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...
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.
@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.