• New Engineer Weapons & Achievements Idea Thread
    64 replies, posted
Achievements- [B]I told you don't touch that thing[/B] - Destroy 100 Sappers [B]Got a Dispenser Here![/B] - Build a dispenser after a Scout requests it [B]Hey boys we got a spy![/B] - Kill a stealthed/disguised Spy with your wrench [B]War of the machines[/B] - Kill an enemy machine with your sentry. [B]Master of the flag[/B] - Defend the briefcase 5 times with a sentry in a single life Weapons - (Melee) [B]Welding Torch[/B] - Upgrades Twice as Fast; -50% damage (Sidearm) [B]Laser Pistol[/B] (Like in TFC) - +50% Damage; -25% Rate of Fire (Sidearm) [B]Nail Gun[/B] - +10% Damage; -10% Rate of Fire All I can think of for now. (Note: The [url=http://tf2wiki.net/wiki/Nailgun][b]nail gun[/b][/url] was originally going to be a scout weapon) To submit these directly to TF2's developers, go into the TF2 main menu -> Submit a Bug -> Select Feature/Suggestion.
I ca't even say anything for how these continuous Idea threads go. EVERY DAMNED DAY. Those items have been suggested over 4 times in different threads.
These ideas aren't even that good. And there's a shitload of "THIS IS THE MAIN THREAD KEEP EVERYTHING IN HERE" threads
Your ideas are about as original as Dane Cook.
Damnit, now I have to work on your FSJAL more. Thanks for reminding me, Kinglah.....
You dont even know how much -25 % is do you?
[QUOTE=xpod1;16746763]Damnit, now I have to work on your FSJAL more. Thanks for reminding me, Kinglah.....[/QUOTE] Ahahahahahahaha Damnit you better finish it today
[QUOTE=xpod1;16746728]I ca't even say anything for how these continuous Idea threads go. EVERY DAMNED DAY. Those items have been suggested over 4 times in different threads.[/QUOTE] Im one of those threads! :D But I still stick to my idea that A Tommy Gun is what the soilder needs cause I love that gun!!!
[img]http://tf-2.fr/ach.php?a=On a Steel Horse I Ride&b=Get 5 kills with a sentry you're standing on&c=u&e=1002&f=2[/img] [img]http://tf-2.fr/ach.php?a=Fly on the Wall&b=Kill a cloaked spy standing on your dispenser&c=u&e=931&f=1[/img] [img]http://tf-2.fr/ach.php?a=Lambs to the slaughter&b=Kill 10 scouts with your sentry&c=u&e=7&f=2[/img] [img]http://tf-2.fr/ach.php?a=Thinkin' Green&b=Build a sentry using nothing but metal from destroyed buildings&c=u&e=1310&f=2[/img] And for the soldier update: [img]http://tf-2.fr/ach.php?a=fdgfasfa&b=Kill 5 enemies attempting to capture a point with a single crit rocket&c=u&e=327&f=1[/img] [editline]04:19AM[/editline] [QUOTE=Pvt. Martin;16747425]Im one of those threads! :D But I still stick to my idea that A Tommy Gun is what the soilder needs cause I love that gun!!![/QUOTE] Just because you love the gun doesn't make it a good idea. An automatic rifle wouldn't fit the soldier's playstyle or theme. Besides, this is for engineer unlocks/achievements.
[QUOTE=Pvt. Martin;16747425]Im one of those threads! :D But I still stick to my idea that A Tommy Gun is what the soilder needs cause I love that gun!!![/QUOTE] I don't get why people say the soldier will get an automatic rifle for his secondary weapon, that wouldn't fit him at all.
