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Buffs hand-teleporter against teleportation wakes again #10978

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About The Pull Request

Following teleportation wakes now opens a portal again, rather than just teleporting 1 person. Teleporting a single person is useless since if you are following any amount of threat you will just follow it and die.

Changes the amount of time it takes to open a portal to

  • 15 seconds across zs
  • 15 seconds maximum
  • 1 second minimum
  • 3 seconds for every 10 units that the target location is away.

Note that wake teleportations will still teleport you instantly.

Why It's Good For The Game

Makes the hand teleporter more powerful again, removing the ability to bring other people with you through the portals made it completely useless and removed all value of it. High risk, high reward.

I want to make it so that teleports that are far away take time and are easier to prepare for (on the other side), but short rank teleports like blinks are quicker to follow. Since teleports can be used for getting away and giving yourself some time to recover, this does need to be monitored carefully and may need more tweaking again.

Testing Photographs and Procedure

2024-05-18.10-42-11.mp4

Changelog

🆑
balance: Handheld teleports will open portals when following wakes again and scale their opening time with distance to the target.
/:cl:

@PowerfulBacon PowerfulBacon marked this pull request as ready for review May 18, 2024 09:44
@PowerfulBacon PowerfulBacon changed the title Update teleportation.dm Buffs hand-teleporter against teleportation wakes again May 18, 2024
@Howluinb
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Howluinb commented May 22, 2024

oh my god no, the video you sent looks horrifying - this means cult loses ALL opportunities of escape because all it will take will be for an hos to carry a hand tele & a few seccies with shotguns to corner a cultist, make him tp, follow him will of your squad inside their base and wreck it.
there can't be surprise attacks or sieges anymore, since the meta strat will just be to pop a portal whevenever someone teleports and let everyone jump in.
PLEASE don't do this. Or else teleportation of any kind will be reserved to whoever has control of both hand teles, due to teleportation now being extremely high risk for a medium reward
Like, this reaches the point where it'd feel more balanced to just remove teleportation from cult since it means one newbie who doesn't know about this change can't doom an entire base to be raided with little counter, or at the very least find out where it's located

@PowerfulBacon
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Having all of security jump through a portal into melee range of cultists probably wouldn't be the best strategy for taking them down though, and it was designed so that cult bases which are more likely to be far away have a longer preparation time while close range jumps have quicker locks ons (since they are more likely used in chases).

@Howluinb
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Howluinb commented May 22, 2024

Having all of security jump through a portal into melee range of cultists probably wouldn't be the best strategy for taking them down though

Security is immune to cult stun, can throw a few flashbangs through the portal in advance, barge in, and if they have riot armor they are near unstoppable and will just easily shotgun the cultists.
And if the cultists escape, either after the fight or directly upon seeing the portal opening, cool, that's a shitton of runed metal gone to the wind and a base found out with rather low effort

@MarkusLarsson421
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Then, make multiple teleportation runes all over the station that isn't by the case.

Put on in the toilets, and that will be all that they've raided then.

@Howluinb
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Howluinb commented Jun 6, 2024

Then, make multiple teleportation runes all over the station that isn't by the case.

Put on in the toilets, and that will be all that they've raided then.

Okay... Then they'll reach the toilets all together, follow the next wake and do the exact same thing.

And this disregards the issue that newbies won't be keeping in mind "oh yeah let's jump accross multiple teleportation pads before reaching our base!"

@MarkusLarsson421
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Okay... Then they'll reach the toilets all together, follow the next wake and do the exact same thing.

And this disregards the issue that newbies won't be keeping in mind "oh yeah let's jump accross multiple teleportation pads before reaching our base!"

Dang, this was quite old. This is not what I said, I was suggesting you could run away if you note the time delay on the hand teleporter and of which only teleports themselves and no one else.

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