edit SG base telepad/beacon question


CaptA

 

Posted

I have never done the editing of the SG base before but we have a telepad with only one item on it ( pocket-d ) and I wanted to attach the (Tera Volta) beacon to it.

I went to edit base, found the Tera Volta beacon and placed it next to the telepad but it says that the beacon is un-attached and that I have to attach it to use it and it doesn't say how to attach it.

how do you attach a beacon to the telepad?


 

Posted

There is nothing special to attaching beacons to the telepad. You just place them by it and they automatically attach.

I am betting your problem is you have the telepad in a Teleport Bay that only takes one beacon http://paragonwiki.com/wiki/Teleport_Bay.

You need to upgrade the room to at least Teleport Chamber 1 that will take two telepads and all 4 beacons for them.


 

Posted

If you have any other questions, see my guide (signature below).


"...freedom isn't a commodity to compromise." -- Captain America, New Avengers #21

Guide to Base Teleporters

 

Posted

We have the TV SG badge

I have tried to move a beacon from a neighboring telepad and the other beacon auto-attached to this telepad and worked fine.

The TV Beacon will not attach to the current telepad or the one I moved a beacon away from. It's like a worthless beacon.

could we have some kind of SG overall beacon limit or what?


 

Posted

AHHHHH

What's the difference between a Tech beacon and an Arcane Beacon....

other than one works and the other doesn't?


 

Posted

Quote:
Originally Posted by OutaControl View Post
AHHHHH

What's the difference between a Tech beacon and an Arcane Beacon....

other than one works and the other doesn't?
Tech beacons work with a Tech TP and not surprisingly, Arcane beacons work with the Arcane TP.

If your beacons are not working, I'd guess there's a mismatch.

Just sell the ones you have and buy the right type, you won't lose any prestige switching from one type to the other.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Quote:
Originally Posted by Finduilas View Post
Tech beacons work with a Tech TP and not surprisingly, Arcane beacons work with the Arcane TP.

If your beacons are not working, I'd guess there's a mismatch.
A highly annoying state of affairs. I find the Arcane teleporters to be much more aesthetically appealing, and the Tech beacons to be a heck of a lot easier to interpret when scampering through the base at speed.


 

Posted

Quote:
Originally Posted by Seschat View Post
A highly annoying state of affairs. I find the Arcane teleporters to be much more aesthetically appealing, and the Tech beacons to be a heck of a lot easier to interpret when scampering through the base at speed.
Yes, that's long been a complaint about the beacons. (that, and the fact that the art on the Pocket D and Grandville beacons is still broken. Grrr!)

One workaround is to use both beacons; I have the Arcane beacons behind my Arcane porters so they work, and Tech beacons in front of the porters for easy identification. You need a fair bit of excess control to pull that off, however, since you'll be charged control costs for both sets of beacons.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Quote:
Originally Posted by Seschat View Post
A highly annoying state of affairs. I find the Arcane teleporters to be much more aesthetically appealing, and the Tech beacons to be a heck of a lot easier to interpret when scampering through the base at speed.
Quote:
Originally Posted by Finduilas View Post
Yes, that's long been a complaint about the beacons. (that, and the fact that the art on the Pocket D and Grandville beacons is still broken. Grrr!)

One workaround is to use both beacons; I have the Arcane beacons behind my Arcane porters so they work, and Tech beacons in front of the porters for easy identification. You need a fair bit of excess control to pull that off, however, since you'll be charged control costs for both sets of beacons.
Another workaround:
/optionset ShowVillainName 1

That will display the names above all objects in the base.. making your trip through even an unfamiliar base, a breeze!


 

Posted

Quote:
Originally Posted by Master-Blade View Post
Another workaround:
/optionset ShowVillainName 1

That will display the names above all objects in the base.. making your trip through even an unfamiliar base, a breeze!
Oh, that's a new one for me, Master-Blade, thanks! I'll have to try that.


My Characters

Knight Court--A CoH Story Complete 2/3/2012