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Reduce Teleporter Range or increase costs.
#23
Well our Dr. Ninja says it quite neutral. An antigrav with level 1 jump just gets 600range. When using it the antigrav stucks for short (maybe 0,2seconds) and then he "flies" fast to the aimed point and can get damaged during that. I earned a big "LOOOOOL" when I killed an antigrav with demolisher artillery strike quiet lucky while he jumped :mrgreen: :mrgreen: :mrgreen: (Also weapons fire while antigrav is jumping)

So jump is not teleport at all. That the tinker is no real endgame tank were you go after a heavy tank or so is another point Dr.McNinja is right.
The Teleporter in comparison with damage, stun and fighting skills is strong; not with tinker skills.

I agree, that when teleporter got lower range and maybe a little casting delay 15mana is better than 25. After all its exo´s descision Big Grin
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Re: Reduce Teleporter Range or increase costs. - by Gammagulp - 2009-06-11, 15:49:59

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