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Reduce Teleporter Range or increase costs.
#22
At level 1, either arent very good. If level 10, then you would have it leveled to 3 i think, which is 2250 range. Antigrav jump is 1400 range at level 3. You could argue someone might switch to tinker later, but who really would (just to get free tp)? A tinker has very low potential in gaining money or levels compared to antigrav since it needs to buy a starting hull, decreasing its starting farming capability. Most games that is, some tinkers can survive for ridiculously long without a hull and some antigravs may succeed well into late game.

So tinker costing nothing is not true, if you switch to tinker late in the game when you are near level 25 (lv5 teleport) then you lose gold on that. If you play tinker to nearly level 25, then your team may have already won or you are facing weak opposition so such an 'imbalance' would do little.

And its not imbalanced! Your comparison is imbalanced (you said everything i wanted to say - "lower cooldown and less mana cost")

:lol:
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Re: Reduce Teleporter Range or increase costs. - by Dr.McNinja - 2009-06-11, 12:00:33

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