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GlobalGirl

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  1. Not long ago, I actually analyzed teleport powers as an alternative to hover characters, and as a way to quickly close to melee range for melee characters with pbaoe auras, or as a way to chase runners as a scrapper. I found the original Teleport power had too long of activation times, and the floating state afterwards was actually a big problem. For blasters and ranged characters, I couldn't move quick enough to reposition when enemies got close, and for melee characters, they couldn't move well to chase runners or had a DPS loss. And the float state messed with melee too, as I couldn't reposition well if I didn't target things perfectly. Jaunt was a great solution, but having to keep the speed travel power running meant endurance was a huge issue, and with the forced cooldown that couldn't be changed, it didn't activate frequently enough for my more bizarre concepts, like an energy blaster who teleported often to direct knockbacks, or a /storm controller using hurricane with a similar goal. I shelved the idea until now, which has prompted a lot of analysis and play of these new powers. --- Combat Teleport and Fold Space are very interesting, and I think they should be recognized simply for the new playstyles they open up. I tested these powers in AE, running what started as farming maps, but changing the difficulty and also the actual map that was used, so I could gauge the performance in different builds and amounts of vertical and horizontal space. For example, using these powers in Caves or even Office environments is very different from the asteroid map or an outside atlas park style map. Combat Teleport This power is exactly what I wanted in terms of function. It has a totally usable range, fast animation, and doesn't lock you into place or have any negatives effects. This means I was able to use it regardless of whether it was to enter the fray or run from it, and when I needed to chain it multiple times in a row, there was no problem. This was very helpful as a scrapper trying to chase mobs which ran, or when I tried to use more knockback powers with KB enhancers. The /powexec_location changes helped too, and it seems quite consistent at helping me move around. Please, don't change the cooldown of the ability, as that is one of the primary reasons Jaunt felt so restrictive to me using this kind of playstyle. I'm really excited to use this on live as a totally viable alternative to combat jumping, hover, etc. as in-combat movement options, especially with the location binds, which let you do things like suddenly teleport upwards to escape or position your knockbacks to effectively be knockdowns for a moment. Fold Space This power is in a great place I think. I found many builds benefited from it as an occasional grouping tool. For example, it's pretty common as a /WP Brute to be down to a boss and desperately trying to keep a minion or LT alive to boost your recovery aura, but it has always been a challenge to keep them in the radius at the same time. Or another case is the various PBAOE toggle auras like the one found in Nature, which while great, have always been difficult to get enemies pressed up close enough in the desired radius. So I found Fold Space was a really nice QoL boost for these situations, where I didn't mind it's recharge time, but it's quick-enough animation and effects meant that it was easy to use without feeling like I was wasting time. BUT, the other use was really embracing the power as a melee character, to use instead of normally running head first into mobs. With enough recharge, this power is up frequently enough to be used on every group of mobs to initiate combat. I found with a Dark Armor brute, that this was an excellent strategy. It made my various control toggles immediately effect the majority of mobs, and tended to aggro the entire group at once, boosting my fury generation. This is different from normal, where you aggro the front of the pack first, and during the run you have to eat damage before you are in range of auras, which still have trouble reaching the back of the pack unless you take the time to position yourself to the exact middle. In general, this also made melee feel less range-bound. This was a big improvement for the scrapper I played, where enemies like to run away, and you often spend considerable time watching yourself run using follow. Instead, I could Fold Space to initiate, so immediately my range was unimportant, and then as enemies started to run, I could usually use Fold Space again to bring them back. Since it's an AOE focused on the caster, it didn't matter that they ran in different directions. It felt way nicer than running one direction to kill a mob, only to have to run twice as far the other way to kill another. I do think if anything was changed, the recharge being reduced a bit would allow this to work without needing so much global recharge, but it's not entirely necessary. On the other hand, I know it doesn't work on +4 bosses and higher, but I think that's an okay compromise, and not something that was really all that annoying. I have seen some people concerned about farmers and this power, but I think it has too many benefits to the average player to worry about, and making farming more fun isn't really a problem, in my opinion. It may also reduce dual boxing, which could ease impact on servers as well. Overall, TLDR Fold Space and Combat Teleport offer two very fun and unique ways to play the game. They both can act as supplemental tools to a more common playstyle, or they can be pushed to open up very new playstyles. I want to stress that what makes both of these powers good is the actual effect they have, and not any stats associated with them. I would hate to see Combat Teleport changed because of it's ToHit buff for example. The ToHit buff isn't what makes the power unique and fun, it's the movement. So restricting the movement because of the stats is the wrong way to go for "fun" and "merit". Focus on keeping the fun found in using the moves, and change the stats as necessary to allow the fun to continue to exist. For instance, Combat Teleport with no buffs whatsoever would still be an instant pick for me, because it is so much fun. And if fold space made the enemies invulnerable for a moment, or had a smaller radius or target cap, it would still be worth using and fun to use. But, making either recharge even longer, or adding longer animation cast times, those would directly how fun the moves are to use, and I'd be very much against it. Remember, a lot of players seen Combat Jumping as simply an IO slot. That's it's value. I don't want either of these powers to be chose just for their slots or buffs. That's just boring.
  2. you should be able to use the command "gototrayN" where N is a tray number, to do this. I don't have access to CoH right now to test, but if you say something like /macro aggressive "petcom_all goto aggressive$$gototray2" for one macro, and say that was placed in tray 7, then it would execute the power and swap to tray 2. in tray 2, you'd have the second command /macro behave "petcom_all follow defensive$$gototray7" if the macros exist on different trays but in the same slot, then activating that slot however you like, should fire off the macro which runs the command AND swaps trays so the next time you press the same activation key, the other macro is run, effectively creating a toggle.
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