At last! New telepads


American_Angel

 

Posted

Do the new telepads simply recycle the appearance of the old ones? By that I mean, is there no way to tell, by visual inspection, at a distance, whether a telepad is the old 2 beacon variety, or the newer 6 beacon flavor? I *assume* there's no change(s) in appearance between the two, but I'd like confirmation, all the same.


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Posted

Quote:
Originally Posted by Redlynne View Post
Do the new telepads simply recycle the appearance of the old ones? By that I mean, is there no way to tell, by visual inspection, at a distance, whether a telepad is the old 2 beacon variety, or the newer 6 beacon flavor? I *assume* there's no change(s) in appearance between the two, but I'd like confirmation, all the same.
Yep. The telepads are visually identical to the old ones.



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Posted

Quote:
Originally Posted by Impish Kat View Post
I understand they will cost more in prestige, but have they left eng/ctrl costs the same?
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The Hacked Teleporter and the Basic Teleporter look the same (to me anyway). They use the same energy and control (50 and 25 respectively). The differences are six destinations vice two and a placement cost of 22500 vice 15000.

I was still unable to make beacons to the "opposite side" (for example to blue only zones from a villain base).

The Pocket D beacon looked nice and I heard the Grandville one was fixed too.

All I know so far.


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Posted

Quote:
Originally Posted by Redlynne View Post
Do the new telepads simply recycle the appearance of the old ones? By that I mean, is there no way to tell, by visual inspection, at a distance, whether a telepad is the old 2 beacon variety, or the newer 6 beacon flavor? I *assume* there's no change(s) in appearance between the two, but I'd like confirmation, all the same.

Here's the Basic Teleporter and the Hacked Teleporter side-by-side.


I didn't take a screen shot, but the Arcane teleporters are also identical in appearance.


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Posted

Quote:
Originally Posted by Snow Globe View Post
At this point I'm expecting base salvage storage to be increased sometime after Hell freezes over.
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Huh.

 

Posted

Quote:
Originally Posted by Ulysses Dare View Post
Here's the Basic Teleporter and the Hacked Teleporter side-by-side.


I didn't take a screen shot, but the Arcane teleporters are also identical in appearance.
*headdesk* I can't believe I never thought of attaching the beacons like that. >.< *adds to base update list*


 

Posted

ok...i've just started building a base...i've read about hacked telepads...now i want one...or at least four...but that's not the point...what does it take to get one? basic work table...check...prestige for days...check...enough power and control? who knows...all i do know is that it is not listed as a crafting option on the basic work table....so what does it take to get it?


 

Posted

Quote:
Originally Posted by Ulysses Dare View Post
Here's the Basic Teleporter and the Hacked Teleporter side-by-side.


I didn't take a screen shot, but the Arcane teleporters are also identical in appearance.
Really disappointed to hear / see that. At least for the tech version, was hoping for a tri-terminal look to it. Not sure how an improved arcane version would look like, but going that small extra step for updated art would have been pretty nice.

I'll certainly be using them, but it'll be pretty "meh" once they are placed.


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Posted

I think maybe it's a test run.

If it goes well, maybe we'll see some new telepad designs as well.

Frankly, I don't know why they don't just make the Base Entry portal able to exit to any zone and remove the need for telepads completely.


 

Posted

Nice layout Zombie Man!

Oh if only there -was- text on the beacons. Villain-side tends to be darker and more difficult to distinquish one from the next.


 

Posted

Quote:
Originally Posted by MissLynx View Post
Nice layout Zombie Man!

Oh if only there -was- text on the beacons. Villain-side tends to be darker and more difficult to distinquish one from the next.
There *can* be if you want: Overlay Zone Names to Telepad Beacons Cende [I16].

That's not a photoshopped screencap.


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Posted

Nice. Hadnt even thought to look for an overlay for the beacons.


 

Posted

Have the room limits been adjusted????

