[QUOTE=Mentlegen;31411773][IMG]http://digg.com/story/r/TF2_Comic_Shoot_the_Medic[/IMG][/QUOTE]
Actually what I often do is tank down the heavy (AND the medic) with my mini-sentry. I use the wrangler to target heavy as much as I can while I run around and distract him a little bit, depending.
Then they either die or retreat.
[QUOTE=Mecha Pirate;31427082]or you can just lob crit grenade and kill medic
:o[/QUOTE]
[I]If[/I] you get a crit, that is!
[QUOTE=Shibbey;31427149][I]If[/I] you get a crit, that is![/QUOTE]
suddenly intel crit boost
:V
[QUOTE=Shibbey;31427149][I]If[/I] you get a crit, that is![/QUOTE]
You're a demoman; lob a couple o' stickies and you've already done enough damage to get full ramp up.
i dont use stickies i use loch n load and any targe setup (i dont use persuader much)
[QUOTE=Bat-shit;31427144]Actually what I often do is tank down the heavy (AND the medic) with my mini-sentry. I use the wrangler to target heavy as much as I can while I run around and distract him a little bit, depending.
Then they either die or retreat.[/QUOTE]
Love Engineers like you, you're the ones who are fun to kill.
Well then they are not like me.
[QUOTE=Bat-shit;31430128]Well then they are not like me.[/QUOTE]
And nothing, NOTHING like the Engineer loose inside this building!
There needs to be a corner sentry and kills all Pyros.
[QUOTE=ironman17;31436978]And nothing, NOTHING like the Engineer loose inside this building![/QUOTE]
Sounds like my playstyle alright
[QUOTE=New Cidem;31417839]Killing the Medic is really the scout or spies job. Otherwise let the bigger guys try to distract or kill the heavy.[/QUOTE]
If the Sniper has a decent overview of the field, killing key targets should always be their priority. No matter how delicious that slow-moving Heavy or Soldier looks like, go for the Medics or even Engies with their Sentries when possible.
It usually just takes a couple of well-thrown explosives to take down a single Heavy, but a team constantly buffed by a good Medic or an effective sentry nest can decide the match IMO.
OT: Disappointed to see Valve takes community contributions for granted now, but like they said prior to the Engie update, it's a tough class to update. I'd rather give them time to come up with original content rather than see a "+damage -clip_size -reserve_ammo" overly Texan revolver on Engie.
I wished Valve never actually stopped making their own updates. They were truly the best.
I mean lmao, I remember when I was like "Yeah right some black box tank buster set, not gonna get through" same for milkman shit, but then I realized that majority of the community were jerking off and drooling all over these sets, and then they were released. And I was disappoint. Mostly because it was the start of the uninteresting and boring stats -era.
Maybe it's because Valve might be having a bit of a hard time making new and super-interesting stats? Besides, even though the new stats are apparently boring, the weapons are still useful in certain situations, aren't they?
But nonetheless, I agree that unique new weapons would be a refreshing change from simple "alternate" weapons that are like a pre-existing weapon only with certain differences.
[QUOTE=ironman17;31447682]Besides, even though the new stats are apparently boring, the weapons are still useful in certain situations, aren't they?[/QUOTE]
I think my main problem isn't that it's boring, it's that it's [I]lazy[/I]. It takes less than four minutes to take two attributes from items_game.txt and then slap 'em onto a new item.
Well I'd argue about the usefulness of the newer weapons.
Because I'm better off with just my own renamed/described stock items, some really old Class updates items. And only a few newer item.
And about the usefulness or whatever, getting kills with new weapons, it is already very easy to get kills in TF2. Like.. lots of kills.
[QUOTE=ironman17;31447682]Maybe it's because Valve might be having a bit of a hard time making new and super-interesting stats? Besides, even though the new stats are apparently boring, the weapons are still useful in certain situations, aren't they?
But nonetheless, I agree that unique new weapons would be a refreshing change from simple "alternate" weapons that are like a pre-existing weapon only with certain differences.[/QUOTE]
People at the AW seem to come up with brilliant, super-interesting stats all the time. Yeah, they're not balanced at all, but dammit they are awesome and would be a blast in-game with some tweaking.
