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Grotus
09-15-2004, 04:20 PM
Don't take it, it sucks, end of post...

Well, not really, that just seems to be all the "advice" that a lot of people are willing to give to the novice teleporter. In this thread I hope to give useful advice on making the best out of your teleportation ability.

Tips that I missed are welcome, complaints about teleport or suggestions for "fixing" it are not. Try to focus on how to make the best use of the power as it is currently. I am also only focusing on the level 14 self teleport power. Start a new thread to discuss the rest of the line.

Personally, I love teleport, it was the first travel power that I ever took. The character I made during the pre-order period is still my main, and I took teleport with that character as soon as possible, so I've been using it for a while now.

I hope that the following helps out players new to teleport.

Grotus
09-15-2004, 04:21 PM
How the power works
Teleportation is a two stage process. First you activate the power, which brings up a targeting cursor. Then you left-click with the targeting cursor on the location to which you want to travel. The targeting cursor will be flashing white when the destination is valid, and red when it is not. Note that this selection of location takes place in the game world, and not on the map. After you select your destination, the animation starts, there's a big flash of light and sound, and you appear at your destination, where you hover for 2 seconds unable to move.

When you teleport, your facing will be changed to align with the direction in which you teleported, the up/down angle of your facing will be unchanged.

The unenhanced range of teleport is 100 yards. You can target a location in mid-air at this range, but no closer. This enables traveling through the air to your final destination by chaining teleports together (which is the reason for that 2 second hover).

You can target almost any flat surface within range that you can see with the camera. This means that if you can arrange the camera such that you can see over a wall, or a building, you can teleport through that wall/building, no line of sight from your character to the destination is required.

If you have teleported into mid-air, and do not teleport again before the hover period runs its course, you will begin falling. This falling is not interrupted by the hover after subsequent teleports. If you are falling and hit a slope during the hover period, you will pick up sideways momentum which will also be carried into subsequent teleports(*).

Dealing with falling
Sooner or later with teleport, you will find yourself plummetting to the ground. This can happen in a number of ways, be it running out of endurance, hitting a lag spike and not getting the next teleport off in time, feeling the need to respond to a chat message in mid-air, having a building jump in your way, or even on purpose to test out your regenerative abilities. The key thing to remember is "Don't Panic".

You can't be defeated by a fall, the most it can do is take you down to one point of health. Of course, if you end up in a pile of villains, you could be in trouble, but despite the hyperbole of teleport detractors, the truth is that villains do not cover every square foot of any of the zones. Most of the time, if you fall to the ground, you'll take damage, brush yourself off, and be on your way again.

With that in mind, there are a few things that you can do(*):
<ul type="square"> If the rate of descent isn't that large, you can simply ignore it and continue on your way, with perhaps a slight elevation of your targeting cursor. At medium rates of descent, you will be in effect teleporting diagonally upwards, which will hurt your travel speed.
You can find a convenient rooftop or ledge close to your direction of travel, and teleport on top of it to kill your downward momentum.
You can look straight down and teleport to the ground.
[/list]

If you get the teleport animation started before you hit the ground, you will arrest your fall and not take any damage. Practice is required to get the timing on this correct. Hitting a sloped surface is likely to start you sliding sideways(*). In this case, you can attempt to teleport such that a wall blocks the sideways motion and kills the momentum.

Taking advantage of the slide(*)
You keep any movement you have when you teleport, so you might as well use that to your advantage. Make your first teleport slightly above the ground, and pointed at your destination. Turn on autorun and sprint (and superspeed if you have it). When you start to fall, activate your next teleport. With practice, you will get the teleport activation started before you hit the ground, where you will start running before the animation completes, resulting in a slide which is in the direction of your destination, speeding up your journey.

If you are lucky enough to find a sloped surface which is pointed in the correct direction, you can fall onto it, starting your next teleport just before hitting.

(*)Note about momentum and Issue 2
In Issue 2 momentum is cancelled every time you teleport, so no sliding is possible. In this case, the best way to handle falling is simply to teleport again.

Grotus
09-15-2004, 04:21 PM
Getting to your destination
Aimless wandering is not the best usage of teleport. Having a specific destination in mind before you start teleporting is essential for a good teleportation experience. Select your waypoint from the map before starting. If you are going somewhere without a waypoint, put a thumbtack at your destination. The essential thing is to have a clear indication of where you are going, and how far away it is.

Now that you have your destination, consider the terrain between here and there. Most of the time there will be buildings between you and your destination. The easiest way past the buildings is to go over them. The best way to go over them is to ascend at a 45 degree or less angle, so that you are making forward progress at the same time as gaining height. Plus ascending more gradually limits the amount of camera angle adjustments you need to perform. If a building is too close to you for you to ascend gradually in the direction of your destination, go in the direction closest to the path to your destination which allows you to make your ascent, turning towards your destination once you clear the buildings.

You don't have to go directly in a line from your current location to your destination. Given enough distance, you can do all the turning you need by targeting the sides of your screen (see below for turning capabilities) rather than rotating the camera and targeting the center. It is better to make a nice leisurely turn safely than attempt a tight turn and end up falling.

Learn to use the nav bar and the waypoint indicator, they are your best friends when teleporting.

From time to time, despite planning, you might still end up face to face with a building (perhaps it jumped in your way, or maybe you are just in Dark Astoria). Given the time available for turning, a fall seems inevitable. In this case, the best course of action is probably to attempt to land on a ledge of the building right in front of you rather than trying to turn away from it. If you are close enough, just push forward, and when the hover ends, you will fall onto the next ledge. If you aren't quite that close, target a ledge right in front of you and teleport onto it. After perching on the ledge, you can turn and plot a new path at your leisure.

Grotus
09-15-2004, 04:22 PM
Control
The worst way to teleport would be to click the power in your tray, then mouse over to your target and click again, repeat ad infinitum. You might as well put in an order now for your replacement wrists.

So, what options do you have?

The default better way is to hit the number key corresponding to the tray slot containing teleport, then click on your destination. No more moving the cursor back and forth, which allows much easier chaining of teleports. If that isn't handy enough, bind "powexec_name teleport" to a more convenient key, which has the side benefit of freeing up a power slot in your tray.

Even better, take advantage of the fact that the left button always acts as a select click, no matter what you bind to it. To avoid the hassle of every click teleporting you, add a modifier key (shift, control, or alt) resulting in something like /bind shift+lbutton "powexec_name teleport". Then just hold down your modifier key and click where you want to teleport. Since you are bound to the left button, the selection of your destination occurs simultaneously with the activation of teleport, resulting in a teleport to where ever you happen to click (subject of course to range/red circle).

You can also set up a key which loads a bind file binding "powexec_name teleport" directly to the left button on one press, then disables that bind on the next. This would basically act as autorun for teleport. After pressing your setup key, you would just click away until you reach your destination, then press it again to make the left button act as normal.

Yet another way involves binding to the middle button of the mouse. It is easy to click both the middle and left buttons simultaneously, which simulates click and go teleporting. But, it gives you the option of bringing up the targeting cursor for pinpoint control. If you do this, be sure to bind +camrotate (the default action of mbutton) to something else so that you can still have that functionality (shift+mbutton works well). button4 or button5 would work, but they aren't quite as easy to hit simultaneously with the left button.

Line of Sight
The only line of sight that matters to a teleport is that from the camera to your target. If you can manipulate the camera such that you can place the targeting cursor somewhere, then you can teleport there. Your main tools for camera manipulation are mouselook and the mousewheel. However, those have limitations which can be overcome by dipping into the slash commands.

The maximum distance you can achieve with the mousewheel is 80 (feet I believe). With the /camdist command however, you can make the distance whatever you like, I have successfully set it up to 10000 (although that setting is not very useful). By setting the distance to around 400 (about the distance a one SO range enhanced teleport), you can then look down at your character and teleport up to the roof of buildings well above your head, without the need to teleport up into midair, then look down and teleport down. A similar technique of a largish camdist plus an overhead viewing angle makes getting up close and personal with snipers fairly easy. This works for non-teleporters too, especially useful at low levels to determine if it is worth climbing that building while hunting CoT.

Note that backing the camera off a significant amount will reduce your ability to see enemies, but they can still be targeted with the /target_enemy_(near|far|next|prev) commands. /camreset will set your camera distance back down to the default(10 feet), and will make the camera right behind you, but will not affect the up/down angle.

Some people have more success when teleporting in first person view, which can be entered/exited using the /++first command, or with the mousewheel (roll it all the way forward).

Facing
You can increase the speed at which your character turns, both with the mouse and with the keyboard. These settings are in the options menu. Mouselook can be set to 200% max, which still isn't hard to control, and keyboard turning can be increased to 1000%, which gets a bit silly. I set mine to 200% mouselook and 400% keyboard, which seems to be responsive, but controllable.

You might find it easier to control your facing with the keyboard rather than mouselook, the applicable slash commands are:
+turnleft (by default bound to Q), +turnright (by default bound to E), +lookup, +lookdown.

