Iron_Guard8
4 years agoLegend
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...
@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.
@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.
@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.