Team Fortress 2

Team Fortress 2

Mini Teleporter
my stats proposal.
- you get 4 teleporters (2 exit and 2 entrance)
- teleporters has 80 hp each.
- cannot be upgraded
- takes 3 seconds to construct (cannot be wrench boosted)
- 7 seconds recharge time (or 6s but that kinda low. especially when lv2 is 5s . testing is needed)
-/- changing to regular teleporter destroy entrance and exit B. only exit A remain. it's require more metal to upgrade exit A to normal exit (75m) exit A need to be upgraded to work (can be upgraded from the new normal teleporter entrance)

the idea behind it:-

I played on so many maps that when using teleporter. the issue that it's funnel my team into one area of the map. ignoring flanks most of the time. what caused stalemates. having exit A and B of the Mini teleporter in two different areas. will ensure a sufficient attack on wider area. (the team will be only funneled on two points instead of one but it's a weaker force)


possible nerfs if it too OP:

-destroying either entrance or exit. destroy the other one (if you destroy A entrance, A exit also get destroyed but B mini teleporter is unaffected)
-self destroy after 10 uses.
-it teleport faster than get slower (every 3s then get slow to 8s)
- (-10%) metals capacity


Edit: also Spy Diamondback get only one crit from destroying one chain of mini teleporters. (Saping A and B minis tele will only get you 2 crits but you get one crit if you only Sap A)
Last edited by ۩THE_Incinerate ۩; Nov 29, 2023 @ 4:55am
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Showing 1-14 of 14 comments
caveman 137 Nov 29, 2023 @ 4:09pm 
if you need someone to test it im it
KODLIX_user1 Nov 29, 2023 @ 5:14pm 
50% chance kills you
Stock™ Nov 29, 2023 @ 6:52pm 
I thought of the concept being:

+3s construct speed, 2s if already built.

+The closer the teleporters are to each other the faster the recharge speed:
7s max distance, 2s minimum distance.

+Cost 20 metal (10 if Eureka Effect is active {And able to be equipped})

-80 HP

-Cannot be upgraded

-Teleporters have limited range from each other.

That way you don't get the advantage of infinite distance at a faster pace.
DJ L3G3ND Nov 30, 2023 @ 2:23am 
yeah I was thinking itd have to be shorter distance too
DJ L3G3ND Nov 30, 2023 @ 2:23am 
Originally posted by KODLIX_user1:
50% chance kills you
might not actually be a bad idea to sometimes give the user a short jarate effect or something
Originally posted by DJ L3G3ND:
yeah I was thinking itd have to be shorter distance too
my problem with the shorter distance idea. that this item will be used based on map instead of situation. in long maps. this will result in people putting their teleporters further from the spawn door. meaning if we got another engineer who put their normal teleporter closer to the spawn. then no one will use the mini tele (normale tf2 player behavior i observed over the years). what will cause the "funnel" effect. my hope with this proposal is the trade off for big group of players in one area. to two weaker groups attacking from two sides. (deeper strategy for the engineer)
Grinion Whore Nov 30, 2023 @ 6:22am 
Costs 15 metal to build, builds faster, can't be upgraded, all the regular mini stuff
Teleports instantly, recharges in 1 second
Has 100 health and takes 10 damage per teleport
Can't be repaired
Originally posted by Délila the Escaped Convict:
Costs 15 metal to build, builds faster, can't be upgraded, all the regular mini stuff
Teleports instantly, recharges in 1 second
Has 100 health and takes 10 damage per teleport
Can't be repaired
Similar to Geebanger0 idea. (i like it)

