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Author Topic: Engineer update  (Read 172672 times)
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Junta
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« Reply #90 on: March 10, 2010, 10:25:57 AM »

How about a cannon that fires your teammates as projectiles.
Pure Genius. Now this is an idea I love.. especially if it could deliver a heavy across the map! Cheesy
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« Reply #91 on: March 10, 2010, 10:29:16 AM »

How about a cannon that fires your teammates as projectiles.
Pure Genius. Now this is an idea I love.. especially if it could deliver a heavy across the map! Cheesy

That'll have to be one big cannon to get that fat ass in Grin

+ there should be random chance fatty gets stuck, cannon blows to pieces under the presure, and kills everyon in a certain radius Grin
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Hzza
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« Reply #92 on: March 10, 2010, 10:32:06 AM »

So something like the scout jump-pad/mancannon thing from FF? That'd be cool I guess, might make engies/heavies viable on 5cp maps.

My newest want for engie is something I originally wanted for the scout. A JETPACK POWERED BY WIN! But srsly, if anyone should get a jetpack it should be engie. And I do think someone should have a jetpack.
« Last Edit: March 10, 2010, 10:36:06 AM by Hzza » Logged
Junta
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« Reply #93 on: March 10, 2010, 10:34:06 AM »

That's a good point. Could you IMAGINE the places that a jet pack powered engineer could build a sentry? Cheesy

Completely re-work attacking it that's for sure. I find it harder to attack an SG that is higher up than me tbh.
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Hzza
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« Reply #94 on: March 10, 2010, 10:40:44 AM »

It also opens up the potential for someone to make a skin/voice pack turning him into Brian Blessed from Flash Gordon. And who wouldn't want that?
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Power


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« Reply #95 on: March 10, 2010, 11:00:17 AM »

What I'd like for an engineer. No really, read on, this time I'm serious.

What I'd like for an engineer is a weapon unlock, that heals all of your stuff remotely, but only while you are doing damage with this weapon. Hear me out. The main problem is, when you put up your stuff, you can't move away for 10 seconds because you can be pretty sure it will go down.

Now let's say you CAN go away and shoot at people. And while you are away and shoot people, you buildings get the same amount of damage repaired as you've just dealt with this special weapon.

This fixes several problems:
- Turtling. It is more likely to find a sentry or whatever without an engineer babysitting it
- Reward for leaving your stuff (points and building repair)
- Getting the engineer out of the danger zone (being able to fix your stuff without being in the danger area and dying first)
- Being able to repair everything at once without having to put everything in your immediate area

And the downsides are:
- You have to actually deal damage to someone, if the sentry is under a heavy attack (uber or similar), it's just as unlikely that your stuff survives as before, unless you are actively dealing damage
- When engaging a target you obviously risk dying and not being able to repair anything until you respawn
- There is still a sapper, which i'm unsure of how to deal with it. If you make it unaffected by this weapon, people will keep on turtling, if you make it destroy sappers, spies will be at a big disadvantage. I'm thinking, make the sentry being repaired, without destroying the sapper (and while staying offline obv.). This way you still have a chance to get back to your stuff as long as you deal damage on your way there and a spy has a good chance of taking out the buildings or the engineer without having to replace the sapper.

Another idea would be a metal conventer, which does pretty much the same, but when you pick up metal (boxes, weapons, building debries). Same concept, but a bit more reliable, as you know where to get metal usually and don't need to be in danger.

Another idea would be a teleporter for your buildings. Basically, you put a building somewhere, then go somewhere else and place a beacon or something (might need to keep pointing it at a small area for it to activate), then one of your buildings of your choice gets teleported to the position of a beacon (preferably not instantly) Tongue This could help with the second problem of engineer, having to move your stuff constantly and having to rebuild it over and over again.
« Last Edit: March 10, 2010, 11:04:02 AM by Power » Logged
Junta
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« Reply #96 on: March 10, 2010, 11:08:44 AM »

Not bad Power. I like the principle - rewarding offensive engineering.

