Remove/Nerf teleporting CS TTT

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Sammie

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On CS TTT, a traitor can use a teleporting device for not that many credits. with proper use, a t can kill all the D's without anyone noticing their name. This makes the job of a traitor even easier then it should be. Could we either remove the teleporting stuff, or make it so you can't use it for 5 seconds after shooting. What do you guys think?
 
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I really like it the way it is, personally it?s one of the only T items I actually enjoy using. If it was disabled for any amount of time after you shot, it would be pretty much useless.

Also, I would argue against it making being a Traitor ?easier?. It takes skill to use efficiently, and a significant amount of credits (4 kills worth) as well.
 
i think being able to buy it at the start is a good thing as well, it allows you to be more methodical at the kind of "Preparation stage" of the round where everyone is buying things, i think a cool feature would be that you let off a little sound that's an indication of where they went or where they were, it could be good to hear a sound when they place it so you can kind of camp it, it would force a more tactical placement of the teleport but I think that would make it a little under-powered, its in a strange position where it can be mistaken for powerful because used right it is but like me I dont use it often and its not in my rotation because I dislike the play style it exhibits so I think its fine the way it is currently but minor changes wont be too game-breaking
 
I got killed today because someone instantly killed a detective and teleported away, leaving me next to a detective body.
I agree with the fact that you shouldn't be able to just rush in, kill someone, and instantly teleport.
I think that after killing someone, you should have to wait a couple of seconds to use it again. 5 seconds feels too long, but no cooldown feels too short. I think 2-3 seconds could work really well, because you can kill someone, duck behind some cover, and teleport away.
 
I really like it the way it is, personally it?s one of the only T items I actually enjoy using. If it was disabled for any amount of time after you shot, it would be pretty much useless.

Also, I would argue against it making being a Traitor ?easier?. It takes skill to use efficiently, and a significant amount of credits (4 kills worth) as well.

fully agreed. it's fine the way it is, if anything maybe to where you can only use it 3 times per round.

I got killed today because someone instantly killed a detective and teleported away, leaving me next to a detective body.
I agree with the fact that you shouldn't be able to just rush in, kill someone, and instantly teleport.
I think that after killing someone, you should have to wait a couple of seconds to use it again. 5 seconds feels too long, but no cooldown feels too short. I think 2-3 seconds could work really well, because you can kill someone, duck behind some cover, and teleport away.

this is called rdm. it isnt teleports fault this happened. nerfing tp wont make players read the rules
 
I got killed today because someone instantly killed a detective and teleported away, leaving me next to a detective body.
I agree with the fact that you shouldn't be able to just rush in, kill someone, and instantly teleport.
I think that after killing someone, you should have to wait a couple of seconds to use it again. 5 seconds feels too long, but no cooldown feels too short. I think 2-3 seconds could work really well, because you can kill someone, duck behind some cover, and teleport away.
I see your point in five seconds being too long, so any delay, if only 1 second , should make it a lot better game mechanic wise.

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this is called rdm. it isnt teleports fault this happened. nerfing tp wont make players read the rules
I know what rdm is, and that wasn't really the point of the story. I was more saying "oh cool this guy thought i killed the detective because the traitor stabbed him and immediately dissipated, making it seem like i did. kinda unfair that he can vanish into thin air after stabbing a detective to death, maybe that should be a little more balanced."
 
I know what rdm is, and that wasn't really the point of the story. I was more saying "oh cool this guy thought i killed the detective because the traitor stabbed him and immediately dissipated, making it seem like i did. kinda unfair that he can vanish into thin air after stabbing a detective to death, maybe that should be a little more balanced."

the balance is in the price to get the teleport, using it should have prerequesites not gameplay mechanics that kill the purpose of the actual feature. the entire purpose is to vanish after being caught, the idea you propose would completely kill it.
 
the entire purpose is to vanish after being caught, the idea you propose would completely kill it.
I kind of feel like the whole point of it is to make an escape after leaving the crime scene, not teleporting right after killing someone.
 
