Unfortunately there are a lot of people who inadvertently stand or purposely stand on players trans and break them. Unless you can get back and walk over it you can't use it unless you die. So to have a trans that won't break IMO is a good thing. To many times I have asked people nicely not to stand on either mine or others trans only to be ignored and sometimes even by accident it happens (even I am guilty of this) and when you need to trans somewhere or back to where you left it well you obviously can't. If it fixes this then I'm all for it.
You can please some of the people some of the time but you can't please all the people all the time.
*new* MM unbreakable trans
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Standing on a translocator doesn't "break" it.DW_Damaged wrote:Unfortunately there are a lot of people who inadvertently stand or purposely stand on players trans and break them. Unless you can get back and walk over it you can't use it unless you die. So to have a trans that won't break IMO is a good thing. To many times I have asked people nicely not to stand on either mine or others trans only to be ignored and sometimes even by accident it happens (even I am guilty of this) and when you need to trans somewhere or back to where you left it well you obviously can't. If it fixes this then I'm all for it.
You can please some of the people some of the time but you can't please all the people all the time.
I haven't talked to Bio about it, but I don't think there's any reason to believe that "Cannot be blocked by friendly players" is the same as, "Cannot be damaged by anything, ever."
Notice how the Globe is taken for granted in this scenario. This is a far bigger benefit to people with Globe [AMs] than people without it. No one can survive the later waves without Globe anyways since most monsters will kill you in either one or two hits, even with maxed DR / ADR, this just makes it so that you don't even need to care about where you place your translocator, you're guaranteed to escape if your adrenaline gets low.InflatableHero wrote:Trans is like Ghost but with infinite charges and if you have fast enough reaction's you are never going to die because as soon as your adren hits a low number your safe with a single click
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uuuuh my level 203 WM can survive on wave 14 and 15 out dancing without a globe pretty easily and on 16 its not to hard to dodge tank luci, unless its a tiny map like crumpet obviously. All i need to dodge are the titan rocks. Only waves i die quickly on with my WM is 11 n 13 thanks to the chompy raptors =D Every other wave i have no need for a globe and there are plenty of people higher level than me, of all classes, who can do exactly the same.WailofSuicide wrote:Notice how the Globe is taken for granted in this scenario. This is a far bigger benefit to people with Globe [AMs] than people without it. No one can survive the later waves without Globe anyways since most monsters will kill you in either one or two hits, even with maxed DR / ADR, this just makes it so that you don't even need to care about where you place your translocator, you're guaranteed to escape if your adrenaline gets low.
If a trans is left in a safe room, which is where the majority of trans are left, then it wont get broken anyway apart from by some numb skull with a deemer so i dont really see whats wrong with stopping numb skulls with deemers breaking people's trans.
:queen:
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RocketQueen wrote: uuuuh my level 203 WM can survive on wave 14 and 15 out dancing without a globe pretty easily and on 16 its not to hard to dodge tank luci, unless its a tiny map like crumpet obviously. All i need to dodge are the titan rocks. Only waves i die quickly on with my WM is 11 n 13 thanks to the chompy raptors =D Every other wave i have no need for a globe and there are plenty of people higher level than me, of all classes, who can do exactly the same.
If a trans is left in a safe room, which is where the majority of trans are left, then it wont get broken anyway apart from by some numb skull with a deemer so i dont really see whats wrong with stopping numb skulls with deemers breaking people's trans.
:queen:
Rocket, it really depends on what type of map you're talking about. If the monster level is low enough, sure. If you don't have a level 25 sitting in a hidey hole, then no.
I don't see a problem with stopping the extremely rare fringe cases where players can break translocators either. But removing that from monsters? Not cool.
Just experienced a problem where I managed to get two of the new translocators; I could effectively lay two transes if I wanted, and when one was selected I couldn't scroll to anything except the other trans. It may be a recall bug, but apparently I'm not the only one who experienced this problem.
I'm not sure about the concept. Isn't it possible for transes to be immune to certain types of damage, i.e. redeemer and ultima, to end players damaging each other's? The advanced warlord's deemer and the slith's ultima are different to the player versions so shouldn't be affected. I agree with not having players block them, but is this possible without making them unbreakable?
