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3 teleporters limit at CTF

Discussion in 'Suggestions & Ideas' started by 8x, Jul 11, 2014.

Mods: Rainbows
  1. 8x

    8x Elimination Et Choix Traduisant la Realité Forum Moderator Staff Alumni Tester
    1. The Young Blood Collective - [YB]

    Messages:
    1,325
    Teleporters as an offensive tactic is out of control at the moment at CTF matches. A team can have as much teleporters as their resources allow (I've seen like 7 or 8 at a time). If it was limited to a maximun of 3 tunnels, (Base/Front/Special spot or Mid) capturing the flag wouldn't be so cheap sometimes.
    Building a new teleporter, as it's a really powerful option for attackers, should be a bit harder. It's not about the cost of it, which is appropiated for a shop, but about a tactical limitation. It might generate a more dynamic and interesting way of attacking.
     
  2. Nand

    Nand Arsonist Tester

    Messages:
    64
    Well, if I've been reading the dev log correctly, you'll actually be able to use your enemies tunnel system in the next update, negating some of that advantage.
     
    TeQaS and zerd like this.
  3. Klokinator

    Klokinator Such Beta
    1. Aphelion's Roleplay

    Messages:
    1,443
    I remember suggesting a long time ago that you should be able to capture enemy tunnels for yourself at about the rate it takes to capture a base, so that would be an excellent addition.
     
  4. I still like the "tunnels also cost gold" idea the best.
     
    epenow likes this.
  5. Rayne

    Rayne ༼ つ ◕_◕ ༽つ Administrator Global Moderator Forum Moderator Tester

    Messages:
    1,916
    yep, using this on the classic mod and it works really well.

    take note kag devs.
     
    Horse_That_Goes_Ni likes this.
  6. 8x

    8x Elimination Et Choix Traduisant la Realité Forum Moderator Staff Alumni Tester
    1. The Young Blood Collective - [YB]

    Messages:
    1,325
    where did you read it?
     
  7. except that in vanilla tunnels were unusable when they cost gold :^)

    also I can confirm that in the next patch there will be possibility of using enemy tunnels
    and lastly, I don't think limiting tunnels to 3 would solve any of the proxy tunnel bullshit issues. Would rather force you to keep removing idiotic tunnels around your tent made by teammates.
     
  8. Ricket

    Ricket Shipwright Staff Alumni
    1. Ethereal Legion- ETHER

    Messages:
    106
    *Puts saw trap under travel tunnel and makes tunnels out in the open*
     
  9. Jepton

    Jepton Shipwright

    Messages:
    147
    Now, Knight shoppes or tunnels will need to be encased in a tomb of sorts. Either that, or tunnels having traps under them.
     
  10. amgtree

    amgtree Haxor

    Messages:
    482
    In beta when we had war mode enemies could use team tunnels. This was easily countered with saw traps like Ricket said.

    Also as another way to trap a tunnel with a less effective version(slower and won't give you kills) with spikes. You may think you can't have spikes overlapping a workshop, but its possible. Just make sure you place the spikes first

    Proof
    [​IMG]
    Also could we get the spoiler button back?
     
    Last edited: Jul 11, 2014
  11. epenow

    epenow Oppressed banana cookie
    1. Archers [Arch] (Recruiting)

    Messages:
    349
    ITT: people complain about builder tactics they cant counter as knight.
     
  12. Saucy-Gibbon

    Saucy-Gibbon Ballista Bolt Thrower

    Messages:
    12
    I think a cap on tunnels is a bit daft.
    btw I've desired the ability to use enemy tunnels for a while now, so news of such is good to hear.
     
  13. This is for the most part fixed. I dont see as much tunnel spam because people are setting up traps in case enemies get through :)
     
Mods: Rainbows