It would be dumb to have to have the large gp room for two telepads....


 

Posted

Quote:
Originally Posted by American_Angel View Post
Have the room limits been adjusted????

It would be dumb to have to have the large gp room for two telepads....
The room limits have not been adjusted.




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Posted

The room limits only address the number of telepads, don't they? Not the number of Beacons?


 

Posted

Quote:
Originally Posted by American_Angel View Post
The room limits only address the number of telepads, don't they? Not the number of Beacons?
I think it depends on the room... I thought there was one room that only allowed one beacon (silly).


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Posted

Quote:
Originally Posted by American_Angel View Post
The room limits only address the number of telepads, don't they? Not the number of Beacons?
Quote:
Originally Posted by Impish Kat View Post
I think it depends on the room... I thought there was one room that only allowed one beacon (silly).
The 1x2 teleport bay only allows for 1 teleporter and 1 beacon. The rest allow you to have an unlimited number of beacons.




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Posted

Quote:
Originally Posted by Zombie Man View Post
There *can* be if you want: Overlay Zone Names to Telepad Beacons Cende [I16].

That's not a photoshopped screencap.
God those are so helpful, I'm emailing all of the SG mates! :-p

Edit: While I have the Overlays, it looks like the page is borked. :-/


 

Posted

Quote:
Originally Posted by Zombie Man View Post
There *can* be if you want: Overlay Zone Names to Telepad Beacons Cende [I16].

That's not a photoshopped screencap.
Link doesn't work for me, it seems to just be a blank white page

Plus I can't even get the beacons to stick to the sides or the front of the teleporters. How are y'all doing that? Is there a trick or does it just take a lot of patience? My beacons are all snapping to the walls.


 

Posted

Quote:
Originally Posted by LightSide View Post
Link doesn't work for me, it seems to just be a blank white page

Plus I can't even get the beacons to stick to the sides or the front of the teleporters. How are y'all doing that? Is there a trick or does it just take a lot of patience? My beacons are all snapping to the walls.
Yeah. The trick is to position a Cubicle where you want the beacons. The walls of the cubicle act like valid mounting locations for the beacons.


 

Posted

Quote:
Originally Posted by LightSide View Post
Link doesn't work for me, it seems to just be a blank white page

Plus I can't even get the beacons to stick to the sides or the front of the teleporters. How are y'all doing that? Is there a trick or does it just take a lot of patience? My beacons are all snapping to the walls.
Yeah, that whole site seems to be down. I zipped and uploaded the files you need here.

Put the unzipped files from base_city.zip to this directory under your main CoH directory...

Code:
\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\
And put the unzipped files from base_telearcaux.zip here...

Code:
\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\
You will most likely have to create the \data and all those other subdirectories.

As to making the beacons 'stick' to the telepad, you have to float a sticky 'wall' superimposed on the telepad and then stick the beacon to that floating wall. The most used sticky wall is the office partition cubicle. Here's how to float an object:

After initially placing an item, shift+click+drag will allow you vertical control over the moment; ctrl+click+drag will move the item only on its horizontal plane (though sometimes hard walls like to trick up the placements); and alt+click+drag will rotate the item, sometimes around its central axis, sometimes around the central axis of its placement box, and sometimes around an arbitrary point - it varies by item.


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Posted

Quote:
Originally Posted by Pengy View Post
Yeah. The trick is to position a Cubicle where you want the beacons. The walls of the cubicle act like valid mounting locations for the beacons.
Hm, so that's how....I may try that. For now I simply lowered the floor, installed the TP units, increased the ceiling and then put the 6 beacons on the ceiling above the TP unit.

Still it's nice to go from 9 tp units to 4. 3 Hacked units for the regular zones, 1 hacked unit in a separate room linked to the hazard areas and one raid TP unit.


 

Posted

I went to hell and back to convince the team that we needed the "xyz" tools

Be sure to make use of them or I'll blow up breakfast table!


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