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macskull

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Everything posted by macskull

  1. Since the /enterbasefrompasscode change I've started doing most of my crafting either in RWZ (pretty much every service is right by the SG base portal) or just using the portable crafting table and going somewhere quiet to do it.
  2. Defensive toggles don't drop when mezzed.
  3. Blaze not having an instant recharge.
  4. This is pretty much why it's being added (and why it's only being added to ally-cast powers instead of self-cast powers).
  5. I think the distinction there is Hover isn't a "travel power."
  6. Sort of, but rather than "Hover" it's "any flight power that isn't Fly or Mystic Flight." Temp raptor packs, P2W travel powers, etc, all have the original flight speed cap.
  7. Not full flight speed, I'd assume.
  8. The only powers susceptible to travel suppression are the actual travel powers (i.e. Super Speed, Super Jump, Fly, Speed of Sound, and Mighty Leap). You've always been able to get around travel suppression with powers such as Hover or Combat Jumping, it's just at a much lower speed.
  9. Eh it's more an anecdotal thing. On the flip side, considering how much hype Combat Teleport got when it showed up in the last update I'd have expected to see more people use it but I'm pretty sure I've only seen a few. While I don't have access to the same metrics the devs do, I'd bet a billion inf they'd show Teleportation to be the least-used travel pool.
  10. The vast majority of that TF is in Independence Port or Talos Island, with a few missions in Skyway. IP and Skyway are easy enough since there are trains in both the north and south ends of the zone so you should pretty much never end up with 2+ miles of travel unless the two missions were in exact opposite corners of the zone (this does not happen). Talos can sometimes have missions at similar distances and doesn't have multiple train stations but a quick Ouro or SG base trip puts you right back in the middle of the zone in the event all of the various "teleport to mission door" powers you have are on cooldown. TL;DR: travel at those extreme distances is very rare and the time differences over shorter distances is not significant, and despite its theoretical speed teleport is too clunky for even most powergamers to bother with.
  11. Sorry, I left out teleport from my post. Almost no one has been focusing on teleport in this thread because teleport is already theoretically the fastest way to get around but it requires a lot more to actually get there and you can't maintain it indefinitely, especially at lower levels where you lack enough recovery and endurance reduction.
  12. One other thing to point out re: number is sure, you can say "speed and leaping got even higher caps all the time and fly is stuck with a lower cap some of the time" but it's important to remember speed and leaping very rarely let you take full advantage of those superior numbers. With flight I can pick pretty much any two points and make a straight line between them, but in most cases that isn't possible with the other options.
  13. That seems reasonable. Remembering to activate Afterburner a second time would have probably shaved another few seconds off. For context, that's 20 seconds of difference over 2.2 miles, which is a distance you're unlikely to need to travel in one go outside of the Shadow Shard zones - and those zones are a nightmare for anyone who doesn't have a form of flight.
  14. I mean, it seems like even if this does cause issues with flying characters during the pylon portion of MSRs (spoiler alert: it won't), the smart thing to do would be for those people to just skip a pylon every now and again and get a head start on the next one. Am I wrong here?
  15. Another problem with auto upgrades: some MM primaries actually perform worse when certain upgrades are given to certain pets - bots is the major offender here but IIRC there's at least one other set with a similar issue. Until that's addressed, auto upgrades would be a nerf for them.
  16. Please don’t ever fix this. 😁
  17. In instance 1 "detoggle" means "you need to turn off the power or you can't attack" and in instance 2 "detoggle" means "the defense bonus goes away."
  18. I like CJ for IO muling, its essentially zero endurance cost, and awesome unsuppressed movement control. Even with the new "running Super Speed makes you able to jump" change CJ is still more reliable.
  19. You're forgetting the opportunity cost of taking the concealment pool, which doesn't really have that much useful stuff. That being said, every single one of my PvE builds has capped stealth without any additional powers or slots because I take Super Speed and slap a +stealth IO into one of the flavors of sprint if the character doesn't have another means of stealth in-set.
  20. I think the primary reason they're not used more is because they're buried 3 picks deep in pools that are otherwise pretty lackluster, and the opportunity cost of having to lose one of Speed/Leaping/Leadership/Fighting isn't worth those picks.
  21. Are they consistently going for 20m? It's possible they changed the seed price to 20m instead of 25m.
  22. Could you explain how this unbalances travel powers? With these changes every travel power has something "unique" about it.
  23. Per @Captain PowerhouseLRM is not a snipe.
  24. I mean, there's the whole "you're going so fast your enemies can't see you very well" aspect too.
  25. I've done Dr Q with 5 people in just a shade over an hour with no tricks or outside/league assistance. None of the screenshots you'll find in the Speed Task Forces thread are doctored in any way. Those times tend to come from teams that've done the content so many times they can do it in their sleep and have specific detailed strategies for exactly who does what and when.
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