I'm not sure about the concept. Isn't it possible for transes to be immune to certain types of damage, i.e. redeemer and ultima, to end players damaging each other's? The advanced warlord's deemer and the slith's ultima are different to the player versions so shouldn't be affected. I agree with not having players block them, but is this possible without making them unbreakable?
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I just looked at Recall, and yes, this will happen since the class name for the new Translauncher does not contain the string "Translauncher" -- Should be an easy fix.40 Shards wrote:Just experienced a problem where I managed to get two of the new translocators; I could effectively lay two transes if I wanted, and when one was selected I couldn't scroll to anything except the other trans. It may be a recall bug, but apparently I'm not the only one who experienced this problem.
EDIT:
Just took a look at the classes here, and I was wrong about the new Translauncher being named differently - Looks like it is a more complicated issue.
Seems quite likely to me.40 Shards wrote:I'm not sure about the concept. Isn't it possible for transes to be immune to certain types of damage, i.e. redeemer and ultima, to end players damaging each other's? The advanced warlord's deemer and the slith's ultima are different to the player versions so shouldn't be affected. I agree with not having players block them, but is this possible without making them unbreakable?
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IMO, the fact that people can now stand on a trans with no problems is a good thing. It will definitely end when someone accidentally crosses over someone's trans and the other person throws a fit about it.
As for the unbreakable aspect, I'm ok with it either way. Quite frankly, my trans rarely broke anyway. I was always smart enough to put it in a safe spot, and if there was no safe spot, I just wouldn't use the trans at all. The only time my trans ever broke was if someone deemered the room that my trans was in.
Someone mentioned how the new trans is like an infinite ghost... If one was smart enough to keep the trans safe, it was like an infinite ghost anyway. I think the unbreakable trans will just make people become careless as to where they throw their trans.
Another person mentioned how when a trans would break, you would have to run over it or die to get it back. This is not entirely true. If you have any sort of weapon changer (i.e. MWM, Medic, Elemental, etc.) You can use it on the translocater to get your trans back.
As for the unbreakable aspect, I'm ok with it either way. Quite frankly, my trans rarely broke anyway. I was always smart enough to put it in a safe spot, and if there was no safe spot, I just wouldn't use the trans at all. The only time my trans ever broke was if someone deemered the room that my trans was in.
Someone mentioned how the new trans is like an infinite ghost... If one was smart enough to keep the trans safe, it was like an infinite ghost anyway. I think the unbreakable trans will just make people become careless as to where they throw their trans.
Another person mentioned how when a trans would break, you would have to run over it or die to get it back. This is not entirely true. If you have any sort of weapon changer (i.e. MWM, Medic, Elemental, etc.) You can use it on the translocater to get your trans back.
~Watty
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I forgot about that Watty you are correct.Watty wrote:Another person mentioned how when a trans would break, you would have to run over it or die to get it back. This is not entirely true. If you have any sort of weapon changer (i.e. MWM, Medic, Elemental, etc.) You can use it on the translocater to get your trans back.
so in theory there is an easy way for each class (maybe not Wms as much) to repair a busted trans. I still find it annoying on an open-sided map when you get seekered out of a *hide* (not very safe hide xD) and you try to trans back the seeker or other monsters that were on you is likely to have broken it, and you get splattered in midair. Except the glitch I say it's perfect. If you must, maybe make it so that after <X> damage the trans breaks, not when a titan rock just happens to bounce off it secondhand.

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That is exactly how it used to work...Jons Return wrote:so in theory there is an easy way for each class (maybe not Wms as much) to repair a busted trans. I still find it annoying on an open-sided map when you get seekered out of a *hide* (not very safe hide xD) and you try to trans back the seeker or other monsters that were on you is likely to have broken it, and you get splattered in midair. Except the glitch I say it's perfect. If you must, maybe make it so that after <X> damage the trans breaks, not when a titan rock just happens to bounce off it secondhand.