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Author Topic: Engineer update  (Read 172640 times)
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Junta
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« Reply #75 on: March 09, 2010, 02:33:32 PM »

What buildings though? Area of effect EMP blast? Tracer dart? Robot dispenser?
Nobody like my coloured spanner ideas? Smiley
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« Reply #76 on: March 09, 2010, 02:38:43 PM »

What buildings though? Area of effect EMP blast? Tracer dart? Robot dispenser?
Nobody like my coloured spandex ideas? Smiley

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« Reply #77 on: March 09, 2010, 02:39:03 PM »

I was a bit confused, is it like your fantasy toolset, silver for work and gold for bling bling? But allowing a change in tool is a good idea and probably going to happen
« Last Edit: March 09, 2010, 02:40:35 PM by discordance » Logged

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« Reply #78 on: March 09, 2010, 03:06:47 PM »

I'll put an idea out on the sounding board.

How abouts, in exchange for only getting a level 2 sentry, Engy gets a force field dome he can deploy at any time with a radius large enough to contain the engy and one building. This would have a cooldown and drain all the metal the engy has left, lasting a proportionate amount of time.

The main aim is to improve the chances of an assault engy, he'd be able to run forwards and get at least a level one, or a dispenser up in relative safety. If coming under attack, he'd be able to fight back/destroy stickies.

I'm thinking making the dome impenetrable might be a bit too harsh on messing up enemys ubers,  possibly make it explosion and projectile proof (reflecting for fun?!), but it can be passed through by either team and melee'd. It'd probably have to prevent capping whilst it was active too.
« Last Edit: March 09, 2010, 03:13:24 PM by Zarf » Logged

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« Reply #79 on: March 09, 2010, 06:28:33 PM »

The spy has had his buff, and for a while it was very effective. I still get killed by the spy who is determined to take me out no matter the cost, but I'm not sure what has happened lately. I guess "he who must not be named" - Scr*gg*ge is away so my back feels slightly better....

Slightly better? Oh well, gotta try harder then  Grin





But back to the topic:
The only thing thing that engy needs IMO is something so that he would not need to baby sit his sentry all the time, which is very boring. Not sure how to achieve this though, maybe giving the sentry more health in exchange of slower repair rate.
If Valve wants to come up with something a bit different, i like the idea of flamethrower sentry.
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« Reply #80 on: March 09, 2010, 06:53:13 PM »

I hate playing engi for the very reason that I find it boring spending all the time to set everything up, then just hiding behind it waiting for the inevitable spy/uber/spam.

Only time engi I find engi entertaining is perhaps on a pub when no one can figure out how to take a sentry down, so it's kills galore. Or playing "attack engi" i.e. using the shottie n pistol more, getting into sneaky positions, setting up a lvl1, move on to get more ammo and set up a new one etc. Me and Hzza tried it the other day, was pretty damn fun.

So an update that would encourage the engi to be more aggressive and not have to hide with his sentry might make me consider playing it more
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« Reply #81 on: March 09, 2010, 07:34:06 PM »

But back to the topic:
The only thing thing that engy needs IMO is something so that he would not need to baby sit his sentry all the time, which is very boring. Not sure how to achieve this though, maybe giving the sentry more health in exchange of slower repair rate.
If Valve wants to come up with something a bit different, i like the idea of flamethrower sentry.


I keep hearing flamethrower sentry but I lack the imagination to see it useful. vs normal enemies it would be useless, since any damage increase is immediately killed by the laughable range.
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« Reply #82 on: March 09, 2010, 07:35:59 PM »

How about a cannon that fires your teammates as projectiles.
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« Reply #83 on: March 09, 2010, 07:44:59 PM »

SupCom2-Style? As a replacement for the tele you place jumppads? That could work, would allow you to bring teammates faster to the front without having to place vulnerable tele-exit, however you can't transport around corners or through walls etc.
I like it!
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« Reply #84 on: March 09, 2010, 07:48:02 PM »

I keep hearing flamethrower sentry but I lack the imagination to see it useful. vs normal enemies it would be useless, since any damage increase is immediately killed by the laughable range.