For the sapper issue.. why not just make the "healing" rate from the new special weapon reduced whilst the building is being sapped? This is a mix of both... the spy can still have a sapping effect, but potentially the engineer could go on a killing spree and prolong the life of the gun being sapped. You could set a cap and say that if the sapper hasn't "killed" the building by 'x' minutes (because somehow the engy is mass murdering people), then it would just fall off. In any event, the engy would have killed enough people to have extended the life of his building and might be able to run back to remove the sapper?

At the same time, you could adapt this idea that a Sentry (that is making kills) slowly gains extra hit points up to a maximum level. This would mean that hiding your gun away is a crap idea, and that putting it on the front line is also a crap idea. A good sentry position and a clever engineer could be more effective. Also, a gun with more hit points could be left alone for longer and supposedly take longer to sap as well. You could also tie this idea to the other buildings - teleporters or dispensers becoming more "robust" the more useful they have been to the team.
« Last Edit: March 10, 2010, 11:11:16 AM by Junta » Logged
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« Reply #97 on: March 10, 2010, 11:12:14 AM »

Nice idea, but I'd say he'll have to go back to remove the sapper anyway, as the building is disabled even if it's still alive and that's not what an engineer wants. He has a chance to get back in time if he deals some damage on his way back, but I wouldn't want for him to be able to keep his stuff in zombie mode for very long. He has either to give up or to get back as soon as possible. Otherwise the spy would just be fucked over.

The second idea I like more. Let's say, instead of repairing stuff, you are "overhealing" your buildings with that unlock weapon. Both of them at the same time would be overpowered I think. Sentry with more health than usual, which is also being repaired remotely would be hard to get down. Hmm.
« Last Edit: March 10, 2010, 11:19:22 AM by Power » Logged
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« Reply #98 on: March 10, 2010, 11:13:29 AM »

The engineer update is simple.

Give him a rocket launcher, shotgun, and a spade.

Problem solved.
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Junta
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« Reply #99 on: March 10, 2010, 11:14:00 AM »

Yeah, the spy gets a hard deal with the engy change doesn't he?

Odds on that the spy will get *something* at the same time the engineer does. Otherwise there will be problems....
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claws
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« Reply #100 on: March 10, 2010, 12:01:20 PM »

The spy has been buffed enough I think.

I don't really see turtling itself as a problem, there should be a risk/reward tradeoff between being turtle engie and attack engie. One issue I have is how multiple engies work together - they've overbuffed tp's so that 1 level 3 is usually good enough, which seems to go against the spirit of teamwork. One individual sg is mostly pretty weak and any good demo/soldier/medic...scout can take it, which suggests an sg buff...but three sgs well placed can ruin a game.

I'm not really sure how to fix this apart from totally reworking the sentry gun (making the engineer sit in it, for example). One crazy thought is that high level sentries should attack other friendly sentries in line of sight. So two sg's close to each other is no longer a sensible tactic - it still makes sentries viable, but you have to spread them out which gives the other team an opportunity to form an attack.
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« Reply #101 on: March 10, 2010, 12:27:11 PM »

One crazy thought is that high level sentries should attack other friendly sentries in line of sight. So two sg's close to each other is no longer a sensible tactic - it still makes sentries viable, but you have to spread them out which gives the other team an opportunity to form an attack.

But this would be a straight nerf for the engineer, actually? Sitting inside of a sentry sounds like fun though, if you're allowed to aim manually.
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claws
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« Reply #102 on: March 10, 2010, 12:29:23 PM »

That's true, and I don't mind buffing the sg a little to make up for it ; I guess I think there's fundamental problems with the engie that need to be resolved.
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Junta
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« Reply #103 on: March 10, 2010, 12:34:35 PM »

Sitting inside of a sentry sounds like fun though, if you're allowed to aim manually.
Err... there is a class called "heavy" Cheesy
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claws
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« Reply #104 on: March 10, 2010, 12:36:28 PM »

You misread Junty, I said it was going to need to be aimed Smiley
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