Jump to content

Team Fortress 2


Bull3tM0nk3y

Recommended Posts

  • Replies 1.8k
  • Created
  • Last Reply

In my engines class I came up with a cool engi wep to replace the wrench.

Unholy Vicegrip

+MoT (Metal Over Time) (About 20 metal every 30 secs)
+Mini Crits Spies.
+Raises Metal Cap to 400
+Dispenser spot replaced by a laser turret. Laser turret costs 400 metal
+Teleporter spots replaced with Scrambler (200 Metal) and Guard (250)
+Friendly Dispensers can over fill the 200 gap.

-50% Less damage on everyone else.
-Cant place Dispensor.
-Resupply Crates and Stations Cannot give metal pass 200
-items do not build faster when hit.


Laser Turret
One level Turret, familiar looking to a level two Turret.

+Shoots lasers, doing 100% more damage than the level 2 Turret.

-20% Slower Rate of fire.

Scrambler

Ripples a Spy's cloak and alters the Spy's disguise slightly.

Guard

A small hover robot that does the same damage as your primary weapon.

Can be piloted manually by your mouse 2 but you are not able to protect yourself when using it. The Guard will run out of "Charge" and go back to Auto Pilot around the player after a certain time.


Even with the engineer update, I feel that the Engineer is still servilely underpowered by himself. I wanted to find a way to make him more aggressive. The Plasma Turret was a spur of the moment thing to match the whole laser theme although it does seem unnecessary when thought of more carefully. Maybe I could find a way to replace the dispenser yet have something else that is useful.Yet it is still there for opinions. I wanted to submit this to the Workshop, yet I don't believe I have the proper tools to create art for it.

Link to comment
Share on other sites

[quote name='Shradow' timestamp='1330401076' post='5845645']
What we need is [url="http://steamcommunity.com/sharedfiles/filedetails/?id=125"]this[/url].
[/quote]
We do NOT need a mobile rofl noob tank. Instead of making the engineer something completely different, if you want something like this go pro guard dog.

Link to comment
Share on other sites

[quote name='Shradow' timestamp='1330408767' post='5845815']
[media]http://www.youtube.com/watch?v=-QM1eTAwOYc[/media]
[/quote]
Yet the Heavy is balanced, he has big health and is powerful, yet he is vulnerable in his speed, spies, and generaly if he gets hit out of his field of view, hes doomed. IE: Flamethrower, Rockets, Turrets, Stickys, Grenade Launcher. The engineer has more speed to him, I am assuming there is no waiting time for a turret to fire cause the mounted ones can fire right away. If you give him this, you might as well give him Rockets and a Grenade Launcher as well.

Link to comment
Share on other sites

[quote name='Shradow' timestamp='1330408767' post='5845815']
[media]http://www.youtube.com/watch?v=-QM1eTAwOYc[/media]
[/quote]
"mobile rofl noob tank" is quite possibly the best term I have ever heard that could describe the heavy.

Edit: And yeah, I knew you'd be linking to the mobile sentry before I clicked it. It'd be interesting if it was implemented well; it'd be ideal as some kind of alternative pistol but what are the engineer's current problems, and how could this solve them?

Link to comment
Share on other sites

Here are my ideas that I'd imagine on the Mobile Sentry:
- On spawn, takes 5 seconds to deploy and is constantly out
- Cannot be destroyed or sapped, must kill Engineer
- Uses metal as ammo
- Movement speed reduced to that of Heavy
- Replaces Primary and the Sentry spot in the PDA
- Cannot equip Wrangler as Secondary, instead the Mobile Sentry is always manually aimed (no shield)
- Having Gunslinger equipped only increases health and leaves no random crits, no Mini-Sentries
- Melee can still be used but with reduced firing speed
- 6 shots per second with a DPS of 96, Level 2 Sentry knockback
- Reduced weapon switch speed, [url="http://farm7.static.flickr.com/6169/6197131686_d1aa435cb0_b.jpg"]the Mobile Sentry would change depending on which Secondary you switch to (top is normal, second is Pistol/Luger, third is Short Circuit)[/url]
- Other buildings cannot be upgraded past Level 2

Also, does anyone have a normal Point and Shoot they'd like to sell me for 4 ref?

Link to comment
Share on other sites

Heavy - 500 DPS
Mobile Sentry - 98 DPS

He is still an Engineer, so he has teles and dispensers. Technically, he has the same amount of ammo, it's just shared between bullets and buildings. He's still supportive while being more offensive than the defending turtling Engineer but not as offensive as the Gunslinger Engineer.

