teleport needs redone
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Found my way here through a thread on Teleport. I wasn't going to mention the competition because I prefer this game and enjoy it much more, but that's been done in both threads.
Shift+ leftclick to teleport to the mouse pointer, or at least as close to it as you can get given range limits and obstructions.
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The CO version works far better as you actually choose the exact location and direction you're facing when you land.
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What teleport could use is a reduction in end consumption. No travel power should drain your end bar these days.
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The freedom of CO's teleport is great. Problem is it's way too easy to abuse. Moreso because you can activate powers prior to teleporting and then use them instantly as soon as you reappear. It's hella fun but it's also cheap.
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I find it amusing that the Leaping pool basically got a combat Teleport while the Teleport pool got the anywhere Tram.
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Yeah, that silly singular power by that one person compared to several different powers by multiple people...
Virtue: The-Invictus (Blue)
The Emissary of Justice - Level 50 Fire/Fire Blaster
The Emissary of Justice. - Level 50 WP/Fire Tanker
Mesmerius - Level 50 Psi/Mental Blaster
Nucleoa - Level 50 Rad/Son Defender
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This.
The forced hover and immobilise kill it for me.
Targetting a spcific point on the floor (say behind an enemy) is tricky, and if you misjudge your landing spot, you have to teleport again (and possibly miss). Combat Jump helps in that it breaks the immobilise and lets you hover at base speed. My ideal solution would be that you hover for a couple of seconds, no immobilise at all, and any movement breaks the hover immediately. |
I have always hated the immobilize and the forced hover upon teleport, along with the long start-up. If they would decrease the start up frames of the power and give an option to remove or keep the forced hover/immobilize, the power would be much better. TBH I really think they should make to where if you TP within several feet of the ground you should be able to move freely, but the higher you port then those forced effects should be auto.
I aslo wanted them to allow us to port via map as well.
EDIt: Also the power needs a huge end decrease like fly had gotten.
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Teleport is only clunky if you try to use it by clicking on the icon, but it's hardly the only power that is clunky for clickers. |
OR you try to use it in Grandville.
OR you try to round a nearby corner with it,
OR you try to port between two objects and get the red marker of doom
It's not the idea that I have to click twice to use the power. It's the fact that I often can't find a place to put the target before gravity kicks in or that the place I port to doesn't give me LOS to get to the NEXT target point.
For me, the fix on this is a no-brainer:
1) Leave the Hover option but make it breakable the second you hit any Movement key.
2) Make the distance variable with the scroll wheel as I said before.
3) Reduce the animation time and End cost.
There...done. The people who like Teleport now can play it exactly the way they do now with no changes to their play style except reduced animation and End costs (which I don't think they'll howl at). Those that want to be able to have more control over their Port distance and so on can take advantage of the changes.
Everyone is happy.
"Comics, you're not a Mastermind...you're an Overlord!"
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Champions teleport simply turns you into an invisble ball and lets you move at maximum flight speed.....you still have to go around targets and obsticles...and every so often have to toggle it back on.
Found my way here through a thread on Teleport. I wasn't going to mention the competition because I prefer this game and enjoy it much more, but that's been done in both threads.
The CO version works far better as you actually choose the exact location and direction you're facing when you land. I agree 100%. Sorry, but that's just not true. It can only be used for two seconds during combat AND if used to enter combat, you can't use it again for a short time. Yeah, this made no sense to me. Yeah, that silly singular power by that one person compared to several different powers by multiple people... |
City of heroes teleport you go to the point you target...including through windows and things....thus in city of heroes you can pan the camera out and teleport to he other side of the building or into some area......but with the limitation of range you end up having to teleport again if you are going for a long distance.
In champions you have to fly there...as an energy ball.....and if enemies have enough perception they will shoot you...but you still have to fly around the building....and cant go through windows....oh and every time it runs out you have to toggle it on again it lasts like 2 or three seconds....so again they dont like long distance of this one either.
So its kind of not really a teleport in champions...
I could duplicate champions teleport using flight and invisibility...so not a very good comparison...except in city of heros i would'nt have to keep turning things back on.
I think what everyone wants is some true teleport...that we can all see with team recall or with the champions teleport your friends to you powers.....where it doesnt matter whats in between and you are not flying there as a ball of energy.
But the mechanics are very difficult to come up with....as such I could forsee over lay maps being created to do map teleports, ie you click on your map and teleport that way.
You know.....now that i think about it....eveyrone who teleports leaves a little streak behind.....so maybe the city of heroes teleport power is more like the anime esque the person moves faster then the eye can see to get there....or maybe that was its original intent.
I think champions original intent was to have the ball of energy you turn into in teleport to be intangible and be able to fly thorugh things.....but thats just a guess based on how the graphics for it work..ie it does change the way the world looks as you are using it.
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I have no problems using teleport in grandville or going around corners...but then i tend to pan my camera out a bit when i use it...so corners dont really matter to me.....
OR you try to use it in Grandville.