If you ask me, the engineer needs some new stuff that will make him a bit more combat oriented. I mean, come on, he's only got 125 health, a shotgun, pistol and wrench. Now, you may think that would be just fine, but look at the facts: Shotgun at point blank range only does around 70 damage, crits maybe 120. Being that is his primary fighting weapon, it kind of falls short, since a good rest of the classes have the shotgun as well, but only as a secondary weapon. The engie needs some kind of good replacement for that, OR something that gives him a bit of a health boost. 125 health is all fine and dandy for the scout, but he's got a scatter gun that does around 110 damage at point blank, and like 200 for crits. That can take any class except the heavy. Plus, the little bastard moves at like 150% normal player speed, making it damn near impossible for the engineer in question to hit the little fuck if he knows what he's doing. Keep in mind, im talking about ONLY the engineer, not his sentry or dispenser or any other buildables. Engineers aren't always going to be next to their sentries, nor are they going to be near their dispensers during the whole match. What if someone manages to destroys the engies stuff? Then he's got almost no way to defend himself, apart from a shotgun and a pistol, wrench too, but I don't think any engineer worth his weight in metal is going to run up to a soldier and whack him in the face with his wrench. So that really just leaves the shotgun and pistol. Shotgun is good for finishing off enemies, but not so much direct combat. Soldier versus an engie, unless the engie really knows what he's doing, the soldier can just fire a few rockets at him and he's done. Or the engie will just run away in fear back to the spawn. When the sentry is gone, he's pretty much useless. Something needs to change, I'm thinking health boost more than weapon damage. Something like, a Kevlar vest or something, it would go like this: +25 health -10% running speed Would replace the wrench maybe, but that's a variable, the wrench can do a shitton of damage and it crits 24/7, so it's pretty useful for sucker-punching someone who isn't paying attention. -Oh, it would be passive, so you just don't have the wrench in your arsenal anymore. Another problem with the engy is ability to defend his own stuff. I am, of course, talking about a weapon upgrade. As stated previously, the shotgun is pretty weak on its own, with no real primary weapon to back it up. I'm thinking something along the lines of: More damage, more accuracy, less ammo. Maybe a hunting rifle or something? Doubtful, would hinder on the sniper too much, who's job is already hard enough without other classes jackin his kills. But anyway, hopefully something that's more accurate than the shotgun. The shotgun can only hit with all shots at around 20 feet. Not very useful when a stealthy pyro jacks your shit up. Maybe a double barrel shotgun. Should do a shitton of damage, but 2 shots and a lengthy reload. Plus it's more accurate than the original shottie. [b]tl:dr- Engie's current buildables are fine and don't really need changing, he needs better weapons to defend himself when some jackass wrecks his stuff[/b]
The engineers gets a gun in which he uses to shoot himself. Also, the shotgun does the same damage as the scattergun and fires faster too. The Scattergun just has a higher ramp up and that's only 15 extra damage which means the scattergun does 105 dmg at close range while the shotgun does 90 and both do 180 on crit. The scout runs at 133% speed and if you can easily hit him by putting your crosshair ontop of him and then pressing mouse 1 since all your weapons at hitbox. However I do believe the engineer should get some items which reflects on his performace instead of his buildings.
[QUOTE=DONUT KING;16749107] [b]tl:dr- Engie's current buildables are fine and don't really need changing, he needs better weapons to defend himself when some jackass wrecks his stuff[/b][/QUOTE] I disagree. He's not meant to be a fighting class, his shotgun, wrench and pistol do just fine for self defense. His unlockables for shotgun/pistol/wrench should reflect his role and add ways to support his buildings/the team. Also I would love to see building unlocks. Once again a jump pad for a teleporter replacement is my only idea though.
You're missing the point. Most every other class can assfuck an engie with little to no problem. I'm talking about the engie, and only the engie. Not the sentry, not the dispenser, or anything. Just the engie and his current loadout. Also, the current buildables are just fine. It's just a matter of where you put them. A soldier can't fire off rockets fast enough to kill the sentry if the engie is sentry tanking, demoman can take it out pretty easily, but that's the engie's counterclass. Even so, the engie can just shoot his stickies and sentry tank his pill gun. The heavy is only useful when he's ubered, and even then he cant take out a tanked sentry worth a damn unless he kills the engie in the process.
[QUOTE=DONUT KING;16749291]You're missing the point. Most every other class can assfuck an engie with little to no problem. I'm talking about the engie, and only the engie. Not the sentry, not the dispenser, or anything. Just the engie and his current loadout. [/QUOTE] No, I think I got that alright. He's not supposed to be able to hold his own that well against classes meant for combat. That's what his sentry is for. This is like complaining that the sniper doesn't have enough close-range prowess or that a scout will usually lose to a soldier. Also I'm not saying the buildables need upgrades, that's not the point of unlocks. I want alternative buildings to fit different playstyles and tactics. A jump pad would be better than a teleporter for some things, and a teleporter would be better than a jump pad for others. I don't want "better" buildables, just different ones to play with.
