Team Service Announcement: Teleporters





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Published on Jun 21, 2013

Four things you should know about teleporters:

1) Before you place a teleporter exit, make sure it's not facing a wall or towards a cliff.
It's very annoying, and disorienting, for your teammates to show up in a completely different place blinded and blocked off by a wall, or walk forward and into a bottomless pit. Always make sure to turn the exit so it's exit direction faces away from walls and danger using alt-fire (right-click). The blueprint that appears when carrying toolboxes will have an arrow showing which direction the teleporter is facing.

2) Follow the Teleporter priority list
Every class has a different priority over another when it comes to teleporters. This is based on the importance, mobility, speed, and positioning of each class. The priorities in order of highest to lowest are:
Engineer (needs to keep the teleporter running), Medic (most important class), Heavy (slowest class), Soldier (second slowest, but has extra mobility), Pyro (least mobility of medium speed classes), Demoman (most mobility of medium speed classes), Spy (medium speed, not usually at the front lines), Sniper (medium speed, never at the front lines).

3) Don't fight over teleporters
Don't try to shove teammates off of a teleporter, or jump on an entrance when someone else is already on it. If multiple people start piling onto a teleporter entrance, no one will go anywhere. Wait your turn, and let everyone have their chance to use it. If the line is too long, you'd probably save time by letting the higher priority classes take your spot, and run there yourself, especially if you are a Soldier or Demoman, and can explosive jump.

4) No Scouts
Being the fastest class with excellent mobility, Scouts have no excuse to use a teleporter. Even if there's nobody at spawn to use it, a Scout could easily run to the teleporter exit in the time it he would have to wait for it to recharge.

Bonus Tip: If you come through a teleporter exit an enemy is standing on, you will instantly kill them. Spies use this to infiltrate and eliminate players guarding highly cluttered sentry nests. To avoid getting "tele-fragged" stay off of teleporter exits after leaving one, and stand to the side when repairing it.

Team Service Announcement is a series where the common mistakes and unused strategies of new and inexperienced players are blown out of proportion and explained in an attempt to help those who make them.

If you know someone who is new to the game, is in need of some pointers, or just want to spread the message, share the videos and help improve the community.

If you're a frustrated player who would like something addressed, or a new player who would like something explained, leave it in the comments section, and maybe I will animate it

Groove Armada - The Things that We Could Share

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