Since the teleport itself will adjust your facing, any side to side mouselook or turnleft/turnright after selecting the destination will be undone. Vertical facing change (up/down mouselook or lookup/lookdown) will be retained. If you know that you will need to look up or down, start doing it as soon as you select your destination, while the animation is running.

The amount of facing change made by the teleport depends on two factors, how close to the edge of the screen you click, and how far back your camera is pulled. In general, the further back you pull your camera, the more you will be able to turn with a teleport. The following table gives the amount of turn provided by clicking on the edge of the screen at a few different levels of camdist:

Camdist --- Degrees of turn
0 --------- 33.74 (first person)
10 -------- 34.47 (distance set by camreset)
100 ------- 42.04
200 ------- 51.19
400 ------- 70.51

Distractions
The various windows on the screen can interfere with clicking on a destination. You can get rid of everything by using the ++disable2d command. But that has a significant drawback in that it also hides the waypoint marker. So, what I use is a command that hides the three main windows "window_hide nav$$window_hide chat$$window_hide tray", and for after teleporting its opposite "window_show nav$$window_show chat$$window_show tray". With the chat window hidden, you still get a notification sound when you receive a message.

One thing that you absolutely can not do while teleporting is carry on a conversation. Trying to do so is an almost sure way to start falling. Binding common responses (yes/no/on my way) to keys can help you minimally respond. Another one that I find useful to avoid rudeness is "say Can't talk, teleporting", which is bound to a key for a quick polite response to a more complex question directed my way.

END
Teleport self is one of the hungriest powers in the game when it comes to END. Crossing zones with teleport will frequently involve some END management. Always keep an eye on your END bar when doing long range travel. If you are getting low and are teleporting through the air, head for a rooftop to regain some END. Over time, you will get a feel for just how far you can go on a tank of END.

If you run out of endurance while teleporting, it will give you an insufficient END message, and then when you have regenerated enough END, it will teleport you to where you originally clicked. This happens whether or not you fall in the meantime, so be careful, since you definitely won't have enough END to make a second teleport.

Never attempt to use an END inspiration to extend your teleport chain. You won't be able to activate your next teleport during the inspiration animation, which will outlast your auto-hover, resulting in a fall.

Shut off your toggle powers, every little bit counts. Of course if you are using Hover to supplement your teleport autohover, then you can leave that on. And if you are in a higher level zone and need to run a stealth power to avoid death, do so, you'll just need to remember that you won't go as far as if you were teleporting naked. A bind which does powexec_name of all your toggle powers (including sprint) followed by powexec_unqueue will make sure that everything is off.

Wait as long as possible between teleports in a chain, get to know exactly how much time you hover before starting to fall. This allows you to recover a bit of END while traveling, although it slightly reduces your teleporting speed.

Slot END reducers before slotting Range enhancers, you'll get more out of them, especially at lower levels. That first slot you get with the power should definitely go towards END. Like most things, what is acceptable to one person might not be to another, so I'm not going to get into recommending slotting levels here. Be conservative, especially before you are using SO END reduction. Slot one at a time until you are happy with your range. If you are planning to take Stamina, you'll want to be even more conservative with your slotting, you'll be able to teleport a nice long way without running low once SO END recovery enhancements become available, even with only one END Reduce slot.

Lag
Lag for any of the other travel powers is a minor inconvenience. For teleporters, it plain sucks. If you lag while teleporting, most likely you will start falling. If you continue to lag, you won't be able to gracefully recover, so will end up on the ground, which is a real pain if you are now surrounded by tall buildings, or worse, purple baddies.

Graphics lag is probably the most common type that you will experience. Shutting off toggles helps here, as does going to first person mode or pulling the camera way back. If you experience lag frequently, you might try turning down your graphic detail. Unfortunately there are no slash commands for this, so it isn't something that can quickly be turned down to teleport and back up once you arrive.

Loading the neighborhood music also will sometimes cause lagging. If you notice that it happens when new music starts up, you can try turning the music all the way down, which turns it off.

Heavily populated areas, like trainers and tram stations are especially likely to cause lag. Take this into consideration when approaching them. You can land on a building close by, or on the ground a ways out from them and run the rest of the way.

Grotus
09-15-2004, 04:23 PM
Control
shift+lbutton "powexec_name teleport"
control+lbutton "powexec_name teleport"
alt+lbutton "powexec_name teleport"
mbutton "powexec_name teleport"
shift+mbutton "+camrotate"

Autorun version:
R "tell $name, Activating auto-teleport$$bind_load_file c:\cohbinds\autoteleport_on.txt"
c:\cohbinds\autoteleport_on.txt
[ QUOTE ]

R "tell $name, Deactivating auto-teleport$$bind_load_file c:\cohbinds\autoteleport_off.txt"
lbutton "powexec_name teleport"


[/ QUOTE ]
c:\cohbinds\autoteleport_off.txt
[ QUOTE ]

R "tell $name, Activating auto-teleport$$bind_load_file c:\cohbinds\autoteleport_on.txt"
lbutton nop


[/ QUOTE ]
What this does is use the R key to toggle whether or not the left mouse button activates teleport in addition to its job as a selection tool. The "nop" makes the button act normally when you no longer want to be teleporting.

Line of Sight
&lt;key&gt; "++first"
&lt;key&gt; "camdist 100"
&lt;key&gt; "camdist 200"
&lt;key&gt; "camdist 300"
&lt;key&gt; "camdist 400"
&lt;key&gt; "camreset"

Facing
&lt;key&gt; "+lookup"
&lt;key&gt; "+lookdown"

Distractions
&lt;key&gt; ++disable2d
&lt;key&gt; "window_hide nav$$window_hide chat$$window_hide tray"
&lt;key&gt; "window_show nav$$window_show chat$$window_show tray"
&lt;key&gt; "say Yes"
&lt;key&gt; "say No"
&lt;key&gt; "say On my way"
&lt;key&gt; "say Can't talk, teleporting"

END
&lt;key&gt; "powexec_name toggle1$$powexec_name toggle2$$powexec_name toggle3$$powexec_name sprint$$powexec_unqueue"

My personal setup
1 "say Si"
2 "say No"
5 "say Hola"
8 "say Can't talk, teleporting"
R "+lookup"
F "+lookdown"
shift+numpadenter "powexec_name dark embrace$$powexec_name obsidian shield$$powexec_name quills$$powexec_name death shroud$$powexec_name cloak of darkness$$powexec_name sprint$$powexec_unqueue"
mbutton "powexec_name teleport"
shift+mbutton "+camrotate"
button4 "window_hide nav$$window_hide chat$$window_hide tray"
shift+button4 "window_show nav$$window_show chat$$window_show tray"
pause "camreset$$bind_load_file c:\cohbinds\cd1.txt"
c:\cohbinds\cd1.txt"
[ QUOTE ]
button5 "camdist 100$$bind_load_file c:\cohbinds\cd2.txt"

[/ QUOTE ]
c:\cohbinds\cd2.txt"
[ QUOTE ]
button5 "camdist 200$$bind_load_file c:\cohbinds\cd3.txt"

[/ QUOTE ]
c:\cohbinds\cd1.txt"
[ QUOTE ]
button5 "camdist 300$$bind_load_file c:\cohbinds\cd4.txt"

[/ QUOTE ]
c:\cohbinds\cd1.txt"
[ QUOTE ]
button5 "camdist 400$$bind_load_file c:\cohbinds\cd1.txt"

[/ QUOTE ]

Moncro
09-15-2004, 04:58 PM
Awesome guide. :)

Hololad
09-15-2004, 08:51 PM
Adding to Favorites :)

Ridolfo
09-15-2004, 08:59 PM
Awesome OP! Thank you Grotus. :)

Grotus
09-20-2004, 01:47 PM
Anyone else have any tips? How about anecdotes about how this guide has changed your life?

Issue 2, with its cancellation of momentum has come to live since I posted this, so the tips regarding momentum can safely be ignored now.

Feint_of_Heart
09-20-2004, 06:11 PM
Very handy guide, thank you! :)

One note to all those who say teleporting (TP, TPing, Port, Porting, etc.) is horrible. TPing combines flight, superspeed and super jump into a single travel power, minus the kinematics (arc in a jump, "linear" motion in superspeed, etc.) In addition to its 3D capability, you do not have to cross your start and end points, since you "appear" at your destination without actually having to move from start to finish. This really helps if you are crossing dangerous zones, since you appear only at the end point. Yes, there are problems with porting, such as line-of-sight requirements, END cost, "accuracy", more appropriate outside, etc. However, if you have an empath or radiation controller/defender, the END cost can be totally ignored. My empathy defender hits Recovery Aura and ports across an entire zone map in seconds without once coming close to depleting my END. I have only used the default slot with one END Reduction enhancement, which I could just as easily slot with a range enhancement. TP is a great power. You also get Recall Friend, which at the lower levels is invaluable for numerous reasons, but becomes of "lesser" value when everyone has their travel powers. Personally, I believe Recall Friend is still incredible, even at the higher levels. I also believe that Teleport Foe is an awful power. It almost always misses, and when it does, it aggros everyone on you. I've never tried Team Teleport, but my latest character might get it for fun later in life. I can always respec it out, since I don't plan on using any of my respecs (thank you Hero Planner). Ok, enough of my rambling. Thanks again for your guide!

