You throw all your turrets down in a stack, place a teleporter behind an enemy and teleport the turrets on their butt to burn them.
Drop three turrets and place a teleporter that moves them into the middle of the enemy team.
It wasnât very good in medium rank and above, people have too much alertness.
I never really telebombed in the âtraditionalâ sense where the turrets ended up on the floor, rather instead I would put the TP down then send the turrets THROUGH it at random angles which always seemed to be super confusing to the enemy cause they couldnât tell where they were going to end up until they were getting zapped.
Naw I always chose shield gen over tp it was better
I was saying she has below average dps. Thatâs true and she doesnât have much utility to justify that
Yeah sym can work but this is likely a nerf Iâm going to just pay attention to her winrate and pickrate. Time will tell who is right
The teleporter is going to serve as an elevator to the highground for heroes without vertical mobility.
Yeah, I did that too. âThe thinking manâs telebombâ.
It already did that while being more versatile. Now it does the same thing but worse in most respects.
Yeah, itâs also such a good way to get them at strange angles and in weird places if you can estimate where they will go based on how you put them in. Iâd send them up or down or like, crouch then send one in super low lol.
Ehh, not saying youâre wrong. But at the very least, you can set it and forget it now.
this was before shield gen was in the game
Me too
Plus, people expect a telebomb, so they uselessly shoot the teleporter base while getting zapped.
Yeah in beta she just gave out the 50 shields so it was as if you had shields gen and tp at the same time
The shields were the good stuff the faster getting back wasnât as powerful as the extra health
You get bonus points if thereâs a Torb on your team and he ALSO throws his turret through your teleporter.
They NEVER expect that lol.
That is the last thing you want in that ability. If it takes more then ten seconds for your team to act on it then it is not worth doing.
Teleporter now goes essentially on a 17 second cooldown after it is destroyed. Regardless if by you or the enemy. Where as before the longest you had to wait was 12 and the shortest you had to wait was 2.
This coupled with a 50% cooldown increase in being able to teleport again makes it pretty terrible. All for 5m of distance added and a worse lucio speed boost.
Is it worse? Symsâ teleporter stays up the whole time until itâs killed. Lucio canât shuttle people to/from spawn while heâs doing anything else.
if you fail it is now a 15 sec cd and you have a higher chance of dying why doing it cuz of the 1.5 second cd of using tp
Friend, iâm not saying that itâs strictly better.
But it stays on the map until itâs destroyed, opening new doors of opportunities.
You can place it outside of enemy LoS to serve as a taxi/elevator for your team mates. Iâm not saying that itâs suddenly an amazing ability however, just different.
A noob tactic the syn GMs used ALL the damn time.
When your turrets are off cooldown teleing the ones you have into the enemy team mid fight is extremely useful.
At worse, they have to split their attention which is a limited resource.
A theoretically endless 20% speed boost coupled with a shorter cooldown of 12 seconds for amp it up to 50% that can be accessed both outside and inside of combat without interaction from anyone else in a 12m radius or a teleporter that is static in one place on essentially a 17 second cooldown if you want to use it for more then just a spawn taxi with a 2m inteteraction radius with a button press requirement?
Mathematically lucio wins on time saved. The only part in which sym is better is verticality but honestly she had that before. Just on a shorter cooldown.
Yeah but Sym can leave the TP there forever.
Lucio has to go back to spawn to shuttle someone, so if heâs needed to heal someone he canât do anything.