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Iron_Guard8's avatar
4 years ago

Teleporters

One of the things that I miss from GW and GW2 are the teleporters and their associated turrets. In GW, there were even spots near gardens where engineers could put a turret up to help take the garden, although they tended not last long or get upgraded much! This is something I feel is missing in BfN with its narrower TT maps and how most fights are either directly on the point or over the cart the attackers are pushing, instead of the wide spread multi-front battles we’re used to from GW and GW2. Yes, being an Engineer or a Rose and trying to get the porters up and defended could be a nightmare if the defending team finds the teleporter site and attacks it with determination and your team isn’t helping, I’ve had to abandon them in some matches when my team doesn’t help out, but they could also have some fun fights and it always felt good to support my team.

These are obviously based on the engineer in TF2 although in that game, you can build your teleporters anywhere and controlled where both the entrance and exit are. I think they are in one of 2 fixed positions per point in GW and GW2 for a few reasons; 1-to give Rose and Engineer other abilities and keep the turrets and teleporters on the use key (‘E’ PC default, same as reviving teammates, opening chests, and so on) since not all maps need or would benefit from having teleporters, and they didn’t want to give them ‘wasted’ abilities (although double time for BfN engineers has its own issues with that), 2-it allows them to balance the positions on the map in respect to the objectives, and 3-easier to implement into the game with such limitations.

The turrets were built in 3 stages in GW which wasn’t bad, but it was a bit off when one engineer would build it, but another would upgrade it, and whoever built/upgraded it last would get all the coins from any vanquishes it scored (remember that GW doesn’t use XP, you get coins from doing things and level up via the challenge system), which made them more selfish than I liked, very similar to how coins worked in Ops where only one person got them when they picked them up. Not sure if that was the reason they took the levels away in GW2 or not. Rose crystal guardian turrets never existed in GW, so no adjustment needed there. They also removed the aggressive turrets that were near the gardens from GW, which is fine as many people didn’t even seem to know those spots existed. I didn’t mind upgrading the turrets (barring the selfish issue) in GW, but they’re fine as they are in GW2 as well. One possible thing a new game could do besides bringing teleporters back is to build on @Positronic-Rift ‘s idea and let us build some regular bots/pots to defend the teleporters to replace the crystal guardians and bot turret. It would also be cool if the mobile AI would use the teleporters too. In fact, letting teammates help defend the teleporters by allowing them to directly place pots/bots would give the Engineer/Rose’s teammates more options to aid them directly in defending the teleporter.

Now part of the reason I believe they were removed in BfN was that they added sprinting and narrowed the maps so there are less spots to put them where they matter. There a couple of spots in the GW games where the teleporter spots don’t work out all that well (like the left side teleporter for the Miner Diner on Moon Base Z), but overall they add some nice options for mobility, and teammates can help defend it as they arrive and await for their team to show up so they coordinate attacks on the point. In other words; I really want teleporters and some kind of turrets to defend them back. Teleporters have a lot going for them:

  • Engineers and Roses can get XP from people using them. (Or like GW, coins or some other reward if this changes).
  • They add some tactical depth and interest to the maps.
  • The become focal points for fighting in addition to the capture points themselves.
  • They add to the viability of taking alternate paths to the capture points.
  • They vary up the game play as some teams build/attack them with gusto, while others ignore them.

Engineer and Rose need some changes for GW3 after their BfN appearance, and this includes bringing teleporters back. They don’t have to be exactly like they used to be (barring the zombie teleporter running sound; which sounds like a zombie making the noise with their mouth which is brilliant fun), but they should come back in some form.

6 Replies

  • @Iron_Guard8Rose had levels in the concept art.

    Imo bfn turf is awful because the pacing is all over with sprinting and flank routes being entirely unnecessary as walking gets to the objective in very little time and spawns put you right outside the objective as an attacker.

    In gw1 and 2 defenders could flank back to the objective from spawn but in bfn they are often filtered through a kill zone like the 3rd point in almost every bfn map.

    Bringing them back would add more depth back to ops again as stray roses or engineers could build teles that kept spawning in zombies to attack until it ran out of time or was destroyed. In bfn rose is just a goatify spamming pita and engineers just plops his turret down than dies.

    Double time often screw with the ai pathfinding and can ruin the final objective of preserve pastures as the gargs ai goes to crap if you put it infront of them.

    All for the horde using teleporters.

    In gw1 and 2 each point had 2 Tele positions but it's rng every game to not make it predictable for defenders to camp. Not all of them were perfect though like in walnut hills 2nd point and 5th point where plants can shoot it from the objective.

    In gw1 some of the Tele spots put you extremely close to the objective like in main street. This added to the strategy as attackers gained a huge advantage by cutting down time. Teles in general helped attackers cut down the massive risk of walking through open areas which cost them time and put that at risk from snipers and flankers.

    Gw1 also had teleporters on 2 of the final objectives from what I remember to pass zombies past the cannons and mortars.

    Team fortress has its teleporter work by having 3 levels that reduced the cooldown time for transport but destroying the exit or entrance deactivated it along with spies sapper stalling it. Enemy spies could also take the teles and you could rarely kill someone with them through telefragging.

    This really comes down to how map design and mechanics will be decided in the next game as imo bfn really downgraded the map design and strategy in gameplay.