Maldroth
09-20-2004, 06:30 PM
very good guide and as a tried and true teleporter from day 1 I can tell you its the best travel power.

The rest of the pool makes you friendly with groups, with a bit of practice and the above mentioned trips it turns your travel power into a form of art. Properly slotted you are the fastest thing out there and when you get to the mission you can port the slower movers to save time :)

Know your zones! Know the fastest way to train stations and zone boundaries. Sometimes the fastest way from IP to Atlas isn't by going to the tran its by making one or two more ports to the entrance and then to the yellow line.

Last night I was on the TV trial helping some folks and after my display of teleportation mastery one said "geez I might have to respec out of flight and take teleportation."

Teleportation is great with the right enhancements and the right kind of person mashing the keys behind it :)

Grotus
09-23-2004, 10:21 AM
[ QUOTE ]
Know your zones! Know the fastest way to train stations and zone boundaries. Sometimes the fastest way from IP to Atlas isn't by going to the tran its by making one or two more ports to the entrance and then to the yellow line.

[/ QUOTE ]

Good point, I might take the time tonight to get some distance measurements in the various zones from Gate to Gate, Gate to tram, and (where applicable) Gate/Tram to Dance Party (which rocks as a way to quickly go between some zones).

Sure, such info would be useful for all travel powers, but us TPers are all about speed, so we need it more than the others.

styopa
09-23-2004, 10:51 AM
[ QUOTE ]
Slot END reducers before slotting Range enhancers, you'll get more out of them, especially at lower levels. That first slot you get with the power should definitely go towards END. Like most things, what is acceptable to one person might not be to another, so I'm not going to get into recommending slotting levels here. Be conservative, especially before you are using SO END reduction. Slot one at a time until you are happy with your range. If you are planning to take Stamina, you'll want to be even more conservative with your slotting, you'll be able to teleport a nice long way without running low once SO END recovery enhancements become available, even with only one END Reduce slot.

[/ QUOTE ]

I just got the TP power pool for a second movement power (flight is my first) to be able to keep up with those SJ and SS toons. First, I want to thank you for posting this, it is extremely helpful.

Second, most travel powers have a maximum speed, which is meaningless for TP. Does TP have a range cap? If yes, how many SOs does it take to hit that cap?

Grotus
09-23-2004, 11:13 AM
[ QUOTE ]
Second, most travel powers have a maximum speed, which is meaningless for TP. Does TP have a range cap? If yes, how many SOs does it take to hit that cap?

[/ QUOTE ]

I don't think it's capped, but I only have it 2 slotted, so I can't confirm this. With 6 even level SO range it would be 220 yards/teleport in the absence of a cap. If anyone reading this has 6 slotted teleport, could you try it out and let us know?

Spink
09-23-2004, 05:30 PM
There was a bug prior to Update 2 which I'm not sure if it was fixed yet or not... Six slotting teleport with range enhancers would cause you to be able to teleport too far and actually teleport through the ground and start falling until you hit the bottom of the zone where it would take you back to the first place you started teleporting in your string of teleports :/

SagittaryGold
09-23-2004, 08:54 PM
Too much info. My head hurts. Must transfer to Warcry.

Grotus
09-27-2004, 10:08 AM
[ QUOTE ]

END
Never attempt to use an END inspiration to extend your teleport chain. You won't be able to activate your next teleport during the inspiration animation, which will outlast your auto-hover, resulting in a fall.


[/ QUOTE ]

I tested this last night and this is no longer true in Issue 2. They modified the inspiration animation so that you can take them on the move in the air. So feel free to chew on a blue while teleporting. I would recommend popping it while you are in your teleportation animation so that you don't lose any time post-teleport.

Jacen_NA
09-28-2004, 02:05 PM
Thanks for this guide. I recently respecced my inv/fire tanker to use TP and this has been invaluable for me. I use both the ctrl-click and the auto-teleport method of teleporting depending on whether I'm going a long ways or just one or to ports.

However, what I quickly came to realize was that I was having trouble remembering if I was in auto-teleport mode or not. I know the "tells" helps with that, but sometimes I wouldn't think and just click again (this usually happened when I was porting to distant contacts). So, what I did was added in a costume change to the two auto files. Since I have 2 costume slots, one has become my "Hey you're auto-teleporting idiot" costume and one is my primary costume. So now my two files look like this:

c:\cohbinds\autoteleport_on.txt
R "tell $name, Deactivating auto-teleport$$cc 0$$bind_load_file c:\cohbinds\autoteleport_off.txt"
lbutton "powexec_name teleport"

c:\cohbinds\autoteleport_off.txt
R "tell $name, Activating auto-teleport$$cc 1$$bind_load_file c:\cohbinds\autoteleport_on.txt"
lbutton nop

Nothing to fancy, but I find that it really helped me with my forgetfulness. Of course, it's only a help if you are above level 20 and have at least one extra costume slot. The only time this particular method doesn't work is if the time from turning on auto-port to the time I turn auto-port off is less than 30 seconds (or vice-verse). Since you can only change your costumes every 30 seconds all that happens is you are in the "wrong" costume for the current mode. However, since I rarely use auto-port for nearby porting I don't find that this happens too often.

UnknownBlade
09-28-2004, 09:16 PM
if it hasnt been mentioned yet, since issue two porting to a new location will stop any acceleration you may have had.

this stops the ability to "slide" while porting , and means instances of falling are greatly reduced.

BlueRidger
09-29-2004, 07:03 AM
[ QUOTE ]
I also believe that Teleport Foe is an awful power. It almost always misses, and when it does, it aggros everyone on you.

[/ QUOTE ]

Actually, I've found teleport foe to be a boon to those times when I'm solo'ing around. I've got a 38 rad/rad def, and it comes in very handy; especially during an indoor mission when a mob could be, on the map, right next to your location yet still be a good jog to get to. I'll just run to the mob, target one (if I don't want to fight them all at once), run aaaalll the way back and tp foe. I only have one green SO acc enh in it, but it hits the vast majority of the time on minions and most of the time on Lt's. These mobs are +1, sometimes +2 in my solo missions. Also, if the distance to run is far enough, it'll aggro the rest of the baddies standing next to your target, but they'll give up after a little jog. Bad guys are, after all, a lazy lot. Another thing is it's range. At lower lvl's, it's nothing special but I've found that the range now (at 38) is greater than that of my snipe (proton volley). As a result many times I can teleport foe at about the extent of my range (and it hits) without aggro'ing the rest of the mobs in the area. The only con with TP foe that I've found is that if you target a boss and miss (which is pretty much always) then him and his cronies are ALL gonna come after you. Not that that is a particularly bad thing. At least that way you can get yourself set up at a defensive position and fight them on your terms as opposed to theirs.
Found another handy thing the other day with auto assisting and TP foe. Was walking around in the Gaspee helping out some lower lvl toons when one said, "Uh-oh.. sniper" to which I replied, "Got it targeted?"... "Yeah"..... I Auto Assist the guy that has the sniper targeted and, low and behold, there's a very suprised sniper standing right in front of me. Picture his suprised look as a cosmic burst hits him in the face followed by an Efield and a proton volley. *Sniper hits the ground* In short... I really like TP foe. It comes in about as handy as any other power. (for me, at least)

--end ramble

Fel_Ghost
09-29-2004, 07:31 AM
Excellent Guide! It changed my Inv/EM Tanker's life forever. It lets me move at a moments notice with Unyielding Stance on, plus, i can reach high places quickly when i'm using SS. It's a blast switching back and forth between TP and SS when I'm traveling. Had a SG mate who was new to the game and just picked up tele at 14. He was apparently deciding to re-roll cause he couldn't stand teleport. I tossed him the binds listed in this guide and he literally shouted for joy. Went from loathing TP, to loving it.

I personally have TP foe instead of Recall. When I'm in combat with US on, it really helps with crowd control. It's like a super long range taunt with a YANK feature. This is really useful for when a minion or two ignores me and goes for one of the squishies in my group, especially if it moves out of provoke range. Instead of tping closer to them and risk dumping the rest of the mobs i'm aggroing, I just TP them to me. Most of the time it works! Can't tell you how many times I've kept my teammates from becoming stains on the floor using this. Also useful, and fun :D, if I'm soloing in a door mish and one of the mobs flat out runs away down a bunch of hallways. I just sorta stand there, wait a sec, then yank em back to me. I just imagine some of the faces I get from them doing this.

