ACU Teleport

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Re: ACU Teleport

Postby Plasma_Wolf » 26 May 2012, 13:24

I'm not giving an option to it. I'm considering a restriction that will allow you to cross the entire map without being able to snipe.
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Re: ACU Teleport

Postby Frozen_byte » 26 May 2012, 14:35

In here, the requirement of 15K Estorage is nothing compared to the cost of the teleport itself.


I mean 15 E Storages, thats 75k energy!
additionally 3750 mass and 18k Energy + buildtime are requirements for Jumping.
And you just need that energy to initialize the "jump" - there also should be a constant Energy Drain while charge, of course.

Paveses "upradeable Teleport" sounds tricky and easy. The "Black Ops mod" also limited the Teleportrange.
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Re: ACU Teleport

Postby Plasma_Wolf » 26 May 2012, 14:46

He didn't mention an upgradable teleport. The one thing he wanted was just the short range teleport like with blackops.

However, I think it'll make the teleport ability completely useless because you could just as well hop around with air transports for the same speed then. The only difference is that the enemy has to put up more effort to kill you than when you're flying.
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Re: ACU Teleport

Postby Frozen_byte » 26 May 2012, 14:51

So, ill rewrite the idea then:
Make the teleport upgradeable, first - cheap version as Pavese mentions before. Limited range, limited usage.
Second upgrade is the general "long range teleport" expensive, powerful and funny.
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Re: ACU Teleport

Postby noobymcnoobcake » 26 May 2012, 14:52

The "Black Ops mod" also limited the Teleport range

Yep, and it also added anti teleport towers. This could be a feature added to stealth gens to protect your base lategame. Then you could reduce cost of teleport quite a bit more as it could not be used for assassinations.
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Re: ACU Teleport

Postby Frozen_byte » 26 May 2012, 14:56

noobymcnoobcake wrote:Yep, and it also added anti teleport towers. This could be a feature added to stealth gens to protect your base lategame. Then you could reduce cost of teleport quite a bit more as it could not be used for assassinations.


I'm against "anti teleport towers"
first of all not even every "late game strategy" should be counterable.
second there isnt any sense for telemazer anymore, and the teleport-upgrade would be even more complicated to balance.
third: new Units (and key-features), that is what mods are for not the original FAF.
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Re: ACU Teleport

Postby noobymcnoobcake » 26 May 2012, 15:03

Frozen_byte wrote:
noobymcnoobcake wrote:third: new Units (and key-features), that is what mods are for not the original FAF.

The biggest one, and one I mostly agree on. Anti teleport towers would see zero use anyway.
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