Team teleport


Fleeting Whisper

 

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Hi all
I been looking at this power and I though it would teleport my entire team to me. I was kind of disspointed that it just like teleport. Is there a power that will teleport the entire team to me?


 

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Assemble the Team, the veteran reward for 42 months fo subscription time.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

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Originally Posted by luchin View Post
Hi all
I been looking at this power and I though it would teleport my entire team to me. I was kind of disspointed that it just like teleport. Is there a power that will teleport the entire team to me?
Team Teleport is more of a tactical tool for your team, such as performing a coordinated strike on a specific foe. However, be wary of firing off a string of teleports in a row, since lag can cause you to lose people.

-Johnny


 

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Quote:
Originally Posted by Johnny_Taxibot View Post
Team Teleport is more of a tactical tool for your team, such as performing a coordinated strike on a specific foe. However, be wary of firing off a string of teleports in a row, since lag can cause you to lose people.

-Johnny
*heh* You say "can" like you might lose people. If you do more than two jumps in a row it's effectively guaranteed you will lose people based on my experiences with the power. If you try to use Team Teleport as a travel power it has regular Teleport's short hover duration, so if you try waiting for all your teammates to appear after a jump anyone without a flight power will probably drop out of range of the power and if you use it immediately anyone who hasn't matched your position yet will get left behind.

Other than Masterminds or primarily melee teams there are few times when it's even useful for coordinated strikes. It's a very situational power at best.


Fleeting_Whisper, you forgot about the Summon Teammates temp power granted for completing Steel Canyon Mayhem and Safeguard missions. It has a much shorter recharge time than Assemble the Team, but only lasts for 24 hours of play time.


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Originally Posted by Schismatrix View Post
Other than Masterminds or primarily melee teams there are few times when it's even useful for coordinated strikes. It's a very situational power at best.
I've seen it be very useful on several superteams, such as the Fire/Rads (8 copies of Hotfeet and Choking Cloud suddenly enveloping the enemy is very effective). In those cases, it's also helpful to spread the aggro evenly, rather than an alpha strike on one single person. When I was on the Traps superteam, I also discovered that if I hit the button for Trip Mine, Acid Mortar, or Poison Trap right as I noticed our teleporter starting his animation, the pet would appear right as we finished the teleport, rather than leaving the pet behind or having to wait for the animation to finish.

On a team that's coordinated and expecting it, Team Teleport can distribute and diffuse alpha strikes, and accelerate the team's speed (cutting out the time to travel between spawns). On most teams, it can be a hindrance.

Quote:
Originally Posted by Schismatrix View Post
Fleeting_Whisper, you forgot about the Summon Teammates temp power granted for completing Steel Canyon Mayhem and Safeguard missions. It has a much shorter recharge time than Assemble the Team, but only lasts for 24 hours of play time.
You're right, I forgot. I haven't played a villain in that level range in a long time, and my heroes usually end up missing the Safeguards after King's Row. (And Praetorians don't get it.)


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Quote:
Originally Posted by Schismatrix View Post
*heh* You say "can" like you might lose people. If you do more than two jumps in a row it's effectively guaranteed you will lose people based on my experiences with the power. If you try to use Team Teleport as a travel power it has regular Teleport's short hover duration, so if you try waiting for all your teammates to appear after a jump anyone without a flight power will probably drop out of range of the power and if you use it immediately anyone who hasn't matched your position yet will get left behind.
Yes, if the team has any altitude, then you need Group Fly in order to provide time that accounts for lag. Even so, I've found it necessary to watch the mini-map to see when everyone has been "ported," then pause another 2-3 seconds before the next jump.

This seems to be a minimum requirement to avoid inadvertently leaving someone behind. Case in point, I once had a team where someone else had Team Teleport, and they were frustrated by my pauses (however brief they were). So they started teleporting the team and prompted started losing people. <urg>

-Johnny