Base telporters - how many needed?
Villains: 4, to cover 7 zones.
Heroes: Lots more.
I have been trying to work it out and I think I need 11 teleporters to cover all of the zones.
How many teleporters can the secure large teleporter room take? The really really really big one
8, it seems.
Which fits with my experience of big hero bases; there's always one huge room and a smaller one off it on the fully kitted out ones.
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Villains: 4, to cover 7 zones.
Heroes: Lots more.
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Technically 4 to cover 8 zones in villains (rikti war zone).
Ah, yes - forgot about that one!
Thanks. Looks like I may have to upgrade my plot to allow for another teleporter room.
We've got nine TPs and this is more than enough for Heroes as a couple of the TP points don't really get used.
IMHO the large TP room isn't worth the money as one can just put four small rooms in a circle and it's a lot cheaper (although doesn't look as good).
Also, remember Ouroboros is easy to get to and has exists to quiet a few zones.
I hope this helps.
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Also, remember Ouroboros is easy to get to and has exists to quiet a few zones.
I hope this helps.
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Ouroboros is for 25+ only.
Pocket D on the other hand...
Kings Row is a good one as it places you between the Yellow Line and PD.
Steel Canyon is good as it places you near the Green Line.
I have Talos for the shops.
Galaxy City because of the GG location...
Peregrine as I've a few 40+
@ShadowGhost & @Ghostie
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Hi Everyone,
I have a base teleporter room now and was wondering, how many teleporters do I need so we can teleport to each available zone.
thanks.