Players pushing you off teleporters

Jeebies

L2: Junior Member
Feb 15, 2008
61
2
Anyone know how to keep "teammates" from being able to push you off a teleporter? It makes me a little ill when I've been waiting for a tele and someone comes out and pushes me off right before it's recharged.

I've tried crouching, seems to help but sometimes they still get me off.
 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
Nothing makes me more furious. Especially when it's obvious that my unit needs to get to the frontlines first and has a better chance to contribute to the effort. ex: soldier over a sniper while assaulting the last point in dustbowl.
 

kimangroo

L3: Member
Mar 15, 2008
111
6
If anyone pushes me off a tele, it turns me into a vindictive griefing mofo! Last time it happened was a sniper on floodzone, i just went pyro for the next 3 rounds and flamethrowed the sniper's face so he couldn't get any shots. He got quite upset.
 

Paria

L5: Dapper Member
Dec 12, 2007
202
31
i like to abuse admin rights on people who jump the teleport queue - wait for someone to push you off and then /slay them once they reach the destination :thumbup1:
 

xgloryx

L1: Registered
Feb 26, 2008
21
2
i like to abuse admin rights on people who jump the teleport queue - wait for someone to push you off and then /slay them once they reach the destination :thumbup1:
So true. Anytime someone pushes me off a tele on one of my clan's servers I immediately set a teleport point where I am (back at the tele entrance) and force them back. F'um.
 

Scotland Tom

L6: Sharp Member
Jan 19, 2008
332
64
I've had spies push me off teleporters before and it's absolutely infuriating.

I'll typically try to switch teams and kill the offender as many times as I can. I'll also attempt to do as much damage to the (now enemy) teleporters as possible. Even if my original team was winning I find it impressive how much a lack of teleporters can turn the tide of battle.
 

Jeebies

L2: Junior Member
Feb 15, 2008
61
2
I find it impressive how much a lack of teleporters can turn the tide of battle.

Oh yea it's huge. If the hike to the front is at least 15 seconds and there's a 15 second respawn time - disabling 1 teleport is the equivalent of killing 1 player every spawn wave. Running a spy it's always my first order of business - disable those tele entries, then 2nd go for their front line. I've seen as many as 3 engineers running back to the spawn to rebuild tele's and leave me their shiny buildings at the front to have my way with - makes all the times of spy frustration seem worth it.