Not being able to come up with interesting ideas is simply not an excuse. They're just being overly cautious. "+Damage -Clip Size" is boring as fuck, but it doesn't take much balancing.
[QUOTE=Bat-shit;31447767]Well I'd argue about the usefulness of the newer weapons.
Because I'm better off with just my own renamed/described stock items, some really old Class updates items. And only a few newer item.
And about the usefulness or whatever, getting kills with new weapons, TF2 has got to be the game where getting kills is easier than in MW2/BlackOps.[/QUOTE]
Atomizer, the best scout thing ever. That's probably about it, I mean look at Liberty Launcher. They mixed 2 things that shouldn't be mixed --> the huge splash + fast rocket. It makes gaming for 125 HP classes a f*cking hell.
snip oh god how did this happen
[QUOTE=The Calzone;31447803]
Not being able to come up with interesting ideas is simply not an excuse. They're just being overly cautious. "+Damage -Clip Size" is boring as fuck, but it doesn't take much balancing.[/QUOTE]
You know, the wrangler could have been the start of something great. [url=http://www.youtube.com/watch?v=p3h8ZnXLsRg]Assuming direct control[/url] of your own building is a hell of a sidegrade, way out there with the Shotgun to Sandvich sidegrade for the Heavy.
I would have been hoping that the tf2 team had a briefcase full of secondary item ideas that work in tandem with the buildables. Even a simple "press button to overclock dispenser" would add some nice versatility to the class.
it'd be hilarious if you could use a certain type of wrangler to directly control the teleport destination
[QUOTE=Ray-The-Sun;31447738]I think my main problem isn't that it's boring, it's that it's [I]lazy[/I]. It takes less than four minutes to take two attributes from items_game.txt and then slap 'em onto a new item.[/QUOTE]
But still, it takes a bit of time to balance different attributes, doesn't it? Anyone can chuck code about but it takes good judgement to make it so that a weapon doesn't have too much of an advantage over the others, plus it'd much of the same to try and focus weapon-attributes on a specific role.
Also, here's a little suggestion that might help a little with weapon-development for players. Currently Itemtest only really deals with testing item models, right? Whilst that's all fine and dandy for how hats and weapons LOOK and FEEL, but to truly make a weapon's appearance and operation fit together, one needs to be allowed to work with functionality and weapon statistics in order to truly develop a weapon, like with a simple, easy-to-use in-game WeaponEdit kind of system.
It'd probably work like this; first you start out with a specific weapon, let's say a Shotgun for example, then you select a model, like the Chains of Command or the Bulldog, and then you are presented with a wide variety of statistics and attributes to apply to the new Shotgun, both by adjusting values such as firing speed, damage, clip size. projectile type (Hitscan, Projectile (projectiles could be tweaked in certain aspects), etc), etc, and by toggling certain less "pedestrian" aspects, like if a player killed by the weapon drops an item (like the Candy Cane), or if it has a "meter" that fills up from doing certain things to activate a special buff (Soldier's Bard Packs, The S*** Popper (you made me mess up), Mediguns), or if it causes the wielder's statistics to change depending on their health (Equaliser, Shahansah, etc), to name but a few.
After making your edits to the originally-vanilla item, you can save a copy of the statistics and test it in the Itemtest area, as well as submitting it for Peer Review on a forum, and when you feel that it's balanced enough and more importantly good enough, which hopefully after all that tweaking and balancing it actually is, you can even submit it for Official Review by sending it to Valve, where hopefully one of the TF2 dev team would review your item, send any feedback they might have concerning it, and possibly even agree to use it in a future update if it is good enough.
Basically, my suggestion is an in-game WeaponEdit that you can use to create your own functional weapons to go with the models. Whilst not everyone is as skilled as the professionals, there are those who could potentially make great weapons with the resources available to them. Still, even though Valve wouldn't need to think up stats for most of the new weapons, they'd still have to innovate and implement new statistics and attributes every now and then to increase what the budding weaponsmiths can work with. It should be easy to work with, too, so that learners can easily learn how to use it, and so that professionals can design their masterpieces without too much hassle. A little tutorial can go a long way if you do it right, and it could help quite a few players learn some bare basics of weapon design and balancing, which is important for becoming a developer. That said, having this system in place would be quite a help in learning to develop.
