 'node'. I read 'thumbtack'. Thumbtacks can go anywhere.

Now, they're not going to give you teleport to thumbtack and a command to place a thumbtack at given coordinates, but that's just common sense.


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Posted

My apologies for necro'ing a near month old topic but I felt posting a second topic of similar discussion would be just as bad.


My main concern is the endurance cost. Must it be so high, I can understand being in combat would/should take big chunks out like it does but right now as it is it can be a pain to manage at low levels as soon as you get your travel power.


My idea would also be to completely revamp Teleport Foe and instead make it a Combatic variant where you teleport to the target and strike with a cheep shot. This still requires a target.


A secondary affect of the travel power itself could revolve around using your map (requiring fog off war to be cleared) as well as entering specific hubs of zones you've already visited. Kind of like a self sufficient transit system.

Other than that, the limitations of this game make it a wee bit difficult to design it kind of like Champions. Which TP was something they got exceptionally well right off the bat (abused all to hell in PVP but it shouldn't even have PVP to begin with).


 

Posted

As long as this thread is risen from the dead anyhow, I'd like to suggest a totally different fifth power for the teleport pool: Combat Jaunt. This power requires you to have a target, and teleports you next to that target, with no location crosshair. Short range, low end cost, made for battle instead of travel. Let's have a teleport power that doesn't require the mouse!


 

Posted

Since when has 30 days been necroposting?


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Posted

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Originally Posted by Techbot Alpha View Post
Blasters? They are not pets. Ergo, they can manage their own buffs.
He's talking about a MM. For them, the entire team are just a bunch of semi-powerful pets they don't have to look after so much.



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Posted

Quote:
Originally Posted by Ephemeris View Post
Someone in my SG suggested this years ago on our SG boards, I thought it was a great idea so....

I'd like to see a change to the last power in teleportation (and flight for that matter). I'd like to see the last power be a toggle that when used in conjunction with tp, would be a team tp. When used with the recall friend, would be a team recall. When used with tp foe, would be a small radius/max 5 target tp foe.

The flight powers could be a group hover, group fly and a cone melee/small pbaoe for air superiority when the last power was toggled and used with hover, fly and air superiority respectively.

Endurance usages could be based on targets transported or hit.

A decline all/always ask/accept all option in the menu for group fly/tp type powers would be nice to have if we don't already do.
Dear Zeus! That would be awesome.

Quote:
Originally Posted by Samuel_Tow View Post


Flying past enemies works just as well, and both Hover and Flight keep you out of Caltrops patches. I'll grant you immobilization effects, but as long as we're talking anecdotes, all the characters concerned that I own have immobilization protection. And while run speed debuffs are a bummer, they don't affect flight speed or jump speed and Super Speed tends to have enough buff to negate them anyway. Not in massed Caltrops patches, obviously, but nothing is perfect.
Depends on if you're trying to stealth. Porting past a group of baddies bunched up in the middle of a crowded hallway means you never were close to them, so you never were in their perception range.


Quote:
And again, if you like Teleport, you don't have to justify it to me. I'm not going to come to your computer and take the power from you. But I still don't believe it deserves that cost.
The main advantage I think they're trying to account for is that it has instant recharge. No amount of slowing or -rech you will ever impede your ability to move quickly. Really nice against those Tsoo Tatooed guys, and ice throwers.

It's not a convenient power, but it has huge tactical advantages in a combat situation, which need to be offset. The idea is to ensure that if you abuse it, you'll end crash and die.