Yesterday, 10:17 AM
...honestly, there isn't a ton of difference between telesci-nerding and command tele-nerding. Both can be hidden off-station, let you get away in most situations if you have like 10 seconds to duck away somewhere, are hard to counter, and have an RNG based backfire (offsets changing and portal splinching, both of which could range from mostly-harmless to very fatal). Of the differences, telesci: Takes longer to set up, is slower to immediately deploy, doesn't allow people to follow you, has more points of failure, can be used to go ANYWHERE (that isn't teleblocked), can't be used to teleport onto someone with a tracking implant, doesn't rely on a somewhat-rare item, requires you to hold completely still when using, and can't be mitigated by getting rid of tracking beacons. Telesci is definitely stronger, but hand teles working in less than a second makes them genuinely very strong as well.
Honestly if teleman was reworked to not work on telepads operating outside the station Z, that'd be a... okay enough fix. But also, the hand tele would still function just fine, so again, give Security some tool to block teleporting - or at least make teleports riskier/slower.
Honestly if teleman was reworked to not work on telepads operating outside the station Z, that'd be a... okay enough fix. But also, the hand tele would still function just fine, so again, give Security some tool to block teleporting - or at least make teleports riskier/slower.

Goonhub