Magic Translocators
Posted: Mon Aug 18, 2008 5:55 am
While most players don't, rolling magic transloccators can be useful, and can even sway the outcome of a map. The only problem is there are many wepon types to roll through that are completely useless because their magic properties only activate when damage is done to an enemy.
I'd agree that the stupid but usable ones could be left in so you don't only have a few types to roll through, but the ones whose magic properties could not possibly be activated seem to be an unnecessary hinderance to the use of the other types. I don't see a high potential for abuse by this change.
Also, it becomes frustrating when your strategy for a map calls for a certain translocator and you lose it because for some reason Denial is not invoked for the trans. Might Denial be updated to keep these too?
Here's a list of weapon types and effect of their magic modifiers, and possible usefulness as I see it. I didn't include the negative ones since the trans isn't picked up (in Invasion anyway) and isn't included in Loaded Weapons, which are the only two ways to get negative magics as I understand (since there's no chance of spawning with magic trans):
Damage (Vanilla +)- Useless since it can't inflict damage.
Energy - Useless since it can't inflict damage.
Force - Probably the most useful. Shoot your trans very far and fast. If the map is big enough, you can trans around in the air continuously much more easily than can be done with the standard trans.
Freezing - Useless since it can't inflict damage.
Healing - Useless since it can't inflict damage.
Infinity - Should keep the 6 translocator beacons from ever running out, allowing you to keep transing as fast as you can pull the "trigger". Someone said it doesn't keep the 6 full, and I don't remember for sure if I've checked, but if it does that would be it's usefulness.
Knockback - Useless since it can't inflict damage.
Luck - Great for a boost in health, shield, and adren between waves or when you have a hidey hole but no medic or adren pills. Kicks down a bonus Double Damage every now and then too.
Medic - Useless since it can't inflict damage.
Null Entropy - Useless since it can't inflict damage.
Piercing - Useless since it can't inflict damage.
Poison - Useless since it can't inflict damage.
Protection - Kind of nice if you only have Ghost 1 or 2. You'll finish ghosting with low health and your translocator out... may keep you from dying before you can trans back to safety.
Quickfoot - Great to have when you're running and transing toward a shard.
Rage - Useless since it can't inflict damage.
Reflecting - Could be useful in the same way as Protection, but not effective against all monsters.
Sturdy - I guess it would work, probably not to helpful.
Vampiric - Useless since it can't inflict damage.
Vorpal - Useless since it can't inflict damage.
DWCritical - Useless since it can't inflict damage.
DWEarth - Would protect from Titans and could be used to keep monsters from knocking you arond... not sure where that would be useful.
DWFlight - Very cool. You can trans to desired altitude and start flying from there. Want to go higher or lower? Trans, rinse, and repeat.
DWPlunder - Useless since it can't inflict damage.
DWReloading - Useless since it can't inflict damage.
DWRetaliating - Should retaliate I guess.
I'd agree that the stupid but usable ones could be left in so you don't only have a few types to roll through, but the ones whose magic properties could not possibly be activated seem to be an unnecessary hinderance to the use of the other types. I don't see a high potential for abuse by this change.
Also, it becomes frustrating when your strategy for a map calls for a certain translocator and you lose it because for some reason Denial is not invoked for the trans. Might Denial be updated to keep these too?
Here's a list of weapon types and effect of their magic modifiers, and possible usefulness as I see it. I didn't include the negative ones since the trans isn't picked up (in Invasion anyway) and isn't included in Loaded Weapons, which are the only two ways to get negative magics as I understand (since there's no chance of spawning with magic trans):
Damage (Vanilla +)- Useless since it can't inflict damage.
Energy - Useless since it can't inflict damage.
Force - Probably the most useful. Shoot your trans very far and fast. If the map is big enough, you can trans around in the air continuously much more easily than can be done with the standard trans.
Freezing - Useless since it can't inflict damage.
Healing - Useless since it can't inflict damage.
Infinity - Should keep the 6 translocator beacons from ever running out, allowing you to keep transing as fast as you can pull the "trigger". Someone said it doesn't keep the 6 full, and I don't remember for sure if I've checked, but if it does that would be it's usefulness.
Knockback - Useless since it can't inflict damage.
Luck - Great for a boost in health, shield, and adren between waves or when you have a hidey hole but no medic or adren pills. Kicks down a bonus Double Damage every now and then too.
Medic - Useless since it can't inflict damage.
Null Entropy - Useless since it can't inflict damage.
Piercing - Useless since it can't inflict damage.
Poison - Useless since it can't inflict damage.
Protection - Kind of nice if you only have Ghost 1 or 2. You'll finish ghosting with low health and your translocator out... may keep you from dying before you can trans back to safety.
Quickfoot - Great to have when you're running and transing toward a shard.
Rage - Useless since it can't inflict damage.
Reflecting - Could be useful in the same way as Protection, but not effective against all monsters.
Sturdy - I guess it would work, probably not to helpful.
Vampiric - Useless since it can't inflict damage.
Vorpal - Useless since it can't inflict damage.
DWCritical - Useless since it can't inflict damage.
DWEarth - Would protect from Titans and could be used to keep monsters from knocking you arond... not sure where that would be useful.
DWFlight - Very cool. You can trans to desired altitude and start flying from there. Want to go higher or lower? Trans, rinse, and repeat.
DWPlunder - Useless since it can't inflict damage.
DWReloading - Useless since it can't inflict damage.
DWRetaliating - Should retaliate I guess.