[img]http://tf-2.fr/ach.php?a=Dat ass&b=look at your sentry metal-cool ass for 2 hours&c=40&d=120&e=1015&f=1[/img]
An engi without his sentries/buildings is not a very good engi then.
What I'd like is sorta like the viral detectors in Prototype, that beeps whenever enemies get close. (Spy detector!) It'd replace the Dispenser and not put out metal. It'd be good for building with other Engineers
[QUOTE=Jojje;16750084]What I'd like is sorta like the viral detectors in Prototype, that beeps whenever enemies get close. It'd replace the Dispenser and not put out metal. It'd be good for building with other Engineers[/QUOTE] Would it detect cloaked/disguised spies? If not it'd be kind of useless, but if so it could potentially be a little overpowered.
[QUOTE=Itachi_Crow;16750090]Would it detect cloaked/disguised spies? If not it'd be kind of useless, but if so it could potentially be a little overpowered.[/QUOTE] Spies are enemies, so yeah. Tradeoff is it makes no metal whatsoever, essentially crippling you, which makes you rely on other Engineers dispensers. Level 1 has a small range, and it only says 'Movement detected' whenever an enemy of any number enters the radius Level 2 has a bit larger range, and it still says 'Movement detected' Level 3 has a large range and it tells you how many enemies are within the radius
I guess that could be a fair tradeoff for not having a constant/unlimited supply of health and ammo but if another engineer is nearby with a dispenser, it'd be hell for spies.
[QUOTE=Itachi_Crow;16750136]I guess that could be a fair tradeoff for not having a constant/unlimited supply of health and ammo but if another engineer is nearby with a dispenser, it'd be hell for spies.[/QUOTE] Yeah, but I've never seen Spies hang around sentry nests very long anyway, they don't survive. They just run in, sap and cloak off, perhaps backstab if they can
I think you'd have to make it like the detectors in Prototype. There's a sort of threshold before you're detected, and the enemy is alerted to your presence. Something like moving so far. It would treat patient CnD/normal watch spies and be hell for DR spies, but if you can get past that threshold without revealing yourself, you're golden. Also, I don't think it should say how many spies there are, because that makes things complicated, and there are very few times there are multiple spies in one area, unless they happen to be passing through. As well, if there are multiple enemies in the same area, it'd only get more confusing for the engi.
Also reposting my idea from a previous thread: [u][b]Teleporter Replacement[/b]: Jump pad[/u] A pad that allows you and your teammates a boost similar to a rocketjump, but without all that nasty damage. Same build time as a teleporter, same amount of metal to upgrade. Activated by standing on the pad and jumping. Recharge time is about half that of a teleporter's of equal level. Jump is heightened slightly with each level. There's a slight angle on the jump depending on which way it's rotated when you build it. This could be extremely useful for engineers trying to get to higher ground for their sentry during setup. Places where normally only demomen, soldiers and scouts could reach would be accessible to any class with the help of the jump pad.
[QUOTE=biodude94566;16750201]I think you'd have to make it like the detectors in Prototype. There's a sort of threshold before you're detected, and the enemy is alerted to your presence. Something like moving so far. It would treat patient CnD/normal watch spies and be hell for DR spies, but if you can get past that threshold without revealing yourself, you're golden. Also, I don't think it should say how many spies there are, because that makes things complicated, and there are very few times there are multiple spies in one area, unless they happen to be passing through. As well, if there are multiple enemies in the same area, it'd only get more confusing for the engi.[/QUOTE] Yeah, that's a good idea. Maybe just boost the range when leveling up? It should have a meter in the top left corner which, when fills up makes the detector beep. If you don't have a disguise on, it starts beeping anyway. Same with disguising inside the radius, it still beeps
[QUOTE=Itachi_Crow;16750210]Also reposting my idea from a previous thread: [u][b]Teleporter Replacement[/b]: Jump pad[/u] A pad that allows you and your teammates a boost similar to a rocketjump, but without all that nasty damage. Same build time as a teleporter, same amount of metal to upgrade. Activated by standing on the pad and jumping. Recharge time is about half that of a teleporter's of equal level. Jump is heightened slightly with each level. There's a slight angle on the jump depending on which way it's rotated when you build it. This could be extremely useful for engineers trying to get to higher ground for their sentry during setup. Places where normally only demomen, soldiers and scouts could reach would be accessible to any class with the help of the jump pad.[/QUOTE] What happens to the fourth build slot? Another jump pad? :buddy:
[QUOTE=ddsn;16750644]What happens to the fourth build slot? Another jump pad? :buddy:[/QUOTE] Not sure. One seems like it'd be enough, honestly.
