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How far is too far?


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1 hour ago, Jacke said:

 

Damn.  Now I'm imagining a Co-Op Task Force that has its mission doors alternate between Nerva Archipelago and Independence Port.  With all doors being "out of the way".

 

Just imagined that travel layout.  Nothing else.

now you are thinking like an OG Dev

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19 hours ago, Luminara said:

That door in Nerva Archipelago.  You know the one I'm talking about.  That's too far for me.

 

I'm cool with just about everything else.

 

Also, the very back of Boomtown during Synapse.

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Thinking some more, I often will figure out, what shortcuts are available.  There are a ton of different routes between zones.

1) Trains, in zone, they don't even slow you down with a loading screen

2) Various helicopters, especially the PvP ones

3) Pocket D shortcut

4) Ouro

5) Tunnels

6) Even those actual connections...

7) Superbase portals

 

I used to collect all the plaques and exploration badges for stat accolades, sometimes in one go (lets not derail on why for now), and the routing paths I worked out would take various connection methods into account.

For example:

finishing up brickstown by grabbing the last bits while going into IP

Do some of south IP, pop into Terra Volta, then continue IP and depending on mood, finish by entering Steel, or finish by popping into the far north smuggler sub.

 

I really need to finish working on some projects.  I have most of the way points and was going to run a routing algorithm on it.  (and yea, even accounting for some of those tunnel badges...)

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19 minutes ago, RCU7115 said:

Sounds like some player will MT/TT the 2nd mission on a Citadel TF. 🤣😂

I swear I find Citadel needs more TT than Quarterfield. That bopping back and forth is annoying.

 

And I did have one instance of the second mission being in a different door.  That confused the team so badly.

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3 hours ago, Uun said:

There are a few I use quite often, in particular the gates from IP to Steel and KR and the one from Talos to Skyway. (There's a TF that spawns a mission in Skyway after one in Talos, and they're always both near the gates.)


I tend to do the whole Faultline arc on my blue alts, and normally I will use the find contact tab to teleport to Jim Temblor (Angry Young Man).  But sometimes that glitches so I go to Skyway South via tram, pick up an exploration badge in Skyway, and take the tunnel to Faultline.  There I fly through the doughnut so I can use LDT in the future 

Who run Bartertown?

 

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Speaking of running all over the place, I'm always a little surprised how few people use a base teleporter to train instead of hoofing it all the way to the zone's trainer and back when on a mission/radio team.

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Wow.  Outside the character creator, roofhopping my way through Paragon is the best part of the game for me.  I actually find it weird that even after raising some of the old travel speed caps that people prefer instant transport methods.  Don't get me wrong,  i understand speed runs are a different thing, but using TT to go from one door mission to another in the same zone seems a bit wasteful.

 

Tldr:  the limit does not exist.  I love roofhopping.

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23 hours ago, BZRKR said:

My gang has standardized "the line" at 700 yards.

Do they at least allow for team members to actually take time to train up between missions though, or is the mission usually mostly done by the time training is done and they actually get inside the mission?

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2 hours ago, ZemX said:

Speaking of running all over the place, I'm always a little surprised how few people use a base teleporter to train instead of hoofing it all the way to the zone's trainer and back when on a mission/radio team.

That is probably because more often than not, teams never wait for everyone to get into the mission before starting, and the mission is often close to done by the time they are done training...

 

 

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I just finished the Unity Plague arc from Pasterelli. At the end, you have to deliver it to various contacts. I used SG portals to hope zone to zone, since they often brought me out right next to the delivery contact, or very close to it.

 

Unfortunately, I did not realize at first that this part of the arc spawns ambushes (I was there and gone that quickly). I must therefore apologize to anyone in AP, KR, Sky, etc., who may have run into the L35 DE/Council I may have left in my wake.:-)

 

((On the other hand, I'm sure Cit, Pos, Yin, etc. handled them just fine) (fingers crossed)

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1 hour ago, Ravenplume said:

Do they at least allow for team members to actually take time to train up between missions though, or is the mission usually mostly done by the time training is done and they actually get inside the mission?

Of course.

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2 hours ago, Ravenplume said:

That is probably because more often than not, teams never wait for everyone to get into the mission before starting, and the mission is often close to done by the time they are done training...

 

This is my point though.  If you run with the team to the next door, then tp to base and train, when you leave you will be back right next to the mission door.  It's a lot faster than running to the zone trainer, which might be in completely the opposite direction as the next mission door.  