OR you try to round a nearby corner with it, OR you try to port between two objects and get the red marker of doom It's not the idea that I have to click twice to use the power. It's the fact that I often can't find a place to put the target before gravity kicks in or that the place I port to doesn't give me LOS to get to the NEXT target point. For me, the fix on this is a no-brainer: 1) Leave the Hover option but make it breakable the second you hit any Movement key. 2) Make the distance variable with the scroll wheel as I said before. 3) Reduce the animation time and End cost. There...done. The people who like Teleport now can play it exactly the way they do now with no changes to their play style except reduced animation and End costs (which I don't think they'll howl at). Those that want to be able to have more control over their Port distance and so on can take advantage of the changes. Everyone is happy. |
At least you are not turning into a ball of energy and flying at top flight speed and then having to toggle it back on every so often.
But i like your changes Ideas...
Its funny....but Teleport did get changed in the last couple years...the animation got increased for some reason....
I think if you look at War Witch's Posts you might find something on that in one of the ones she commented on.
I dont actualy recall why they did it....
I have Teleport on one character and like it a fair bit. It gives me mobility that other travel powers don't match.
However, I think a few small changes can be made that would make many happier with the pool without forcing any change on anyone.
There are two changes that I think would be welcome to anyone, as they don't impact on the mechanics of the power at all:
- Decrease the endurance cost but maintain the range.
- Reduce the animation time slightly to make if feel more fluid.
- Allow players to toggle at Null whether they will or won't have the temporary hover effect after Teleport is executed.
- Allow players to toggle at Null whether they will or won't have the temporary speed reduction after Teleport is executed.
If they expand all the movement power pools to add yet another power to choose from at some point, which I think would be neat in general, they could add Combat Teleport to the teleport pool, perhaps as another optional first choice so one doesn't need to invest heavily in the pool if they only want to be able to teleport short distances in combat.
Combat Teleport could be a short range movement power that could be used for exotic and somewhat frequent repositioning in combat.
Possible numbers and features for the power are suggested below, subject of course to balancing:
- The same endurance cost (13.52) and range (60) as Spring Attack.
- The same cast time as Spring Attack, 1.5 seconds.
- A much shorter recharge time than Spring Attack, 12 seconds.
- No movement delay/speed reduction for the user on arrival.
- No hover effect for the user on arrival.
- No damage/knockdown like Spring Attack, just movement.
- Takes Recharge Reduction, Endurance Reduction, and Range IOs, and the same IO sets as Teleport.
Not sure why you keep bothering with these long winded responses. People recommending the competition's version are fully aware of how it works. That's entire point of recommending it to be more like that version. It's awesome and I want it. You don't want the teleport you liked, wrecked? Fine, let's get two versions.
Virtue: The-Invictus (Blue)
The Emissary of Justice - Level 50 Fire/Fire Blaster
The Emissary of Justice. - Level 50 WP/Fire Tanker
Mesmerius - Level 50 Psi/Mental Blaster
Nucleoa - Level 50 Rad/Son Defender
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I've suggested this a couple of times: Remove the 1.17s delay on the Teleport and change the +Fly so that it is granted by a pseudo-pet and therefore able to be avoided by Null's Group Fly setting. Note that you'd still end up with the -100% Fly Speed, Movement Control and Movement Friction (reduced from 4s to 2.83s to account for the delay being removed).
No, teleport in that game is awful, no need to break ours to work like that. Maybe a 'phasing' travel power as an additional option for those who really want it, since it's not teleport.
The biggest problem with teleport IMO is the long activation. Second biggest is the forced hover (which can be useful when you want it, but annoying when you don't). If the animation were sped up, and there were a way to break out of the hover -- or disable it altogether by talking to Null the Gull even -- I would be a very happy camper. |
Kosmos
Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)
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Not that i'm so much defending psykit but...
Not sure why you keep bothering with these long winded responses. People recommending the competition's version are fully aware of how it works. That's entire point of recommending it to be more like that version. It's awesome and I want it. You don't want the teleport you liked, wrecked? Fine, let's get two versions.
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If she didn't go through such long-winded responses...then people who have never ever played CO wouldn't have a freakin clue as to how CO's teleport operates, much less how it stacks up to CoH's teleport. People like me...for example.
On topic...
I like teleport as it is in CoH, but I could also stand to see a slightly shorter animation and definitely wouldn't complain about a cut to end cost. The latter of those 2, particularly, is part of the reason i don't often take it on many of my toons. Typical, bare minimum, slotting for me is 2 end redux and 2 range...unless i'm running something that could afford to devote more than that. Before inherent fitness, my WS' slotting was 3 and 3 because i didn't pick up fitness pool with him, since as a tri-form shade...fitness meant didly 90% of the tim
My only other minor gripe about teleport is that is a "busy" travel power. You know...point click point click point click etc. Sometimes i'm just too lazy for that. Prrrrrobably why i tend to use it only on toons that i have other options on...usually baked in. Like Kheldians. Main travel on shade...teleport. If I don't feel like it at the time...shift to nova and go. On my PB...if i want a bit of extra speed...i'll shift to dwarf and tp...at least till my end gets a bit low...then i'll shift back to human and fly. Although since PB's now have an afterburner clone...might not do that anymore.
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I agree that there are a few problems with Teleport in its current state. The initial animation feels a little too long for a power that sees a ton of repetitive use. However, its main problem is the absurd endurance cost. Why should I be completely drained of endurance just for traveling halfway across Steel Canyon?
Teleport is a clunky, clicky, slot hungry mess.