Warrior- "Your crazy man! I'm outa here!"*Runs away.*
Duke- "Umm... ok, see ya later. :)"
Warrior- (other side of the building)" Phew, I think I lost him."
Duke- *Whistling*"5...4...3...2...1..." *YANK!*"WHOA!"
Duke- "Hello again. :)" *BONE SMASHER!*
Warrior- "BLARG! I AM DEAD!" :D

Lok_SG
09-29-2004, 10:53 AM
At the base 100yd distance over the 4s activation time, you average 51mph. For comparison, superspeed is capped at 84mph. With 6xSO end recovery in stamina, and 1x end reduction in teleport, you can chain port indefinately with no other toggles on. Were you to fully slot out port and put 1xend, 5xrange, you could have 200yd ports and 102mph, beating the travel time of superspeed.

Unyielding stance is -fly, -hover. When you port in US to a mid air target, the hover component is cancelled and you fall immediately. To chain port then, drop unyielding stance (ie switch to temp invuln). Unyielding stance will prevent you from changing facing, as your compass facing locks wherever you assumed the stance. Invincibility works for numbers within melee range, so clustering them tight puts many within melee range and puts you at the 5% hit rate cap...slight positional changes can be made with port during battle. If you are gathering multiple groups for mass AE kill, port from one cluster to the next to go from one place with high numbers for invince to another high numbers for invince. The final mass cluster should be at some place where they are denied LoS and all forced to close...good examples of this are dumpsters without tops, see through fences, corners.

Because destination targets must be line of sight to your camera, you can port to positions out of line of sight to yourself by panning the camera. This is a great feature for a tank, who can say port behind a fence which denies line of sight to his/her enemies and forces them to jump the fence into a tight cluster to get a target. Thus port is a fantasic way to cluster mobs, where you iteratively deny line of sight and force pathing to cluster them.

You can right click your map at your present position to set up a marker, then port out of a zone, and return to exactly where you last were by using the thumbtack to navigate.

I use

/bind t "powexec_name teleport"

So I hit t then left click...left hand on keyboard, right on mouse. If you right click and hold you can change your facing. For port turning in air, Ill just click a destination say on the left edge of the screen and repeat this again to turn left over a series of ports. Trying to change facing in the hover time is harder than just clicking without a facing change.

For unknown zones, pipes and lines etc off the ground let you gain vantage points from which to decide where to port next.

If you use follow in unyielding stance, your camera will pan to track your target. This is a useful way to quickly rotate your camera facing to a party member without dropping US.

FrostByghte
09-29-2004, 12:37 PM
Woot, thank you Grotus. Added to http://coh.coldfront.net/

Nethergoat
09-29-2004, 02:25 PM
[ QUOTE ]
Don't take it, it sucks, end of post...

[/ QUOTE ]

this much of the thread I can agree with.

I guess you can *force* it to work (as witness the copious advice of the OP), but what you can't do is make it FUN.

tp = teh sux

I WOULD RATHER JOG than use TP. =P

FrostByghte
09-29-2004, 03:38 PM
I hate TP too. I put it on character and haven't brought him out in a long long long time. Mostly because of TP, but still this is a nice article and gives me a bit of hope. Maybe I'll do something crazy and 6 slot TP. :)

Grotus
09-29-2004, 04:29 PM
[ QUOTE ]
[ QUOTE ]
Don't take it, it sucks, end of post...

[/ QUOTE ]

this much of the thread I can agree with.

I guess you can *force* it to work (as witness the copious advice of the OP), but what you can't do is make it FUN.


[/ QUOTE ]

Darn it, I knew I should have stopped writing after that first line.

Obviously there is no way to make it fun for you. Others might disagree. Still others might hate it at first, then after trying out some of my tips, come to like it. Others still will hate it at first, try some of my tips, and still hate it.

I didn't write this guide to make people like teleport. I just wanted to share what I've picked up through using it in the hopes that others would also find it useful. Much like what I've done with the /bind tricks I have learned.

Feint_of_Heart
10-04-2004, 06:01 AM
BlueRidger,

Thanks for the insight. My L24 empath has TP Foe slotted with a single Acc SO, and I seem to miss more than hit. When it works, it's great. When it fails, I'm in trouble. I guess the range increases a lot between 24 and 38, since my aggro pull draws everyone close enough to notice me. My only tactic during a failed attempt is to turn and run, wait for them to unaggro, and then try again or, assuming my frustration level is high enough, open up with some snipe kiting! I'll hold out for now! :-)

Mehranathon
10-04-2004, 07:31 AM
Fabulous guide, yes. I must say, though...

I was very happy with Teleport and Hover together on my lvl 37 illusion/rad controller. I four-slotted hover with speed SOs, and with accelerate metabolism she flew pretty fast for local movements... but for long distance AND immediate escape (probably the most overlooked benefit of teleport) she would port.

Still... I gave up teleport for fly in respec (still don't know how I feel about that) but I knew that I couldn't keep teleport on its own (falling and general inaccuracy was a pain) and I could no longer justify having 3 travel powers.

Quick summary... teleport is GREAT for getting out of a sticky situation. AND teleport and hover together are just fabulous.

Just as a sidenote, I'm thinking of dropping fly, re 4-slotting hover and grabbing superspeed.

Peace!

Miss Media, lvl 37 illusion/rad controller, Liberty Server

FizbanJH
10-04-2004, 08:04 AM
[ QUOTE ]
Distractions
&lt;key&gt; ++disable2d
&lt;key&gt; "window_hide nav$$window_hide chat$$window_hide tray"
&lt;key&gt; "window_show nav$$window_show chat$$window_show tray"


[/ QUOTE ]

I just use:

/bind F9 "nav$$chat$$tray$$target"

I normally have all of those open, if I want to teleport I just hit F9 and it closes them all... then when I'm done, I hit F9 and it reopens them all.

Obviously, replace F9 with whatever key you want to use. :)

Good gaming!

Chaste_Daily
10-04-2004, 08:13 AM
I am a 44 Controller who never gave a second look to Teleport. I always heard terrible things about it and never saw many people using it.

I was a Super Jumper. It got me up. It got me across zones. It was fast.

Until I went to the Shadow Shard. If you haven't been there, you must "jump" from island to island using gravity plumes. You cannot have SJ on or it interferes with the predesigned arc of the jumps. It took me FOREVER to go anywhere in the Shadow Shard because I would fall and have to go back to the beginning.

I got Teleport Friend to use with Mutation and because I am impatient. :) So I decided to give teleport a try.

I will never go back. All the missions in the Shadow Shard that I hesitated to do are clearly within my grasp. I traverse the entire zone in minutes. No worrying about the see invis mobs near the grav plumes. No worrying about not making the jump and starting over. I was having so much fun I teleported all over the Shard just to map out the points.

I can't believe I waited this long for such an incredible travel power. Shame on me for listening to the dissenters. :)

I can't wait to get in game tonight and try out your binds.

SweetThang
10-04-2004, 08:36 AM
I don't have Teleport on any of my characters yet, but my Rad/Rad Defender is itching for it!! I am always calling my buddy up who has a character with TP and he lets me log in a play with the power. I can't wait til I hit 14 with my guy.He's lvl 10 on Guardian if anyone want to team up. Name:Prof. Radium
TP here I come.
btw, have you ever tried /camdist -### ? The negative numbers act as a Zoom in feature. Good for taking screenshots of villains up close and personal without all that pesky debt. :)

albrasia
10-04-2004, 09:15 AM
Just the other day I deleted my def who had TP. I never even considered using binds to help. Unfortunately I just respec'd my new def otherwise i'd consider tp again. So its time to roll a new alt.

I don't think I'd ever take TP with a scrapper or blaster. It just seems a pretty good fit for the "support" class chars. My new def has TP friend which even at higher lvls is still handy (anyone with SS try and find the enterance into the TV reactor).

Grotus
10-06-2004, 02:38 PM
[ QUOTE ]
At the base 100yd distance over the 4s activation time, you average 51mph.