Edited by ZemX
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5 hours ago, Aracknight said:

Wow.  Outside the character creator, roofhopping my way through Paragon is the best part of the game for me.  I actually find it weird that even after raising some of the old travel speed caps that people prefer instant transport methods.  Don't get me wrong,  i understand speed runs are a different thing, but using TT to go from one door mission to another in the same zone seems a bit wasteful.

 

Tldr:  the limit does not exist.  I love roofhopping.

Yea, my chars with leaping, I tend to do more roof hops.  Sometimes just for fun.

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I generally have a 1 mile rule.  Exceptions are effing Boomtown (in the top back, really Synapse), I also get angry with Far north IP in Citadel and of course the token, click the call box that for some reason is on the far north end of Ithaca Island; a berdillion miles from the train station in Talos.

 

And for some strange reason, I hate the Perez Park entrance in Atlas, never use it, always use alternate transport.

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11 hours ago, lemming said:

Thinking some more, I often will figure out, what shortcuts are available.  There are a ton of different routes between zones.

1) Trains, in zone, they don't even slow you down with a loading screen

2) Various helicopters, especially the PvP ones

3) Pocket D shortcut

4) Ouro

5) Tunnels

6) Even those actual connections...

7) Superbase portals

 

 

 

Paragon Dance Party in Steel to get to Power Island in IP...

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23 minutes ago, Ravenplume said:

Paragon Dance Party in Steel to get to Power Island in IP...

Yea, that's one I hardly use.   And we used to use it to get to the tailor in Steel

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On 7/10/2024 at 3:10 PM, Shenanigunner said:

When was the last time you used a city gate?

 

There are a handful of instances when I pretty much always use city gates:

 

The Citadel TF where there is a delivery to the Steel Canyon contact standing near the Atlas Park gate. I insta-travel to AP and zip through the gate to deliver the schematics (or whatever).

 

After a Positron TF #1, I usually Ouroboros back to Independence Port, and then zip through the gate to Steel Canyon for Positron TF #2.

 

On Numina, I usually use the Perez Park -> Atlas Park gate for the Clockwork hunt, and then Skyway -> Faultline for the Trolls/Vahzilok hunts. Likewise for the Founders Falls/Eden hunts.

 

Occasionally on the Manticore TF, I'll go through Brickstown -> Crey's Folly to do one of the hunts, it just depends on which character I am playing and how the rest of the team is doing ...because of the different levels of Crey at different parts of the zone.

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Most of my Toons with either Fly or Mystic Flight I've changed the Power to be 2-slotted (usually with 2-set of Attuned Hypersonic, Flyspeed and Flyspeed/+Fly Prot.  At L50, will be at the Flyspeed Cap and the increase in flightspeed is rather enjoyable.

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On 7/11/2024 at 6:57 AM, Snarky said:

now you are thinking like an OG Dev

Just imagined running Mr. G's arc and doing it all in Nerva (except the first and last missions), and the door always being "That one"

 

That is one I always do in Pocket D myself, since the mission doors except first and last, are always in the zone they are taken in.

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On 7/10/2024 at 8:34 PM, Luminara said:

That door in Nerva Archipelago.  You know the one I'm talking about.  That's too far for me.

 

I'm cool with just about everything else.

Yep. THAT door is too far by far!

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I have flight as the travel power and probably 90% of my characters, so generally I just point myself in the direction of a mission that's really far off, hit auto-run (well, auto-fly) and load up a video or something on one of my other monitors. Or I start doodling around with a build in mids on the other monitor. 

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Doors at the whole opposite corner of a zone is usually too far for me, (looking at you, Market Crash), I usually prefer to just travel around and immerse myself in the game I'm playing instead of being reliant on fast travel, but having played CoH for a few years, most of the zones have become too familiar to really enjoy the landmarks and whatnot, so I've found myself doing the TP thing a lot more lately. Also this;
 

11 hours ago, Ejlertson said:

Yep. THAT door is too far by far!

 

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It's not every time by any means, but often if a door is further than I feel like going or someplace I'd have to zone several times to get to ("report to the security chief of the deepest part of the Mariana Trench, he needs you to patrol a 37,000 square mile section of the innermost ring of the planet Saturn and defeat 900 members of an enemy group that only spawns there in pairs, twice a year, as either bosses +9 to your level or minions -15 to it"), I'll skip teleports altogether. I just call the contact back like... "nah. Just mark this one completed and I'll hit the next one instead. Thanks!"

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