[quote=itachi_crow;16750680]not sure. One seems like it'd be enough, honestly.[/quote] [highlight]ONE IS NEVER ENOUGH.[/highlight] /caps
[b]Rosie, Sentry Unlock:[/b] Builds in about half the time of the normal sentry, cost is increased by 20 metal, non-upgradeable. Upon its death, the engineer gets 5 seconds of mini-crits. Its metal is not salvageable (by the engineer for metal). [b]Explanation/Purpose:[/b] Helps with both pushing and sustaining pushes. Builds quick to make it effective on the front lines, and gives the engineer the ability to defend himself should it get destroyed, or sacrifice it to give himself a bit of pushing power. In this case, building and ditching the sentry should be a tactical decision. The 150 metal is in place so that the engineer has to either find a higher level ammo kit or salvage metal from enemy weapons. The sentry gibs can still be picked up though for weapon ammunition. [b]Appearance:[/b] Looks like the normal level 1 sentry, but has the words "Rosie" on the side, and a pinup girl next to the barrel. When it's destroyed, the engineer's face turns red with rage, and sprites of steam puffs shoot from his head. It's natural to assume that the engineer has a certain fondness towards this machine. ==== [b]Riveter, Shotgun Unlock:[/b] Sort of a repeat suggestion, but it fires an individual bullet instead of flak (with about the accuracy of the spy's revolver). Each shot eats 25 metal, and does about the damage of a point blank shotgun shot (~85) at any range, but has a charge time of about 1 second once the pump animation is completed. An uncharged shot will do about 50 damage. Primary fire will ignore the command if the gun is not fully charged, and secondary fire will fire normally. [b]Explanation/Purpose:[/b] One problem I've always had as an engineer is with longer ranges, or people peeking to kill sentries, as the pistol is generally a mere annoyance against these enemies. The Riveter rewards the engineer who gets his mini-base fully set up with the ability to deal with these problems. With the help of your dispenser, the Riveter can prove to be the defense the engineer really needs. But it also has its advantages out on the battlefield as well. Its slow load and cost definitely rewards the cool and collected with much stronger damage output. Coupled with Rosie, you ditch a large amount of ammunition to make the engineer into a very dangerous character. Just keep in mind, that even though you can two-shot most classes, that you've still got light health and movement speed, and a very vulnerable charge time, and can prove to be dangerous for an engineer in a panic situation. [b]Appearance:[/b] Looks like an old school lever-action Winchester rifle, but with some steampunk modifications. The recharge timer will show on your HUD, but the gun will have a transparent tube of water that will fill up and represent your charge, and letting off steam once it is fully charged. Also, enemies killed by this gun against a wall will be pinned to it, like the huntsman. ==== [b]The Hurtbringer, Wrench Unlock:[/b] Increases damage that scales depending on the average health of your buildings, doing about twice as much if all your buildings are at full health, half as much if they're all dead, and about normal damage if the average is about 70% health. Additionally, if you have no buildings alive, your attacks cannot crit. Building [i]health[/i] is ignored if the building is outside a certain range of the engineer (This means you can still crit if you have a building alive). Does normal damage if the only building within range is under construction. [b]Explanation/Purpose:[/b] Rewards the engineer that keeps a healthy base. Obviously better for defensive farms, but can prove to be useful for an engineer having to defend his own forward base, and can prove to be a fairly effective offensive tool if the engineer has a Rosie hidden somewhere nearby. [b]Appearance:[/b] A basic looking hammer with a face painted on the head. The face will be uncolored and sad if you have no live/nearby buildings, and will fill up with team color depending on the average health, the face changing to an angry one if all your nearby buildings are fully repaired. [b][u][highlight]TAUNT KILL:[/highlight][/u][/b] Engineer twirls his hammer around and hurls it over his back accidentally, which will kill anyone behind him. He then turns around and picks it up, looking fairly embarrassed.
^^^ That guy right up there knows what he's talking about.
Sorry, you need to Log In to post a reply to this thread.