[/ QUOTE ]

I did a test the other night, and was able to squeeze out 19 teleports in a minute, which puts the time per teleport closer to 3 seconds, which gives:

100yds/teleport * 19 teleports/min * 60min/hr * 1mi/1760yds = 64.8 mph
for range unenhanced teleport

2.2 * 64.8mph = 142.5mph
for 6 even level SO range enhanced teleport

END:
15 END/teleport * 19 teleports/min * 1min/60sec = 4.75 END/s
Unenhanced for END

Enhancement chart (even level enhancements):
Speed (mph) with range Enhancements
ENH - TR ---- DO ---- SO
0 --- 64.8 --- 64.8 --- 64.8
1 --- 68.0 --- 71.3 --- 77.7
2 --- 71.3 --- 77.7 --- 90.7
3 --- 74.5 --- 84.2 --- 103.6
4 --- 77.7 --- 90.7 --- 116.6
5 --- 81.0 --- 97.2 --- 129.5
6 --- 84.2 --- 103.6 -- 142.5

END/s with END Reduction Enhancements
ENH - TR ---- DO ---- SO
0 --- 4.75 --- 4.75 --- 4.75
1 --- 4.40 --- 4.09 --- 3.57
2 --- 4.09 --- 3.60 --- 2.86
3 --- 3.83 --- 3.21 --- 2.39
4 --- 3.60 --- 2.90 --- 2.05
5 --- 3.39 --- 2.64 --- 1.79
6 --- 3.21 --- 2.42 --- 1.59

Note that base END recovery is 1.67 END/s, 2.92 END/s with 6 even SO slotted Stamina. (Reference (http://boards.cityofheroes.com/showflat.php?Cat=&amp;Number=1139647&amp;page=&amp;view=&amp;sb=5&amp; o=&amp;fpart=1&amp;vc=1))

Grotus
10-07-2004, 10:44 AM
Here are the tables if you are going for END management (15 teleports/minute, or one every 4 seconds)

Speed (mph) with range Enhancements
ENH - TR ---- DO ---- SO
0 --- 51.1 --- 51.1 --- 51.1
1 --- 53.7 --- 56.3 --- 61.4
2 --- 56.3 --- 61.4 --- 71.6
3 --- 58.8 --- 66.5 --- 81.8
4 --- 61.4 --- 71.6 --- 92.0
5 --- 63.9 --- 76.7 --- 102.3
6 --- 66.5 --- 81.8 --- 112.5

END/s with END Reduction Enhancements
ENH - TR ---- DO ---- SO
0 --- 3.75 --- 3.75 --- 3.75
1 --- 3.47 --- 3.23 --- 2.82
2 --- 3.23 --- 2.84 --- 2.26
3 --- 3.02 --- 2.53 --- 1.88
4 --- 2.84 --- 2.29 --- 1.62
5 --- 2.68 --- 2.08 --- 1.42
6 --- 2.53 --- 1.91 --- 1.26

Lancer0607
10-18-2004, 12:02 AM
Actually Teleportation is just as useful if combined with the right powers. Specifically: Unyielding Stance, and Invincibility!
Unyielding Stance = Makes you highly resistant to all damage and protects you form holds, sleeps, disorients, but makes you totally IMMOBILE. Scrapper Secondary Powerset, Tanker Primary Powerset.
Invincibility = Provides a 5% base defense bonus, and another +10% for each foe within Melee Range, Hence you are surrounded by twenty Crey Patrol Guards all within melee range you gain a 5% + 200% bonus to defense, also is an AoE taunt, foes will aggro you while it's active making them melee you when they get in range. Scrapper secondary Powerset, Tanker Primary Powerset.
Now my character "Lancer" is a Katana / Invulnerability character. I recently respeced to get Teleportation, but kept my other movement power of Flying. Why? because now I can set myself up with Unyielding stance and Invincibility far away from a large enemy group and then suddenly that group of 1 boss, 2 lieutenants, and 6 minions find a guy in the middle of them drawing his blade, as they turn to attack build up goes off and the boss gets a health serving of "Golden Dragonfly" dealing nearly half his health in damage, then everything in the group within range gets a nice helping of "The Lotus Drops" knocking the rest of them down to nearly half as well. While they futily try and use holds, sleeps, and disorients (which are not working) and the guy with the Katana is evading 95% of the time.
Teleportaion works with these 2 powers as you can clearly see. Teleportation combined with other powers can make it very Useful to have.

Lancer level 35 Katana / Invincibility scrapper, Triumph server.

"Don't you know me? I'm the Lancer!"
"Do you superheroes ever pay taxes?"
"Well... sometimes... when we feel like it... I think..."

JohnO_NA
10-18-2004, 02:55 AM
[ QUOTE ]
Unyielding stance is -fly, -hover. When you port in US to a mid air target, the hover component is cancelled and you fall immediately. To chain port then, drop unyielding stance (ie switch to temp invuln). Unyielding stance will prevent you from changing facing, as your compass facing locks wherever you assumed the stance.

[/ QUOTE ]

The bit about US locking your facing is no longer true,
you now rotate to face the direction you moved in.
This makes it far easier to travel around with US always on.

Apollo_NA
10-18-2004, 03:21 AM
I know the OP asked us not to do this, but this doesn't merit a thread of its own. I'm playing a D3 with heavily-slotted Tenebrous Tentacles and Night Fall, but this would be useful to anyone specialising in AE attacks. You know how sometimes the villains don't quite fit your attack pattern? There's a leader lecturing the troops, and he's just outside your cone, or a wandering thug just refuses to bunch up with his buddies? Teleport Foe is just the thing to get a straggler into place. Drop an Accuracy Enhancement into it, and it's good to go.

Obvious, perhaps, but it took me a while to realise.

Lok_SG
10-19-2004, 08:39 AM
Grotus, very nice data. I was going on the 4s listed in Warcry. The rules then are 65mph base, going up to 130mph for 5xSO.

The endurance thing is not much of an issue when you slot for distance. If you 5 slot for distance, its 200yds per port, or about 9 ports per mile. The map at worst is around 2 miles, or 18 ports. If you are chaining, thats about 1 min. The burn rate of 3.6eps v. 6slotted stamina at 2.9eps means a drain of 0.7eps. So the time to drain out your end is 100end/0.7eps, or 2min20s &gt;&gt; the 60s you need to chain across any map.

In fact doing 6slots in range probably can work with enough stamina slotting later, since you would then drain at about 1.83eps and burn out your pool in 55s, which is probably easy enough to clear a map. But the gain from that first end reducer is so big that I would rather have it and run a few extra toggles. I certainly would do this with unstoppable, since the eps gain from that is huge.

For refernce, when my invuln/fire tank had 5xrange in port w/SO's, it was 6 hops from the Brickstown metro to Creys folly entrance, which is 18s by your estimate of activation time.

Ill toss in a bit more here. I have been rooted while in unstoppable. If all I had was the jump, superspeed, or flight pools, I would have been stuck. Port lets you move around while rooted, which is a big plus in my book.

There are many uses for the prereqs.

Recall friend can be used to move corpses, move allies to your remote place letting them bypass stuff, and even be used by controllers to port pets to the exact spot they want. The uses for this power are clear.

Port foe is also very useful for a tank. It is really long range and non line of sight, which lets you aggro stuff from a fighting spot of your choice. You can therefore pull while denying LoS, forcing the enemy to say close to you through a choke point. You can also use port foe to pack in extras in your invince melee radius for not only the defensive bonus, but also the parallel killing via AEs. I have used port foe to aggro additional groups of mobs while I am tied down with one group, to help gather an entire room onto me. This power is useful to pull stuff out of solid rock and buggy maps...if you can target it, you can pull it out subject to the restrictions. Even the restrictions on porting can be useful. For instance if you want success, you go for minions (useful for packing), but if you want to aggro the entire pack, you go for a boss or a LT and even though you are guaranteed failure in some level situations, the aggro you generate can get you the pull of the whole pack.

I would argue in the context of an unstoppable tank, there is no better compliment for superspeed than teleport. Fly and its prereqs do not do you much good unless fighting in the sky is your thing. You dont really need combat jumping or acrobatics with the state defenses of unstoppable, and well sloted port would clear anything those could.

For invince, port is a very safe movement. This is because you can port into a mob cluster for high +DEF from invince, then port into another mob cluster to aggro that, and maintain your DEF bonus the whole time. Moving around by running will change the number within melee distance and vary your +def rating. SO as far as gathering goes, port is hard to beat- port to a cluster, port to a cluster, port to a cluster, then port to a place where you deny LoS to everything to force it to close to melee range. This concentrates stuff safely and effectively.

SymonStar
10-21-2004, 10:48 AM
Awesome post! Got a buddy of mine that has TP and a slow CPU. These binds ought to help him out alot. My controller is finally going to get TP at lvl 30 and because of this guide, I'll actually enjoy it.

Hephaestus
10-21-2004, 11:57 AM
I don't know if anyone else has mentioned this. I din't see it with a cursory glance at each of the posts, but I might have missed it.

It was mentioned that Teleport allows you to "move" while in Unyielding Stance or Rooted. This si true, but I didn't see the underlying reason for this explained. Teleport is the movement power that works when other movement powers fail. You can teleport when you are held (so you can't move, but can still attack). You can teleport at the same speed as ever while slowed. You can teleport between spaces which are blocked by walls (as long as some camera view gives you an angle around that wall). Teleport can't be interrupted (though, technically, no other movement power can be either). If you are slept or stunned you still can't teleport because you can't activate any power, but I believe if you get slept or stunned after having started to activate teleport you will still teleport. If there are a group of mobs in between you and your destination you may, by having them positioned midway between start and end points, be able to avoid aggroing them.

Teleport has a lot of drawbacks. It is probably, once slotted up, and especially at low levels, the fastest power, as long as you have end for it. It is not the safest and God is it ever lousy for hunting things. However, Teleport does have some nice advantages too, which shouldn't be overlooked.

Grotus
10-21-2004, 04:00 PM
[ QUOTE ]
You can teleport when you are held (so you can't move, but can still attack).

[/ QUOTE ]

You can't teleport when held, you are thinking of immobilized.

[ QUOTE ]
If you are slept or stunned you still can't teleport because you can't activate any power, but I believe if you get slept or stunned after having started to activate teleport you will still teleport.

