![]() There will be 3 parts to the guide, and 1 extra section at the end: Biolabs is 95% team work, moving and surviving, and 5% killing mvp. I know, it is disgustingly long~ but Biolabs require everyone to move and work as a group, which means you have to not only understand your own job, but also the jobs of the players working around you. #MVP TELEPORT FULL#I am not so good at instruct or lead also, so forgive me ^^īefore I start though, it is important to read the full guide. I will try to go over each class and job the best I can, though my usual class for Biolab is bomber, I have at least 10 runs experience each class. Sorry for any bad English/mistake D IT TOOK SO LONG TO WRITE! I WAS UP TO LIKE 6AM and continue the next morning!! Now it is 3pm next day! APPRECIATE OK. Interesting, mine flies super straight with no turn and a gentle fade.Okay~ here is my guide for Biolab. I feel like the results today reflect my being rusty and it being cold. Today was the first time I'd done field work in a while, and it was cold outside. The Excite is noticeably flippier than the Teleport, and I get 50' more out of it routinely. I was expecting something more like the Excite here. I was able to get the disc over 400', but it felt like a ton of work. The Teleport didn't glide that well, and had an early, long fade. This disc was beefier than the flight numbers would suggest. The Teleport fades a bit sharply.Ĭonclusions: I don't quite possess the arm to mash on the Teleport how I'd like. Even when I mashed it anny the disc would fight out of it quickly and fade. The disc I threw today is more like 14, 4, -0.5, 3. I could wrench this disc over anny and get decent distance out of it, but thrown flat the Teleport won't turn.Īssigned numbers for the Teleport are 14, 5, -1.5, 2.5. I also felt like it didn't glide particularly well. I couldn't make it turn much on a flat throw. Long story short, the Teleport is beefier than I was expecting. Neutron plastic, unknown weight (definitely 170+, feels like max weight). Threw a Teleport for the first time today. #MVP TELEPORT DRIVERS#Keep your eyes open and your hands ready to grab onto other new disc golf drivers that are undoubtedly heading our way! For some it will be a struggle, just because it needs a powerful release, but for others, the Teleport will be a disc they’ll want to throw again and again. It is going to be a disc that a lot of players want to try. The Teleport flies pretty darn straight for being a high-speed distance driver, if you can find a way to handle that rim. Though the rim is definitely wide and may bother those who use a power-grip, I personally hold my drivers in a loose grip, so the wide rim didn’t bother me. ![]() ![]() ![]() The stability tuning was just right for a disc that is designed as a bomber without being too advanced for most players. I wasn’t able to get maximum distance with every throw, but when I released one “just right” it was fun to watch. But whatever they did with the Teleport seems to have given it a fun little turbo-boost. I’m not sure I completely buy into the idea or understand the science behind it, because I’ve been able to throw traditional single-mold discs with just as much or more success than overmolds. MVP has argued since their inception that the “Gyro” (trademark) overmold disc design is just plain better, creating extra glide and control that is not present in traditional discs. With a rim (wing) this size, you need to put a lot of speed behind the Teleport, but if you get it released just right, without letting it go too high, this thing will really get out there! It was a fun disc to field test! Now don’t get me wrong– you won’t be able to flick your wrist and watch this thing fly a mile. #MVP TELEPORT DRIVER#The first maximum rim-width distance driver from MVP is the Teleport, and it hits the disc golf scene with something that a lot of players can’t resist– sheer distance. The Teleport – A Driver for the Sake of Sheer Distance ![]()
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