I also think my idea can be used for another type of teleporter. now i realize why we don't have a lot of new buildings for the engineer. it will complicate things so unnecessarily. still. i would love to see new buildings for him. especially the jump and speed one that we see in community modded servers. those thing can actually work really well in KOTH and Control point. and the jump one will actually allow mobility for the engineer without needing to have wrangler equipped (i am one of the few who prefer having the pistol equipped)
reddin018 Nov 30, 2023 @ 2:04pm 
Okay, heard me out, you're stats are great BUT they need a wrench/hand to got with it, anything comes to mind?
Originally posted by PXFreddin018:
Okay, heard me out, you're stats are great BUT they need a wrench/hand to got with it, anything comes to mind?
The Overbite by CoBalt
https://steamcommunity.com/sharedfiles/filedetails/?id=697431996&searchtext=
or The Nailbiter
https://steamcommunity.com/sharedfiles/filedetails/?id=598793285&searchtext=
Also it can be PDA because it's support building and not a sentry.
https://steamcommunity.com/sharedfiles/filedetails/?id=151004501&searchtext=
reddin018 Dec 10, 2023 @ 1:40pm 
Originally posted by ۩THE_Incinerate ۩:
Originally posted by PXFreddin018:
Okay, heard me out, you're stats are great BUT they need a wrench/hand to got with it, anything comes to mind?
The Overbite by CoBalt
https://steamcommunity.com/sharedfiles/filedetails/?id=697431996&searchtext=
I think I'll pick the Overbite

Overbite
Level 1981 Plumber's Wrench

+ Construction hit speed boost increased by 15%
+ Grants the ability to Double jump while weapon is deployed.
+ Melee attacks mini-crit while airborne.
- 65% less damage.
- 25% Explosive damage vulnerability on wearer.

How's this Mister ۩THE_Incinerate ۩
wizardlizard64 Jan 16, 2024 @ 4:45pm 
mini teleporters cost less metal (25 metal per teleporter)
you can built two entrances and two exit teleporters
it takes much longer for them to recharge
yellomelon Aug 17, 2024 @ 5:31am 
Originally posted by ۩THE_Incinerate ۩:
Originally posted by PXFreddin018:
Okay, heard me out, you're stats are great BUT they need a wrench/hand to got with it, anything comes to mind?
The Overbite by CoBalt
https://steamcommunity.com/sharedfiles/filedetails/?id=697431996&searchtext=
or The Nailbiter
https://steamcommunity.com/sharedfiles/filedetails/?id=598793285&searchtext=
Also it can be PDA because it's support building and not a sentry.
https://steamcommunity.com/sharedfiles/filedetails/?id=151004501&searchtext=
wait imagine using the eureka effect with this bad boy
krabby krust Sep 28, 2024 @ 11:38pm 
Originally posted by ۩THE_Incinerate ۩:
- you get 4 teleporters (2 exit and 2 entrance)
- teleporters has 80 hp each.
- cannot be upgraded
- takes 3 seconds to construct (cannot be wrench boosted)
- 7 seconds recharge time (or 6s but that kinda low. especially when lv2 is 5s . testing is needed)
-/- changing to regular teleporter destroy entrance and exit B. only exit A remain. it's require more metal to upgrade exit A to normal exit (75m) exit A need to be upgraded to work (can be upgraded from the new normal teleporter entrance)

the idea behind it:-

I played on so many maps that when using teleporter. the issue that it's funnel my team into one area of the map. ignoring flanks most of the time. what caused stalemates. having exit A and B of the Mini teleporter in two different areas. will ensure a sufficient attack on wider area. (the team will be only funneled on two points instead of one but it's a weaker force)


possible nerfs if it too OP:

-destroying either entrance or exit. destroy the other one (if you destroy A entrance, A exit also get destroyed but B mini teleporter is unaffected)
-self destroy after 10 uses.
-it teleport faster than get slower (every 3s then get slow to 8s)
- (-10%) metals capacity


Edit: also Spy Diamondback get only one crit from destroying one chain of mini teleporters. (Saping A and B minis tele will only get you 2 crits but you get one crit if you only Sap A)






dont make this difficult when you said it changes to regular teleporter and it should be like the mini sentry where its faster to build and cheaper to make and i think its a good idea to have 4 of em but make it so it takes a little longer to recharge
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