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its not optimized well just like the ps4 version
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March 11, 2016, 08:32:56 PM
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https://www.youtube.com/watch?v=h2dv4DWLN4o
this guy has some gr8 vidz
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press x to exercise 5th freedom
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Topic: Engineer update
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Topic: Engineer update (Read 172691 times)
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egg
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Re: Engineer update
«
Reply #120 on:
March 10, 2010, 02:51:24 PM »
Quote from: discordance on March 10, 2010, 02:26:58 PM
If I want to be offensive i'll
call you all a bunch of w*****s, c***s, or something else along those lines
fixed
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Teatime
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Re: Engineer update
«
Reply #121 on:
March 10, 2010, 09:30:20 PM »
Sorry, Power, not convinced either.
While Valve apparently is thinking in similar ways I disagree with the approach to free the engy up to run around while his buildings in one way or another are taken care of.
IMO the engy needs to feel the responsibility for his buildings (and the value for the team it represents, which apparently was one of the problems with the repair node) and he needs the pressure to watch and maintain it.
What needs addressing is that the engy as he is now is not quite up to highly dynamic maps. It's not a matter of the engy going Rambo, it's a matter of reasonable building and moving of his gear and a slightly higher survivability.
And the additional problem with balancing the engy is that it must work for one engy as well as three, as claws already has pointed out.
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egg
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Re: Engineer update
«
Reply #122 on:
March 11, 2010, 09:46:38 AM »
Quote from: Teatime on March 10, 2010, 09:30:20 PM
And the additional problem with balancing the engy is that it must work for one engy as well as three, as claws already has pointed out.
There are lots of ways to easily fix the engi, but balance is key, and the above.
How about powers suggestion of a special weapon but rather than healing the building, it charges like the medics uber, which when fully charged will uber the buildings making them invincible for a short amount of time, shorter than normal ubers, so normal attacks on the buildings can be easily staved off but ubers still have the upper hand as they last longer.
Also perhaps the engi can also only uber 1 building at a time (tele entrance + exit will be both ubered) so this uber will only keep the one building during a normal attack.Engi chooses what to uber with a new PDA thingy
Just for lols, the weapon should be the PDA, he has to melee people with it to build the charge
EDIT: where do you send your ideas to valve? I want a sparkly weapon
«
Last Edit: March 11, 2010, 10:01:16 AM by egg
»
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Mr Chug
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Any hole's a goal
Re: Engineer update
«
Reply #123 on:
March 11, 2010, 11:37:31 AM »
How about a PDA change- instead of destroying your buildings, manually deconstructing them 'folds them up' so they take half as long to build (except teles, which pop up instantly) and are rebuilt at whatever level they were at minus 1 (unless they were already level 1, obv). Payoff would be them taking twice as long to build in the first place, and the speed bonus not carrying over between lives. This would make the engie more mobile on the condition that his stuff remains intact, and lessen the down time when spawn points change on the 5 CP maps.
Summary: Engie builds twice as fast, but only if he's already built the object once at half speed and chosen to take it down himself.
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"In science one tries to tell people, in such a way as to be understood by everyone, something that no one ever knew before. In poetry, it's the exact opposite." - Paul Dirac
Nineblade
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Re: Engineer update
«
Reply #124 on:
March 11, 2010, 12:03:02 PM »
Good idea Chuggy...they can use the soundbyte from C&C 'Mobile!' (which actually sounds like an engie)
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claws
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Re: Engineer update
«
Reply #125 on:
March 11, 2010, 12:06:00 PM »
I think taking twice as long to build is too much of a penalty (does twice as long mean twice as much metal, or just inserting a delay between wrench hits? The first is a pretty big nerf, the second isn't a huge deterrent as fetching metal is usually what eats engie setup time anyway).
I don't think I'd mind a straight engie buff to aid relocation.
I read egg's idea as 'charging the medics uber' at first, I was all 'whhaaaaAAAT'. I quite like these 'forcefield' type ideas, but does the game need another 'uber' mechanic? This seems to nerf medics and it's often unrewarding enough already.
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Magathery
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Re: Engineer update
«
Reply #126 on:
March 11, 2010, 12:33:33 PM »
Hang on!
Gravity gun?
Very easy to do, just cut and paste it over. Pat on the back for Valve. Severs over run by engineers. End up with HL2 Deathmatch.
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discordance
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Re: Engineer update
«
Reply #127 on:
March 11, 2010, 01:10:36 PM »
none of the maps are geared for gravity gun though, theres nothing to pick up. However adding some kindof terrain altering/object picking up ability to the engi would make him pretty interesting. Build barricades out of barrels etc?
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egg
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Re: Engineer update
«
Reply #128 on:
March 11, 2010, 01:11:20 PM »
Quote from: Magathery on March 11, 2010, 12:33:33 PM
Hang on!
Gravity gun?
Very easy to do, just cut and paste it over. Pat on the back for Valve. Severs over run by engineers. End up with HL2 Deathmatch.
Even better, why not update teleporters into the portal gun
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egg
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Re: Engineer update
«
Reply #129 on:
March 11, 2010, 01:11:52 PM »
Quote from: discordance on March 11, 2010, 01:10:36 PM
none of the maps are geared for gravity gun though, theres nothing to pick up. However adding some kindof terrain altering/object picking up ability to the engi would make him pretty interesting. Build barricades out of barrels etc?
Use gravity gun to move buildings I think he meant, not the actual terrain
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Mr Chug
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Re: Engineer update
«
Reply #130 on:
March 11, 2010, 01:15:07 PM »
I was thinking twice as long on the initial build time (and maybe the upgrade animation, I dunno)- same initial metal cost, same upgrade metal cost. I'd also probably add a packing time to stop engies quickly disassembling as an uber walked around the corner.
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"In science one tries to tell people, in such a way as to be understood by everyone, something that no one ever knew before. In poetry, it's the exact opposite." - Paul Dirac
egg
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Re: Engineer update
«
Reply #131 on:
March 11, 2010, 01:32:46 PM »
Quote from: Mr Chug on March 11, 2010, 01:15:07 PM
I was thinking twice as long on the initial build time (and maybe the upgrade animation, I dunno)- same initial metal cost, same upgrade metal cost. I'd also probably add a packing time to stop engies quickly disassembling as an uber walked around the corner.
To slow it, just stop the engi from being able to speed it up by hitting it. Upgrades can be slowed by simply making each hit of wrench only add 12.5 metal to it as opposed to the 25 it adds now. This means wrench swings at normal speed, amount of metal stays the same but it takes 32 hits to upgrade it rather than 16. (from 1 to 3)
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Nineblade
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Re: Engineer update
«
Reply #132 on:
March 11, 2010, 04:08:44 PM »
Two wrenches! Like an awesome blacksmith like you'd expect to see in a Conan film
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Re: Engineer update
«
Reply #133 on:
March 11, 2010, 04:50:54 PM »
I like the idea of a gravity gun to throw scouts and spys around.
Throw someone up in the air see if you can get your shotgun out and kill them before they hit the ground
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Quote from: Magathery on September 03, 2011, 11:41:48 PM
I find myself stark naked except for a pair of latex gloves attempting to pull on a pair of red tights on in my parent's spare bedroom.
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Re: Engineer update
«
Reply #134 on:
March 11, 2010, 10:04:48 PM »
I'm off to play the last stages of HL2 now. The turbo charged gravity gun was great fun
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