[/ QUOTE ]

This is correct, then you just have to hope that you teleported far enough away for them to lose interest in you while the effect wears off.

[ QUOTE ]
If there are a group of mobs in between you and your destination you may, by having them positioned midway between start and end points, be able to avoid aggroing them.

[/ QUOTE ]

Stealth powers help a lot with this, as does sneaky camera angles.

[ QUOTE ]
It is probably, once slotted up, and especially at low levels, the fastest power, as long as you have end for it.

[/ QUOTE ]

No probably about it, at least in terms of raw speed, everything else caps out at 90mph, while teleport can go up to 142mph. Whether you get from point A to point B faster is another matter.

Lillika
10-22-2004, 09:12 AM
Whats this auto teleport thing i keep hearing about? :confused:

Grotus
10-22-2004, 11:32 AM
[ QUOTE ]
Whats this auto teleport thing i keep hearing about? :confused:

[/ QUOTE ]

I am uncertain as I don't know what the context you heard it in was. It might refer to either the bind where you hold down shift, alt, or control and left click to teleport, or the one where you have a key that binds the left click to teleport, and removes that bind later when you no longer want to teleport.

Both these binds are covered earlier in this thread.

Shadow_Phoenix
10-22-2004, 01:55 PM
Hi grotus.
this is an excellent chart of every detail that took me days n days of testing and experimenting.. your saving ppl a LOT of time.

Im curious if I could get your opinion on the "momentum" fix they did in patch 2. Do you like it ??

It killed my passion for TP.
I had it 3 slotted 2 end reducers and 1 distance.
i was getting places SUPER quick. using the momentum of course.

after the patch .. i was in tears having to tp over n over n over.. and of course never being able to chat while doing this.

the fact is WAS the fastest travel power made up for the chat prob.
now I find this power just eye candy, since the other vertical powers can pretty much do the same features..

I'd like to hear what you LOVE about this power over the others... just incase i missed a feature I wasn't taking advantage of.

thx again for the awesome chart/info :D

deadboy_champion
10-22-2004, 03:16 PM
Nice thread and good post Grotus

/em salute

Lillika
10-23-2004, 07:24 AM
idk exactly what i mean by it lol sry, but i know it involved a .txt file

Grotus
10-26-2004, 12:55 PM
[ QUOTE ]

Im curious if I could get your opinion on the "momentum" fix they did in patch 2. Do you like it ??


[/ QUOTE ]

I never got very good with making the momentum work for me, so I was not sorry to see it go. It was more of an occasional PITA than something useful to me. I did the momentum trick a few times, so that I could explain better how it worked, but it seemed like I was taking more time setting it up than it saved me in travel time. Before I got any better at it, the patch went in.

As for what I love about it, it fits the concept of my primary character and is the travel power I got to know first. I only have two slots in it, and I am just now having people (usually jumpers) start beating me to missions.

I don't mind the chatting problem that much, falling doesn't bother me, so I'll reply if I want to and ignore the piddly 100-300 damage I take from falling. Most of the time I'm running missions, so I'm in a zone where everything is grey. If I'm in Bricks or FF I might take a moment to land on a rooftop before replying, or I might just hit my "Can't talk, teleporting" bind.

I like teleporting on top of things, like light posts and smokestacks. I like adjusting my camera angle to teleport past a big group of mobs inside a mission (after the invisible person has already snuck by them). I like appearing in the middle of a group of mobs and taking them on.

I have fun with teleport. I also have fun with superjump on the only other character I have with a travel power. When I get another alt up high enough, I'll have fun with flight. Superspeed will be a challenge for me, since I have a hard time with control when someone speed boosts me, but I'll have fun learning to cope with it (will probably involve setting my keyboard rotation down from 400% to something like 200%).

If I could change anything about teleport, I'd eliminate the red circle of death in favor of just teleporting as far in that direction as is allowed. That and making movement break the hover.

Voyeur
10-27-2004, 10:10 AM
The other handy thing that teleport did was allow you to get under and through the geometry of the world. Ever been underneath the Atlas city representative who gives you the cape/aura missions? All you had to do to get "outside" the map was put your shoulder to a wall with the camera zoomed in and then when you zoomed out about an inch of your screen was seeing through the wall. Bingo, you could teleport through the wall and get to places no one else has been. They fixed it in update 2. I heard it was used to kill Hamidon as all you needed was a tp'er with recall friend and he could port 20 people under Hamidon and they could hit him through the ground but they couldn't be touched.

bekkar
10-27-2004, 11:35 AM
I love teleport, but it's extreme vulnerability to lag is not something to overlook. When the server/area is busy, using teleport can be fairly dangerous...more than once I've teleported, hit lag, and it took a few seconds for the game to "catch up" and actually show me in my target location (and of course by then I was already falling fast).

Teleport is fun, but it's also the most likely to get you killed in stupid ways :p

Roughneck_Doc
11-04-2004, 10:05 PM
Hi all, can anyone tell me what the bind for recall friend is that alloes you to lshift (or what ver key you want) and click so that the power activates and targets in one action? Thanks.

Yuro
11-06-2004, 12:26 AM
[ QUOTE ]
Hi all, can anyone tell me what the bind for recall friend is that alloes you to lshift (or what ver key you want) and click so that the power activates and targets in one action? Thanks.

[/ QUOTE ]

I haven't done it myself, but I imagine it'd go something like this:

bind lalt+lbutton "powexec_name Recall Friend"

To use it, you would probably have to have a teammate targeted already, then alt+click near yourself to port them to that spot.

Dead_Hero
11-16-2004, 09:36 AM
What a clever bind! I'm definately implementing this.

Warp_Factor
01-30-2005, 10:15 AM
Great stuff, thank you for posting it. I just picked up teleport and this'll make it much easier for me to make good use of it.

BindWhore
03-22-2005, 03:43 AM
just so you know, i read that Mantid and co have set up a bind global channel. if you want in just /chanjoin bind

No_Means_No
03-22-2005, 11:49 AM
I've been using the lshift+lbutton bind for Teleport, and until recently it worked great. But about a week ago, I started having to click the lbutton 2x while shifted to get the bind to work. If I clicked once, it just pulled up the targetting animation and nothing happened. Sometimes it still works automatically, though, which makes it annoying.

Any ideas what's going on? I have a lot of other binds that use lshift+&lt;key&gt;, is that messing up the teleport bind?

Thanks in advnace for any help you can give me.

Grotus
03-22-2005, 12:02 PM
You are probably just getting red-circled. If you try to target somewhere that the game doesn't like, the targetting circle will appear (in red), and will not allow the teleport to complete until the targeting circle is moved somewhere that it likes.

Yes, it is annoying.

No_Means_No
03-22-2005, 12:31 PM
Hmm. I'll check that, but I think I was getting the normal white target.

peterpeter
03-22-2005, 12:37 PM
I was having the same problem. I think it is the red circle, thing, but it's hard to see the circle sometimes, especially when zoomed way out. I'm gald I didn't try this earlier. I used to get horrible lag all the time. I still get enough so that I'm not sure tp is going to be viable for me. Every time I tp away from one pack of mobs, I wind up in another. Still, this guide is great. I would have already given up without the lshift bind and the /camdist suggestion.

_Ilr_
03-27-2005, 10:34 AM
Hey Blasto. I've nopticed the same thing recently and it seems to be an issue with the Specific Key use.

IE, if you just used Shift instead of LShift, it should work everytime without creating a target first and getting stuck the second time you try to port.
...Though to fix that, you'll need to type /bind lshift+lbutton nop, and then type /bind shift+lbutton ...blah-blah-blah

onemanmob
04-16-2005, 08:45 AM
Hi, I want to bind my 4 key. I have tried many combinations using this thread, but cannot get it right. The lclick &amp; teleport bind is nice, but somtimes I try to click a foe &amp; miss. Then I am somewhere I do not want to be. Tabbing will get me to the target I want, but it takes too long with many foes around me. Here is one that I think is close but will not activate. The circles do come up:

/bind 4 "lbutton$$powexec_name teleport"

I would settle for press 4 for rings &amp; then press R for activate. I will be forever gr8ful for help :-D

Grotus
04-18-2005, 10:47 AM
There is no slash command which does the left click action, so you will always have to use the mouse to select your destination.

Starfire_One
04-20-2005, 11:23 AM
My Ill/FF Controller uses Teleport as if it were a primary attack power. My Phantom Morons have a bad habit of running up to various mobs and agroing them ontop of me. Well, I was trying out new tactics and found one I truely love. I set out some Morons, put up PFF, then TP across and out of the agro range of a mob. My Morons will run upto and take out the mob while I TP in, Flas, and TP back out... I've not yet found a group that this does not work with... then again, I'm only level 27...

Groovymarlin
04-20-2005, 01:35 PM
I have hover and fly, and I get really frustrated with fly because it's so slooooow. On the other hand, it's extremely safe. :) I used to have Recall Friend but respecced out of it. Now that my D3 has hit 30, I'm seriously considering picking up Recall Friend again, AND Teleport. I would keep both fly and teleport for a while and use them in conjunction with each other. If I decide that it's a waste of a power, I can always respec (I have one available), drop the fly, and slot some flight speeds into hover.

