Jump to content

Blackferret66

Members
  • Posts

    4
  • Joined

  • Last visited

Posts posted by Blackferret66

  1. 8 hours ago, Rathulfr said:

    Originally, Hover was meant to be "combat flight", which is why it sacrifices speed for defense, and why it can be slotted for both flight speed and defense.  Fly was meant to be the out of combat travel power, and it sacrifices speed for mobility (all 3 spatial axes).  In fact, Fly used to have a movement suppression effect if you attacked while Fly was active: they took that out only recently.  Afterburner was added much later, towards the end of the original game's life, and it's sole purpose is to boost the travel speed, which is why it suppresses combat powers entirely.

     

    Super Jump and Super Speed also used to have suppression features to discourage their use in combat, so it's only a recent development that these could be used in combat.  They are faster than Fly because they sacrifice some mobility.  SJ gives you the Z-axis, but with limited control over trajectory, SS gives you horizontal speed, but no Z-axis (unless combined with CJ, SJ, or one of the prestige sprints).  These kinds of trade-offs are "by design" -- they're features, not bugs.  *shrug*

     

    Yeah, I know it's not a bug and never claimed it was such. I know the design reasons and saw all the developments as they came, but it still eats my lunch. Honestly, I don't know if being able to travel the  Y axis is really that much of a bonus, considering that there are a number of flying mobs around now, as well as snipers in places like PI. The other Travel powers aren't exactly aggro magnets, either. Superspeed gets you halfway across the map before any attacks might hit you from mob aggro, which is also suppressed anyway while SS is active, IIRC. The only real disadvantage is not being able to navigate different heights without jumping ability, but Ninja Run can take care of that, for the most part. Teleport and Superleap have similar ability to avoid mobs, especially after TP got the short-term Hover so you could do high altitude teleports. TP's top power actually takes you Zone to Zone, so I would hardly equate slightly faster flying with that as a top Pool power.

     

    Actually, the best traveler I had took no movement powers. I just slotted Swift, Hurdle, and Sprint. Combined with Nina Run, he hit ust shy of SS run speed, and over 90 mph when Elude was on. Plus some almost Superleaping level jumping height.

  2. Mobs who are designed to seemingly violate combat norms because the devs wanted them to be able to get off their special crap no matter what. ie Malta Sappers have just enough health to survive a non-Build Up Snipe, where other Minions would go down in one shot. Death Shamans that appear to completely ignore the DOT and interrupt rules for summoners in order to raise their zombies, even as they go down themselves. I can stun or DOT the Engineers to keep the drones from coming up, but the gods themselves can't keep that Shaman from getting his zombies.

     

    Having to buy two Flight powers to get actual fast flight, and it still isn't as fast when fully slotted as some other movement powers with one enhancer. And I can't even use it in combat, like the other movement powers.

  3. I haven't found this topic in a search, so I don't know if this has been encountered before. I made a bind for a costume change with the Murder of Crows emote. The bind works fine, except that the Min FX I have on that costume turns off and goes to Dark. I have gone through the tailor a few times to make sure that the costume slot is set to Min FX, but it still persists. If I change it with the Costume Change Menu command, this doesn't happen. Is there something I am missing from the bind string?

     

    /bind p "em none$$cce 0 CCMurderOfCrows

     

     

×
×
  • Create New...