  • Iron_Guard8's avatar
    Iron_Guard8
    Legend
    4 years ago

    @stukapookaOne of the things that people learn fast is where the 2 teleporter spots are on each map for each point in GW and GW2. When a map was new, you could get some breathing room as an Engineer/Rose as you get an icon telling you where it is, so the defending team has to actually physically find it! That wore off once people knew where the 2 options were, but it was still great to have.

    In TF2, engineer was my 2nd or 3rd most played class. I loved putting it in certain spots and getting a dispenser and sentry gun up and have a nice beachhead to attack the enemy team with. Clearing those out could be rough, but that added a lot to the game.

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago

    @Iron_Guard8Early gw1 was an engineers farming paradise as nobody knew just how much freaky money you got from teleporters and nobody knew where they were but now I often find several peashooters if I'm not fast enough and getting turrets becomes more important at the moment.

    I loved using the eureka effect to flank and escape bad situations even if it wasnt the best wrench for anything but teleporters, it still added more depth to the gameplay.

  • I am going to talk about teleporters and movement speed together as a concept, as they are related to each other.

    I really enjoyed Teleporters in GW2, earlier in my time spent in GW2, I never thought much of them. I would use them if they were already built, but it is not even a concept that I had thought about at all back then. I never really realised how useful they can truly be, as it can really reduce the distance that the capturing team has to go to get to the objective. After a while, I really noticed how useful and excellent the teleporters were, so I started frequently playing as Engineer and Rose when my team is capturing, because I noticed that the XP gain is good for placing the teleporter, the turrets and for your allies using them (which players do nearly always although Al do not aim for the teleporter). I thought that building teleporters would be the best way to give these characters XP, and it is supportive. Although, what annoyed me is knowing that enemies would be likely to camp the teleporter and make it really difficult to build. I find that very frustrating to deal with, because it happens often. I do understand that the defending team should do that to prevent giving the capturing team an advantage, although I just find it happens most of the time. This is why I decide to ignore teleporters and portals sometimes.

    Now, where does movement speed come together? It does here! Teleporters technically provide a boost to movement speed of players who enter it, as it allows the capturing team to get the objective more quickly, giving essentially providing a movement speed boost. In Battle for Neighborville, when sprinting was added, teleporters were not needed as much as all characters are able to just sprint now, which is likely the reason for removing the need for a teleporter, but it also gave the defending team the ability to sprint, so technically the defending team has an advantage due to the lack of teleporters (although the maps were adjusted for that I believe). I actually would really like the keep the Double Time and Arcane Enigma abilities from BFN, along with also having teleporters, so that these characters still can boost your movement in all modes, including defending team in Turf Takeover (also why does the Double Time not give XP if allies step on it, even a bit)?

    With the movement speed, I have gotten used to the idea of sprinting in Battle for Neighborville, and when I replay GW2, it can be used to get used to the lack of sprinting (but there are teleporters so there you go). A future shooter probably should not have sprinting (it does not seem like a good idea but I kind of would want it back), but I would want to see options to increase movement speed and mobility (possibly with abilities, universal upgrades or with certain characters having more speed than others) as well as the return of teleporters as a concept. Earlier in my experience with the Plants vs Zombies shooters, I never thought much of teleporters, but I really came to understand how useful they truly are until later on. I try to play as Engineer and Rose when on the capturing team to try and get good XP with the teleporters and portals, while also trying to support the team as a bonus. 👍

    @Iron_Guard8 I had no idea you could place turrets near the Gardens in Garden Warfare, and I also did not know that turrets could be built and upgraded. I would have liked to make use of those mechanics, especially the turret upgrading, the turret upgrades probably would have really helped protect the teleporter. I would have really liked to see teleporters in BFN, but hopefully in a future shooter instead.

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago

    @TheSprinter85This is why I would love to see hovergoat return as he was by far the best supporting character in the series with his movement and damage buffs that could still be countered but not selfish as even if his speed boost is used selfishly you can still get it if your next to him.

    Gw1 teleporters were insane in hpw close they put zombies to the objective but relatively easy to destroy (not camp) like in the rooftop section of Main Street where you are slightly outside of the objective yet out pn the street it takes a solid amount of time to walk to the objective much more if you stop to spawn ai.

    In gw2 the regular zombot turret exists in walnut hills but the phase 2 defender vot iz heavily glitched. Here's a video from FoxXx Gaming about all the scrapped gw2 turrets. 

    https://youtu.be/U24hROGUvcc

  • Iron_Guard8's avatar
    Iron_Guard8
    Legend
    4 years ago

    @TheSprinter85 A lot of people don't know about those turret spots at the gardens in GW! Not sure if all the gardens have them or not; like GW2, every teleporter spot has 3 spots for the turrets, although some are less obvious than others. 

    The GW2 turrets are essentially the level 3 turrets from GW. I didn't mind the upgrading system barring the competition between engineers to get them upgraded to be the last one to get the coins from them vanquishing plants (GW is the most 'selfish' of the 3 games; with this issue and the coins in garden ops that only the player picking them get the rewards, something I'm glad was fixed in GW2). If they brought upgrading back, they'd need to make it less selfish, as I feel these games should heavily promote and support teamwork.

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