I kind of feel like the whole point of it is to make an escape after leaving the crime scene, not teleporting right after killing someone.

if you've succesfully left a crime scene there is no need to use it. if they kill you and didnt see it happen it is rdm. you should save it for when you need it.
 
If anything increase the price by 250 but I don’t think that it needs to be changed. Yes it can be reallly good if used correctly, however, it’s a pretty expensive item. I actually like how Traitors break even for killing a detective credit wise because it offers an incentive to innocents to protect the Detective.
 
If anything increase the price by 250 but I don?t think that it needs to be changed. Yes it can be reallly good if used correctly, however, it?s a pretty expensive item. I actually like how Traitors break even for killing a detective credit wise because it offers an incentive to innocents to protect the Detective.
I would say it ruins the part of innos needing to protect the detective. As when the traitor kills an inno or two he can then instantly teleport away after killing the d with a knife, and if you don't check all the names all the time, then you can't even know who it was. Definitely needs something else then just a credit increase.

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Ugh, I mean I don't really use it as much but what if we put teleport usages (Let's say 5 teleports or so -the number is just an example-) to minimize perma teleporting, so we can also change the game's immersion based on that? Then a Traitor might actually think a bit more before going on a rampage over it, since it's also ugly to teleport after 1 kill. Also agreed to what Larry said about increasing it's cost by 200 or 400 though.


In addition, it might be a small thing to add but can we actually get the reputation votes up to 5 and lower the time by 10-15 minutes please? There was also a lot of people who kept suggesting this, and it doesn't really hurt anyone so a change to that would be fun, if the boys can edit that!
 
Maybe just add a limit to how many times you can use it per round like maryvale or juve suggested? It wouldn't make it so after each kill you would have an easy escape.
 
There's really no need to be touching the Teleporter at all. There are a plethora of ways to not only get kills without being noticed, but to get away from sticky situations as well.

Using the Teleporter after killing a player isn't any different than using a 1-Hit knife to kill a player then simply running away. It's not any different than using an awp to kill a player or two without getting caught. It's not any different than using a death station to kill multiple Innocents without being seen at all. It's not any different than gunning down a couple of players then sprinting away.

There are so many ways someone could simply "knife a Detective" and not get caught, hence nerfing the Teleporter wouldn't fix any problems whatsoever.
 
It is pretty annoying having to deal with people that knife and teleport away instantly after, as others have said it is typically impossible to catch their name unless you're staring at them in the moment before the teleport. But as mom mom said, there are a variety of different ways for Traitors to kill the Detective and get away with it without anyone noticing it was you, nerfing teleport really wouldn't do anything to prevent that from happening. Could try upping the amount it costs to purchase a teleport to prevent it from being constantly used.
 
There's really no need to be touching the Teleporter at all. There are a plethora of ways to not only get kills without being noticed, but to get away from sticky situations as well.

Using the Teleporter after killing a player isn't any different than using a 1-Hit knife to kill a player then simply running away. It's not any different than using an awp to kill a player or two without getting caught. It's not any different than using a death station to kill multiple Innocents without being seen at all. It's not any different than gunning down a couple of players then sprinting away.

There are so many ways someone could simply "knife a Detective" and not get caught, hence nerfing the Teleporter wouldn't fix any problems whatsoever.
If the t uses the one hit knife on the d, the other innos usually kill the traitor.
The other things you mentioned can be negated by the detective pretty easily by either not going in open spaces too much, watching their health bar etc etc. The issue with the teleporting is that you can do nothing about it. Just be lucky that you already scanned a body. That's the issue.

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Sammie Sammie

I am currently attempting to make edits to the teleporter (with my very minimal sourcepawn knowledge) to make it a bit more balanced as I can agree right now it is not. Will update this thread once I am done doing so.
 
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