I never thought I'd like teleport (although I always found Recall Friend very useful) until I did the Terra Volta trial the other day and then copied myself multiple times to the Training Room. There I tried out all the different travel powers. To my utter shock, the one I enjoyed the most was Teleport! It's fast, it's efficient, and it's quite a rush to zap from one side of a zone to the other! By having hover also, it makes it pretty safe. I have stamina four or five slotted at this point and with one end reduction SO in teleport, I found that I never had an end problem at all.

Anyone else waste their talent spots on having both fly AND teleport? I really think I'm going to try it, though I'll probably end up dropping to just hover eventually. I know people say it's a waste to have more than one travel power, but I really think of teleport as a strategic choice and not just a travel ability.

Teeth
04-20-2005, 08:47 PM
I want a bind that activates the targeter for teleport when I push it once (which I can do easily) and deactivates it when I push it again if I decide not to teleport at just that time (which I absolutely CANNOT GET TO WORK!!). It works this way when it's on the power tray and I hit the number key, but when I bind it it doesn't. What is the proper bind command for this?

Even better, is it possible to make it such that holding down one key activates the targetter and letting go deactivates it? I mean, is there a way to bind the activation of teleport to lshift being pressed and the deactivation of teleport to lshift being released, so I always AND only get the targetter/option to teleport while lshift is held down? That would be best, for me.

Thanks.

Nilt_
04-20-2005, 10:39 PM
[ QUOTE ]
Anyone else waste their talent spots on having both fly AND teleport? I really think I'm going to try it, though I'll probably end up dropping to just hover eventually. I know people say it's a waste to have more than one travel power, but I really think of teleport as a strategic choice and not just a travel ability.

[/ QUOTE ]

I have both Fly and TP on my 45 MA/Regen scrapper. Fly is 4 slotted for speed, Hover is 6 slotted for speed and TP is 6 slotted 4 range/2 end reduction. I used to have Super Jump but when I came up on 40 I wanted easier travel in the Shadow Shard, so I respecced to Fly/TP. I ended up re-respeccing to get Hover due to the Knves of Artemis and their darned caltrops!

I now fight full time in Hover and hit Fly for short hops to the next group (bound to shift+space). I use TP for lng distance tarvel, of course, and for the following attack: Focus Chi &gt; TP into the center of a nice group and, while TP animation goes, I hit Dragon's Tail. This take almost anything to half health. I did that th eother day into a group of 6 Alley Cats and got a crit on each one for a complete group one shot. I plan on doing repeatedy eventually while recording a demo because it just made me giggle like a schoolgirl. Nothing beats that feeling.

As far as how many slots I used (total of 8), I like the way I can fight like this. Nothing can fly out of range and I would only put the slots somewhere I wouldn't really want them anyhow. Anyhow, Fly and TP is a great combination. I am faster than anyone else (went from one end of IP to the other in 1 minute 20 seconds the other day), never run out of endurance due to Quick Recovery/Stamina 6 slotted and I have all the vertical movement I want.

Jaek_
04-21-2005, 07:54 AM
i'm wondering how you reply to tells while tp'ing, if you have a macro of "say can't talk teleporting" and you hit backspace to reply then that macro, would that work? is there a separate code for a bind or macro specifically to reply to a tell?

Starfire_One
04-21-2005, 09:05 AM
[ QUOTE ]
I want a bind that activates the targeter for teleport when I push it once (which I can do easily) and deactivates it when I push it again if I decide not to teleport at just that time (which I absolutely CANNOT GET TO WORK!!). It works this way when it's on the power tray and I hit the number key, but when I bind it it doesn't. What is the proper bind command for this?

Even better, is it possible to make it such that holding down one key activates the targetter and letting go deactivates it? I mean, is there a way to bind the activation of teleport to lshift being pressed and the deactivation of teleport to lshift being released, so I always AND only get the targetter/option to teleport while lshift is held down? That would be best, for me.

[/ QUOTE ]
Here's one that I just bound recently that I simply love:

/bind shift+lbutton "powexec_name teleport"

To telepory, just hold down the shift button and click somewhere. When you click you both activate the power and select the location at the same time. Now all you have to do is click away and you will go there. When you no longer want to teleport where you click, just let go of the shift key.

Doctor_Dude
04-21-2005, 09:30 AM
[ QUOTE ]
I want a bind that activates the targeter for teleport when I push it once (which I can do easily) and deactivates it when I push it again if I decide not to teleport at just that time (which I absolutely CANNOT GET TO WORK!!). It works this way when it's on the power tray and I hit the number key, but when I bind it it doesn't. What is the proper bind command for this?

Even better, is it possible to make it such that holding down one key activates the targetter and letting go deactivates it? I mean, is there a way to bind the activation of teleport to lshift being pressed and the deactivation of teleport to lshift being released, so I always AND only get the targetter/option to teleport while lshift is held down? That would be best, for me.

[/ QUOTE ]

I usually find it easy to just hit esc to abort the tp.

[ QUOTE ]
Here's one that I just bound recently that I simply love:

/bind shift+lbutton "powexec_name teleport"

To telepory, just hold down the shift button and click somewhere. When you click you both activate the power and select the location at the same time. Now all you have to do is click away and you will go there. When you no longer want to teleport where you click, just let go of the shift key.

[/ QUOTE ]

The variant that I use is:

/bind lcontrol+lbutton "camdist 115$$powexec_name teleport"

This zooms the view out a bit which makes it much easier to pick spots to TP to. Increase or decrease the 115 based on yuor monitor settings or preference. You can tp to other side of high wall you are standing next to, pick from one of several rooftops to aim for, chain tp across a zone around buildings, etc. page down resets your zoom when you are done.

Like lcontrol button better because my fingers find it more easily than lshift.

Hand_Of_Osiris
04-21-2005, 10:05 AM
:D

Grotus
04-21-2005, 10:20 AM
[ QUOTE ]
i'm wondering how you reply to tells while tp'ing, if you have a macro of "say can't talk teleporting" and you hit backspace to reply then that macro, would that work? is there a separate code for a bind or macro specifically to reply to a tell?

[/ QUOTE ]

Unfortunately, there isn't a way to automate a reply to a tell. So you are limited to either an extremely short response like "nntp", which of course no one would understand, or you can do what I usually do, plummet to the ground while making a reply. At higher levels the falling damage is pretty low, and if you are going to missions in low level zones, you don't have to worry about enemies on the ground (well, except for their cruel laughter at your splatting on the ground).

Other things you could try:
<ul type="square"> Compose a "Can't talk teleporting" message in Notepad. Copy it to the clipboard. When you get a tell hit [backspace][ctrl+V][enter].
If you have a smallish group of people who regularly send you tells while you port, make a "Can't talk, teleporting" bind for each of them (global chat names work better here).
If you have a somewhat larger group of folks, put 'em on your friends list and respond to tells by sending to the friends channel. Use the supergroup channel if they are in that group.
Don't reply right away, land somewhere and start your reply with: "Sorry, I was teleporting"
[/list]

Grotus
04-21-2005, 10:28 AM
[ QUOTE ]
I want a bind that activates the targeter for teleport when I push it once (which I can do easily) and deactivates it when I push it again if I decide not to teleport at just that time (which I absolutely CANNOT GET TO WORK!!). It works this way when it's on the power tray and I hit the number key, but when I bind it it doesn't. What is the proper bind command for this?

Even better, is it possible to make it such that holding down one key activates the targetter and letting go deactivates it? I mean, is there a way to bind the activation of teleport to lshift being pressed and the deactivation of teleport to lshift being released, so I always AND only get the targetter/option to teleport while lshift is held down? That would be best, for me.


[/ QUOTE ]

/powexec_name teleport, like you are most likely using in your bind, is the correct command, both for bringing up the targetting cursor, and for dismissing it. But, the dismissal only seems to work if the teleport power is in a visible power tray.

As for your second request, this wouldn't work since the same command brings the targeting cursor up and dismisses it. If you actually teleported while shift was held down in this scheme, you would get the targetting cursor again when you released the key.

Ultimate_Prime
04-21-2005, 10:28 AM
grotus, i love you
me and the rest of the teleporters out there who are horrible at keybinding will cherish this thread to the end of our days

onemanmob
04-21-2005, 10:45 AM
ty

Jaek_
04-21-2005, 02:59 PM
[ QUOTE ]
Unfortunately, there isn't a way to automate a reply to a tell. So you are limited to either an extremely short response like "nntp", which of course no one would understand, or you can do what I usually do, plummet to the ground while making a reply. At higher levels the falling damage is pretty low, and if you are going to missions in low level zones, you don't have to worry about enemies on the ground (well, except for their cruel laughter at your splatting on the ground)...