Link to comment
Share on other sites

[quote name='Shradow' timestamp='1330490984' post='5847348']
Here are my ideas that I'd imagine on the Mobile Sentry:
- On spawn, takes 5 seconds to deploy and is constantly out
- Cannot be destroyed or sapped, must kill Engineer
- Uses metal as ammo
- Movement speed reduced to that of Heavy
- Replaces Primary and the Sentry spot in the PDA
- Cannot equip Wrangler as Secondary, instead the Mobile Sentry is always manually aimed (no shield)
- Having Gunslinger equipped only increases health and leaves no random crits, no Mini-Sentries
- Melee can still be used but with reduced firing speed
- 6 shots per second with a DPS of 96, Level 2 Sentry knockback
- Reduced weapon switch speed, [url="http://farm7.static.flickr.com/6169/6197131686_d1aa435cb0_b.jpg"]the Mobile Sentry would change depending on which Secondary you switch to (top is normal, second is Pistol/Luger, third is Short Circuit)[/url]
- Other buildings cannot be upgraded past Level 2

Also, does anyone have a normal Point and Shoot they'd like to sell me for 4 ref?
[/quote]
"Movement speed reduced to that of heavy"
I disagree with this. I don't really have any commentary on your other stats, although I would say they seem overcomplicated, but I give you that it's difficult to think of stats for this thing.

Edit: Rough idea;

[b]Mobile Sentry[/b]
(secondary weapon)
+ Acts like a pistol with unlimited clip
+ Your sentry will attempt to match your damage
- While out: sentry does not auto-target

Link to comment
Share on other sites

[quote name='Shradow' timestamp='1330533340' post='5847822']
Here's the thread on SPUF where it's changed so I don't have to constantly post my changes here: [url="http://forums.steampowered.com/forums/showthread.php?t=2573433"]http://forums.steamp...d.php?t=2573433[/url]
[/quote]
Argh, SPUF.

Edit: bunivasal seems to be about right

Link to comment
Share on other sites

[quote name='Shradow' timestamp='1330548401' post='5848164']
Is it bad of me that, whenever I play other FPSs, one of my first questions is usually, "Why can't I rocket jump?"

EDIT: [url="http://steamcommunity.com/profiles/76561198023509463/screenshot/486625647001116431"]Yay.[/url]
[/quote]
Nice setup. :)

Link to comment
Share on other sites

[quote name='Shradow' timestamp='1330548401' post='5848164']
[b]Is it bad of me that, whenever I play other FPSs, one of my first questions is usually, "Why can't I rocket jump?"[/b]

EDIT: [url="http://steamcommunity.com/profiles/76561198023509463/screenshot/486625647001116431"]Yay.[/url]
[/quote]
That's pretty bad, lol.
*plays CoD and pulls out RPG*
Ok guys, LET'S DO THIS!
*shoots ground*
*dies*
O_o

Link to comment
Share on other sites

[quote name='TheComposer' timestamp='1330647355' post='5850737']
It's a glitch of some sort. Don't know how it happens. One time, they all had my avatar.
[/quote]

It's a conspiracy.

The Illumihati is onto me man.

They know something.

Link to comment
Share on other sites

The birds... They're plotting something...

[color=#000000][img]http://25.media.tumblr.com/tumblr_lnbvkxiZyX1qdcxivo1_500.jpg[/img]


[QUOTE]Team Fortress 2
- Added [/color][url="http://wiki.teamfortress.com/wiki/Teufort_Tooth_Kicker"][color=#000000]The Teufort Tooth Kicker[/color][/url][color=#000000] (cowboy boots for Scout, Sniper, Demo, Soldier, though Valve has said they're considering making them for the Engineer as well)
- Fixed being able to call server vo[/color][color=#000000]tes for training maps
- Fixed a case where capturing a point in overtime would end the round before time could be added (F*** YEAH)
- Fixed not hearing the third-person weapon sounds for The Gloves of Running Urgently, The Overdose, and The Wrap Assassin
- Fixed unusual particles appearing in the wrong place for the Desert Marauder
- Improved bot behaviors
- Updated cp_mountainlab
- Fixed several clipping issues
- Updated the gamehaptics file:
- Added draw/swing/stab forces to the Black Rose
- Added missing forces for Three Rune Blade
- Added more detail to butterfly knife draw forces
- Modified Overdose recoil force to more accurately reflect new sound effect
- Refined Huntsman & Minigun recoil forces
- Refined Jarate throw force
- Refined Syringe Gun crit recoil forces
- Arquivos de localização atualizados[/QUOTE][/color]

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...