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Old 07-13-2009, 08:12 AM   #11
lordpain
 
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Join Date: Jul 2009
Location: NL - Almelo
Class/Position: Engi D
Gametype: Capture the Flag
Affiliations: [BDFC]
Posts Rated Helpful 0 Times
Quote:
Originally Posted by gibz View Post
Personally, I think the Jump Pad makes up for Teleporters, in a way.
The teleport pads that the engineer use to had were great for offense, but they had a great disadvantage:
1. The engineers needed to head into the enemy base to build the entry / exit
2. They were fragile

The jump pad is indestructible, but has a limited life span...
The scout needs to build it at strategic point, building takes 5 seconds to complete. Meaning the scout (fragile target) need to stand still for a whole 5 seconds.

The jump pads can be very annoying true, a demo or HW flying in at the speed of light.
But I'd rather have Jump Pads in or near the base then Teleports, as the teleports can be much more nastier with 2 engineers.
With an exit and a entry in the base it can be rather nasty.

In my view it's a good replacement for the Teleports.
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