[/ QUOTE ]

tyvm

Grotus
04-21-2005, 07:42 PM
[ QUOTE ]
But, the dismissal only seems to work if the teleport power is in a visible power tray.

[/ QUOTE ]

I'm a bit wrong about this, the teleport power just needs to be in a tray, it doesn't need to be one of the active (visible) ones.

[ QUOTE ]
As for your second request, this wouldn't work since the same command brings the targeting cursor up and dismisses it. If you actually teleported while shift was held down in this scheme, you would get the targetting cursor again when you released the key.

[/ QUOTE ]

And I'm a bit wrong here as well, powexec_unqueue will cancel the teleport target, so you can use the following bind to bring up the targetting cursor when lshift is pressed, and dismiss it when lshift is released. (thanks Innovator for the bind)

c:\cohbinds\tp1.txt
[ QUOTE ]

lshift "+ $$powexec_name teleport$$bind_load_file c:\cohbinds\tp2.txt"


[/ QUOTE ]
C:\cohbinds\tp2.txt
[ QUOTE ]

lshift " $$powexec_unqueue$$bind_load_file c:\cohbinds\tp1.txt"


[/ QUOTE ]

Init with /bind_load_file c:\cohbinds\tp1.txt

Innovator
04-21-2005, 09:29 PM
I had thought about your post that powexec_name could be used to turn on and turn off teleport, so I came up with another bind to do the same without using bind files:

/bind lshift "+ $$powexecname Teleport"

Edit: I thought because it's much more simple it eliminates all posibility of reversals. I just tested this out some more, it does just the opposite. The one I (in another thread) and you (in this one) posted, however, works very nicely but has a problem with not keeping the teleport active after clicking a location. To fix this, I came up with a way to complicate things some more by adding a couple more bind files to the mix:

In c:/keybinds/tpk_dc.txt place:
lshift "+ $$powexecname Teleport$$bindloadfile c:\keybinds\tpk_uc.txt"
lshift+lbutton "+ $$bindloadfile c:\keybinds\tpb_uc.txt"

In c:/keybinds/tpk_uc.txt place:
lshift " $$powexecunqueue$$bindloadfile c:\keybinds\tpk_dc.txt"

In c:/keybinds/tpb_uc.txt place:
lshift+lbutton " $$powexecname Teleport$$bindloadfile c:\keybinds\tpb_dc.txt"

In c:/keybinds/tpb_dc.txt place:
lshift+lbutton "+ $$bindloadfile c:\keybinds\tpb_uc.txt"

Initialize by typing:
/bindloadfile c:\keybinds\tpk_dc.txt

This first bind does as before, ques up teleport and loads in the next bind so that it halts it with the key release. However, I added another functionality to it that when the teleport is activated it loads in another set of binds that reactivates teleport targetting afterwards.

McBoo
05-18-2005, 07:10 PM
[ QUOTE ]
Anyone else have any tips?

[/ QUOTE ]

On the subject of lag I have found that switching to first person during chain teleports helps to cut down on lag.

RuaBas
07-25-2005, 10:06 AM
Thanks so much for this guide. It helped ease my nervousness about taking teleport. I've tried all the travel powers except for teleport, and I thought it was time, plus it really fits my character concept.

I just took teleport at 14 and so far I'm loving it. The one suggestion I have, would be to take your new toy to a zone you are familiar with and just spend some time jumping around the zone. You'll get a better feel for your range and you can test out these groovy keybinds before you're in real danger.

judgestarx
07-27-2005, 04:46 PM
nice guide.. just got teleport.. will be using this

Rukys
07-31-2005, 03:54 PM
Posting this here, since it is a teleport question.

I'm trying to write a bind that will activate teleport and send me straight up without having to change camera views. I can't seem to find anything that gives a direction without pointing. Any ideas?

StaticDrifter
07-31-2005, 10:33 PM
I'm afraid you need to target something. Which is a shame too.
I had a similar question months back about just clicking a button and having PA cast like 5' in front of me ...but there's just no command where you can input the xyz coordinates for a target.
Sorry.

Canuck
09-27-2005, 01:22 PM
I've taken Teleport as the only travel power on my Empathy Defender. I've 6-slotted it for range. I don't have Stamina, Hover, or any other safety net. All I need is Recovery Aura, and I'm good to go, if it wears off I just perch somewhere until it's back. I'm consistently the first one everywhere (other than in Dark Astoria), and Recalling the other to me. It's great, I wouldn't change it for the world.
Teleport is not, however, for everyone. It's by far the worst for exploring, and it's the most dangerous one in general (rivalled by SuperJump, I suppose). It's the hardest to get the hang of, and although it is the fastest, it's also the least wieldy.
I also wouldn't suggest it for anyone who suffers from lag.

--The Canuck

Alexina
11-13-2005, 08:55 PM
[ QUOTE ]
Just the other day I deleted my def who had TP. I never even considered using binds to help. Unfortunately I just respec'd my new def otherwise i'd consider tp again. So its time to roll a new alt.

I don't think I'd ever take TP with a scrapper or blaster. It just seems a pretty good fit for the "support" class chars. My new def has TP friend which even at higher lvls is still handy (anyone with SS try and find the enterance into the TV reactor).

[/ QUOTE ]

Just wondering, I'm assuming one doesn't lop tankers in with scrappers oir blasters... namely because this is THE travel power of choice for stone tanks.

Use it, love it, live by it.

Holy_Abomination
04-12-2006, 04:11 PM
[ QUOTE ]

Unfortunately, there isn't a way to automate a reply to a tell.

[/ QUOTE ]

Wouldn't a macro or bind that does an "autoreply Just a minute--teleporting right now" work ?

EquYnoX
08-29-2006, 01:32 PM
TP IS my primay trael power. Ive out run lvl 30 (while im at 23) with a couple of SO for distance and End. Great power and here is a few things that I have learned.
1) for getting glowy. nothing beats it.
2)if your allie has TP allie have him/her warn you before they TP you. MAY a time i have found my self in two places at once(they TP me after I have started my next TP in a chain. I end up at them and half a sec later at my target for tp. reallpain)
3)in combat it IS the quick escape.. but shots that are field at you follow. A troll can throw a rock over 120ft!!
4) if your immobilized TP.get you out of fire but you still can't move unless you tp again.
5)for some reason after i tp and them hit an attack (bow attacks to be exact) the toon goes in to a 2 sec CONTROLABLE flight (not hover). Looks cool going in on the attack and has saved me from a fall once. (caught a building)
6)Speaking of Hover, TP and Hover is and end killer but you will never fall. If your low on end just stop TPiing, chat a bit, and cont once your end recharges.
anyways thats my 2 cent..

Daemodand
08-29-2006, 02:27 PM
Never slot Endurance Reduction on TP before 3 slotting Range. Range's effect is two fold; it lowers the amount of Endurance required for the power (via fewer jumps) and decreases the number of jumps required to get to your destination, making your Endurance bar and your fingers happy.

I currently have TP 3 slotted on a couple of my characters and I'm debaing whether to even bother with the fourth slot with an Endurance Reducer in it. I'll probably try it on one of them (the Staminaless MM) just to see.

Awesome guide!

If you really want to optimize your computer for TP, follow the advice in this XP gaming tweak guide:

http://forums.guide2games.org/index.php?showtopic=2716

"ConservativeSwapfileUsage=1" is one of the best system mods a TPer can have (though all the other bits of advice in that guide also help wtih TP's smoothness tremendously.) I even have time to eat Inspirations between jumps if I feel like it TP runs so smooth on my far-from-uber system.

Ace___
08-29-2006, 06:13 PM
[ QUOTE ]
You can target almost any flat surface within range that you can see with the camera

[/ QUOTE ]

Sort of true. You can most of the time target most of the flat surfaces. However a LOT of the targets that you want to use to actually move around sometimes fail for no good reason. You can be tping across Steel and suddenly be unable to get away from the red circles. You can want to tp up to a ceiling overhead in a mission and your odds on being able to do so are, sadly, remote. You can be unable to get white circles on a surface from one place and then able to get white circles in the same place from somewhere else (which makes absolutely no sense at all). Short of TPing far above the city in a straightish line it is difficult to make 20 successive attempts to tp in natural use without seeing the red circles where they shouldn't be. You should be able to make any intuitive TP to any suitable surface, but sadly this is far, very far, from the case :(

Stele
11-01-2006, 12:11 AM
[ QUOTE ]
[ QUOTE ]

Unfortunately, there isn't a way to automate a reply to a tell.

[/ QUOTE ]

Wouldn't a macro or bind that does an "autoreply Just a minute--teleporting right now" work ?

[/ QUOTE ]

You should be able to /afk as part of your tp bind. I know there are people who have a typing bind/macro set up so that when they start typing it puts them in afk with a message above their head, which you get an auto-reply to if you try to /tell them while they are typing. Should be able to set /afk teleporting and they will get the auto-response.

I haven't ever used those binds for typing because I type pretty fast and don't really see the need. But for teleporting it would be great. Recently playing my warshade and got myself in trouble trying to quick reply a few times hehe.