It might have the range depending on the sentry lvl. Or flame for short range encounters and bullets for long range.
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« Reply #85 on: March 09, 2010, 08:19:11 PM »

More spy-bashing  Wink

Some other remarks:
- Yes, demo is the biggest threat to a sentry, yet I think this is basically fine and need no addressing.
It's the increased number of potential threats that makes engineering a problem.
- Zarf's force field is an idea which may of may not work. But in general I don't like the idea of any kind of invulnerability. Sentries should be able to be taken down. Otherwise blue team will never again see the third stage of Dustbowl.
- Giving the engy the chance to move away from his buildings brings us back to the spy problem. Without any improved anti-spy methods the risk of leaving behind the buildings will always been high (and quite rightfully, I might add).

  • Allow a sentry to be ubered (or Kritzed), giving the ability to save a defensive position when a team is taken out and the engineer is dead
  • Allow a "quick build" level 1 sentry with virtually no metal. Limited to level 2 upgrade but at massive expense of metal to get it to level 2
  • Implement a Natascha effect level 1 and 2 sentry - which reverts to normal when upgraded to level 3
  • Golden spanner - allows quicker build of SG, Dispenser and TP. Spanner is very weak melee against spies and other enemies
  • Silver spanner - allows slower build of SG, Dispenser and TP but these have 'x' % more hit points. Spanner is very weak melee against spies and other enemies
- I don't like the idea of a sentry ubered or kritz'ed. Don't ask me why (would have to think about it which would result in another article), I just don't think it fits and I doubt it's the way to go.
- Quick build will result in tons of throw-away sentries and in no way support tactical thinking. If anything the right lever would be a quick dispenser (basically you can build a dispenser and sentry lvl1 right after another), trade-off that the dispenser can't be upgraded further.
- Natasha-Sentry: Ouch, don't like it. Especially when you think of two sentries.
- Golden/Silver spanner: Where's the trade-off for Gold? Silver is not too helpful on dynamic maps, but will reward more static gameplay without need. But IMHO the engy needs some edge on dynamic gameplay.
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« Reply #86 on: March 09, 2010, 08:37:08 PM »

Ambassador did not replace the revolver.
On WDG there are twice as many revolver kills as ambassador (yeah I know, relatively fresh stats, but the global ones are bugged at the moment.)

IMHO the spy's chance has not increased much against an engi:
-Granted, theoretically the dead ringer allows you to run to the engi several times within disguise until you fool him once. However in my experience, finding a spy makes an engi (and everybody around him) 10 times more paranoid for the next minute or so, so multiple tries are hardly possible anyway.
-C&D allows you to sit there and wait, however most of the time you end up waiting on top of the dispenser anyway, where the normal watch would work anyway.

I personally feel like I go after engis less (but then again, before the update I was a horrible spy and hardly played as him) since I can kill enemies in an efficent way.
With the normal watch, more often then not you got 1 kill max before the rest of the team retaliated and killed you, so that one kill better counts, read: kill a engi or a medic or a very dominating player (say TP as sniper, cheez as demo, etc.). However with the dead ringer a spy can chose between one important and very hard kill (and therefor a big chance of failing and in the end achieving nothing) or several "medium importance" kills with a higher chance of both success and escape.
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« Reply #87 on: March 10, 2010, 01:31:18 AM »

And I would really love to play a TF2-mod featuring the portal gun. Afro
Highly dynamic would not even start to describe it, the more considering that portals (since they are merely doorways) could be used by both teams. You could cross maps in mere seconds   Grin
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« Reply #88 on: March 10, 2010, 02:27:03 AM »

Howsabout det packs or land mines or IED type bombs that give a one shot chance of blowing back an uber long enough to give it a bit more chance of survival or at least make the ubered pair think twice about their route to the sentry? Plus there's the added bonus of maybe tagging some of the uber gravytrainers/hangerson/freeloaders Smiley
« Last Edit: March 10, 2010, 03:10:44 AM by Nineblade » Logged
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« Reply #89 on: March 10, 2010, 10:06:57 AM »

Can we give him a mace and a gladiator helmet?
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