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Teleporter Range Nerfed?
#1
I have played many games where I was clearly winning the game, but suddenely, in their base, they all got teleporters and as you attacking their towers or fighting them, they teleport when you have low health and kill you. Too many times have I lost due to that strategy, and too many times have I disliked teleporter. I think that the game shouldn't be about who can teleport and kill you when your at low health first. If the teleporter is to be used a strategy in the game, nerf the range, 3500 range is too much range and makes the game very dislikeable. Many players have actually quit the game when we were winning just because someone got a teleporter and waited for us to be at low health, then teled and used heavy abilites to kill you. Point being, The Teleporter's Range should be nerfed or Teleporter should be removed. Number one reason I Like Battleships better would be there is no mines, exploders, teleporters or imba ships. Everything is balanced and the game doesn't get ruined by ppl with teleporters. What's the point of long range wpns if they can just teleport with shortrange over powered wpns and destroy you? Just think about it. A yes or no answer is fine to this topic, no discussion please.
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#2
A yes or no answer, so your opinion cannot be challenged? I don't think so :-p

First of all: just because you don't like certain aspects of the game, that doesn't mean that it's imbalanced. Long-range weapons need to have a counter, like teleporter (apart from the fact that a teleporter doesn't help you against them early- to mid-game, since you cannot just tp to the enemy, you'd die from creeps, towers, or his mates). Exploder could also be countered by teleporter. Mines can be countered in various other ways.

As far as teleporter is concerned: it doesn't need balancing, it's fine the way it is, and you can counter it by getting a teleporter yourself, or a smoke generator. You gotta keep in mind that if two players have a teleporter (one defending his base, the other one attacking it), it's about who takes the initiative: whoever teleports first has to expect the other one's reaction, meaning that if the attackin player never teleports first, he'll always have his tp ready and can teleport away. Of course that's based on a 1v1 situation, which won't occur as often in a battle for the base. But the defending team needs a chance, its movement-radius is already limited. Just play conquest victory, than you can out-camp them.
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#3
don't get so low Hp.. h3h3..

porter is bitchy..yes.. imba.. no.. part of the game..yes.. you know it ?

handle it..or die ^^
[Image: dtpc3banner88x31.jpg]
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#4
Sounds to me like somebody played fido1 and got owned by this (cheap, admittedly) tactic.

The teleporter may be annoying but it has a fairly long cooldown and that really balances it. You could also buy yourself a teleporter and use it to escape you know...this tactic is not uncounterable. Just because you dislike a particularly tacitc/playing style doesn't mean it should be removed. Nerfing/removing it would really handcuff other tanks, such as tinkers and exploders, that really benefit from having a second teleport available.
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#5
Telep costs 3000 gold. It is the compensation.
But i agree that sometimes, the game is a jump party. everyone get telep and do hit/run.
May be should we add a delay to prevent the usual "Inferno ultima in base and run with telep".

Concerning the leavers, they don't leave because of smoke, telep etc but because they suckBig Grin
I am so good that I don't even need to type -rc because I never die !
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#6
Seriously, dont post a topic if you do not want your opinion challenged by ours, if you really cant handle that, just mail or pm the mappers or something.

Above are a lot of counters to the teleporter in general to wich i could add the following specific ones in the case you described:
- buy a factory and put it near their base, you wont have them teleporting at you anymore because it would be suicide
- buy teleport breakers and put them on the path that you flee on ! problem solved
- trap them !!! one of you gets 'low hp', runs , this enemy teleports in and all of a sudden you whole team teleports in, kaboom !! end of his tactic! Then press 'enter' and type your evil laugh to the enemy !
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#7
yy... Teleporter is very good strategy for some tanks. But is required for all tanks after a time to CP-conquer and CP-defense.
3500 range is not too long. It is less than the distance in 2 CPs.

-Should it be removed? >> Out of question...
-Should it be nerfed? >> what range it will tp? 1300? in range of photon torpedo ? Noway... It already cost 25 mana and has a decent cooldown...

Leave it as it is...
Trolololo
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#8
[quote="smelly"]Sounds to me like somebody played fido1 and got owned by this (cheap, admittedly) tactic.

It isnt cheap. It cost 3000 goldSmile

Lastly;
I dont think you have played that many games if you dont know how to counter a 'magician'.
Clearly someone cant think up of any strategy to counter a teleporter & think that its imbalance.
Guess Batto have writen all the counter measures against them for me to add anymore.
Stop whining & learn
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#9
Well, I admit I posted this after an encounter with Fido1 and yes I did get a bit fusterated because my strat went down the drain due to his teleTongue and after reading your counters and what not, and the fact that I have used tele often and now know it requires skill to use, I think it IS fine the way it is. Thanks for not listening to me and replying and giving your opinions. Was just a bit angry when fido1 got teleporter and stomped meBig Grin, I was being hasty and ruling out the fact that he just might be good. Thanks again for helping me out.
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#10
No worries. I understand how frustrated you feel. I felt that way too when there's suicider/exploder playing against me. Thats before tp breakers were introduced. Now I just love to play against one :twisted:
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