Ŝtormfront the South Wind

Notably Dangerous Demo-Knight
Contributor
Lots of maps are easy exploitable using the Teleport ability. Get on top of the map or use exploit paths till the end of the map.

Since this is very annoying I would suggest that the teleport is only ain a straight line possibly.
Not anymore up and down. To prevent such exploitable using. Its an easy change I guess. Maps do not need to reworked or removed and it keep the thought behind the teleport ability.
 
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all of my +1, shortening the teleport distance, and/or maybe only giving 1 teleport a round would probably be useful
 
Its not the teleporter, in death run engineers is a special ability granted. If you pick your build tool and build a sentry you'll teleport in the direction you are aiming with a 2 seconds delay.

All buildings are disabled
 
Its not the teleporter, in death run engineers is a special ability granted. If you pick your build tool and build a sentry you'll teleport in the direction you are aiming with a 2 seconds delay.

All buildings are disabled

Then how do they exploit the teleporter if the buildings are disabled.

Apologizes if this seems stupid, but I have never played on any of the Death Run servers in TF2. I only have experience in GMod deathrun.

Edit: NVM this was about the ability itself, not the teleporter in the term of the building.
 
Its just to give the engi something special. Like the Demo can charge once a round. The soldier got the equalizer speed buff, the heavy the GRU and so on. Engi was the only one left without any special utility.
So he was granted to ability the teleport 2 times per round a short distance.
 
Its just to give the engi something special. Like the Demo can charge once a round. The soldier got the equalizer speed buff, the heavy the GRU and so on. Engi was the only one left without any special utility.
So he was granted to ability the teleport 2 times per round a short distance.


RIP Old Equalizer
 
What's its original purpose in deathrun. Are there pits or obstacles that require a teleport?
Everyone got granted a special ability, but the engy was lacking and therefore received an ability to teleport short distances.

Removing the engineer altogether is stupid, it doesn't need to go that far.
Removing the engineer's teleport ability is a +1 from me, because designing maps that are "teleport proof" sounds like a huge pain.

This also begs the question, does every class need a special ability? I don't find them particularly useful, except for the GRU and the demoman's charge.
 
I think I am understanding this. Can someone post a video link to get a better image of this in my head?
 
I think I am understanding this. Can someone post a video link to get a better image of this in my head?
It's just an engie using the teleport power to get to places where he shouldn't be able to get to.
 
It's just an engie using the teleport power to get to places where he shouldn't be able to get to.
That's what I thought.

. hmmm... I was thinking about that, taking away the engie's teleporting ability is cutting the game short.. Offense won't be able to move to the point as quickly and it could cost them the game.

I think the admins should just ban anyone they see trying to exploit the game like that.
 
That's what I thought.

. hmmm... I was thinking about that, taking away the engie's teleporting ability is cutting the game short.. Offense won't be able to move to the point as quickly and it could cost them the game.

I think the admins should just ban anyone they see trying to exploit the game like that.
No, it's for VSH - Verse Saxton Hale mode. Specifically, deathrun.
 
No, it's for VSH - Verse Saxton Hale mode. Specifically, deathrun.
Ahh okay.. the only reason than, for teleporters to be used there is to have an escape plan... but no one is that organized on these newer maps....


+0 for now