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Teleporter Use Priority (and other tele stuff)


DZComposer

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One of my engie pet peeves.

Here is the priority of players if there is a line at the teleporter:

TIER 1 (highest priority): Engies, especially the engie who built it. They need to keep their buildings up! No engies, no teles/dispensers

TIER 2: Medics, Soldiers, Heavies. Medics are important up front, and heavies and soldiers are slow walkers.

TIER 3: Pyros and Demos. Average classes

TIER 4: Snipers and Spies. Snipers are behind the lines anyway, and spies have no need to get there quicker than any other class.

You'll notice that Scout is not in any of the tiers. Scouts should NEVER take a teleporter.

Other teleporter things:

DO NOT push someone off the teleporter. ESPECIALLY if you are a lower tier class. If I ever see a scout push an engie off a teleporter, I will admin slay said scout.

Engies: ROTATE the teleporter if you put it near a wall. Mouse 2 rotates it. You want people going through to be able to see any threats at the exit. They won't see them if they come out facing the wall. That extra second could mean the difference.

Engies: Do not place teleporters on ramps or stairs. They will block friendly players from going up. This can be considered griefing.

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I disagree. I tend to build teles behind enemy lines, so heavys and spys can get back there and cause mayhem, or make for an ultra quick cap for scouts. If it's just to the front lines, I'd say heavys and soldiers get priority over eng because the eng can keep a tele up from the enter end.

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I have to somewhat disagree.

If the teleporter is only level 1 or 2 the list is perfect. But most teleporters I see get to level 3 after a minute after set up or after first capture/checkpoint.

Yes, Engies and Heavies should go first and Scouts should stay off it. But a teleporter is mostly a first come first served thing. Still a Spy should let a heavy go, but not a demoman.

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If I'm an engie and I need to get back to my stuff, I am not waiting for first come first serve on MY teleporter that leads to MY nest that is likely going to be under attack when I am wanting to tele back to it.

As far as the other tiers, it is better for your team to get the medic up front quickly to heal people on the front line. Letting heavies and soldiers go first is courtesy, as they take time to get where they are going, and snipers and spies have no need to be in a hurry. Scouts can get anywhere quick without teles.

Also, engies, don't put your tele where people have to stand on it to use your dispenser. An enemy spy going through it will telefrag people standing on it. I HATE getting telefragged while getting a heal and/or some ammo.

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I approve of this topic. :-)

I disagree. I tend to build teles behind enemy lines, so heavys and spys can get back there and cause mayhem, or make for an ultra quick cap for scouts. If it's just to the front lines, I'd say heavys and soldiers get priority over eng because the eng can keep a tele up from the enter end.

Your first point is completely situational. A teleporter behind the enemy lines is tricky more often than not and even if it's accomplished it's quite easy for the enemy to find out where it is and once it's gone good lucking trying to build another one in the same area. Whereas a teleporter just behind the front part of your lines is surprisingly highly defendable (since there is always at least someone up there, especially in a payload map and can, in practice, really only be taken out by spies (especially if the exit teleporter is in a spot that's not intuitively obvious.) An enemy primarily playing defense isn't really going to have going out and finding teleporters a priority unless they have an idea where it's coming from in the first place but they don't just instinctively seek them out (except for spies) As far as your second point is concerned the engie keeping up a teleporter is not usually the first priority when he heads to the front - 95% of the time it's the sentry gun or the dispenser (more often than not the sentry).

I have to somewhat disagree.

If the teleporter is only level 1 or 2 the list is perfect. But most teleporters I see get to level 3 after a minute after set up or after first capture/checkpoint.

Not always, if I throw down a teleporter at the beginning of map I'm often not going to have enough time to get it up to level 3 before I throw up a sentry and dispenser as well. When a map begins (especially a payload map) I often have at least a couple of dozen extra seconds between when the cart is pushable and when the first person who died gets to respawn - that first person has no delay in the teleporter at level 1. Furthermore, even at level 3 there still should be a priority list (I've seen 8 people wait to use my teleporter and trust me it does still take some time and every second an engie has to wait for respawn or any other delay is CRUCIAL. Again, a lot of this is situational but from my personal experience it's better for an engie to have first dips in the vast majority of cases.

Still a Spy should let a heavy go, but not a demoman.

Why not a demoman?

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I somewhat agree on the list that it applies for levels 1 and 2, but level three is crazy fast. Unless your whole team just got wiped at once, even as Scout you generally have time to take the level 3 and it will be recharged before the next guy comes out. Just don't push higher priorities off and I say it's fine.

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Why not a demoman?

I've seen some very good spy's on many server that can be 5X as muck kills than a demoman.

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Demoman is limited to one per team in competitive matches for a reason. A good Demo will outkill just about any Spy out there, short of maybe chainstabs. Plus Demos are great Uber and Kritz targets.

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