Would this be a good idea? Note that Peer Review would be very important for the development process.
Why not a bottle of beer that replaces the pistol?
You could drink it with Mouse 1 and that would grant like 25-50hp per gulp, and you could throw it with mouse 2. Much like the heavy, but the Engineer throws the bottle violently fast and it could quite possibly damage an enemy!
I think it's not hard to come up with decent, innovative ideas for a game with such potential like TF2.
Hell, that idea is basically a mix between the Sandvich, Jarate and Bonk drink.
If they can't come up with new building IDEAS, how about something like this:
A new wrench that upgrades slower or less efficiently when it comes to metal, HOWEVER it can upgrade his buildings to Tier 4. To be team oriented it can still upgrade other engies things to tier 3, but only Engies with the Wrench can upgrade their stuff to tier 4. Engineers that are both using the new wrench can assist each other on their buildings.
Stats:
50% more metal consumption per swing for upgrading, as well as repair rate
Tier 4 versions of the buildings:
Tier 4 sentry gun:
25% more health and DPS. Appearance changed gives its "Weaker" looking parts armor plating and its sound effects are slightly changed.
Tier 4 dispenser: Restores 100 metal every 5 seconds. Heals as fast as Quick-Fix. (Or heals as fast as tier 3 dispenser, yet Overheals SLOWLY). Appearance changed by adding more doodads on it, such as a Quick-Fix electricity rod pair on top.
Tier 4 teleporter: Recharge time - 1.5 seconds. Appearance not really changed, just spins faster and glows more.
50% more metal consumption would make the differences from tier 3 on a normal wrench to this:
Normal Tier 3 sentry - 530 metal
50% more to that - 795 metal
Tier 4 sentry metal cost - 1095 metal
Normal tier 3 Dispenser - 500 metal
50% more to that - 750 metal
Tier 4 dispenser - 1050 metal
Teleporter at tier 3 - 525 metal
add 50% to that - ~788 metal
Tier 4 teleporter- 1088 metal
Of course this COULD use some stat tweaking, 50% more metal consumption may be TOO drastic because that adds nearly about 500 metal to go up one more tier.
And the only reason I'm even suggesting this is because a Loch N Load Demoman can 2 shot a tier 3 sentry with aim. It might be too OP to have these tiers, but its just an idea I had.
Rate me dumb or disagree if you want, but I'd like to hear some critiques about this idea.
You know that wouldn't happen. Stock Engineer buildings are the corner stone of a good defense in TF2 as is.
[QUOTE=Marik Bentusi;31447110]If the Sniper has a decent overview of the field, killing key targets should always be their priority. No matter how delicious that slow-moving Heavy or Soldier looks like, go for the Medics or even Engies with their Sentries when possible.
It usually just takes a couple of well-thrown explosives to take down a single Heavy, but a team constantly buffed by a good Medic or an effective sentry nest can decide the match IMO.
OT: Disappointed to see Valve takes community contributions for granted now, but like they said prior to the Engie update, it's a tough class to update. I'd rather give them time to come up with original content rather than see a "+damage -clip_size -reserve_ammo" overly Texan revolver on Engie.[/QUOTE]
I find Medics hard to headshot, they're very fast and jump around a lot trying not to get shot whether they know I'm aiming at them or not.
Here's another thought; in lieu of a Dispenser, Engie could deploy Powerups. Yeah that's right, i'm suggesting the Powerpack, a special kind of buildable that you can use to deploy various different Powerups to enhance your teammates temporarily.
Here's how it works; first you build the Powerpack, then you pick it up with right-click. Unlike most Hauled items, you can still use your weapons whilst "Hauling" a Powerpack, since it's on your back. Still, you cannot Haul anything when you've got the Powerpack on. However, activate the PDA with a Powerpack equipped and you will see that Slot 2 on the PDA now says "Powerups" instead of Dispenser. Activate this slot to access the Powerups menu, where you now have an array of Powerups to deploy, such as Damage, Armour, Boost, Health, Ammo, etc, although you can only have 3 Powerups available for deployment at any one time, so adjust your Blueprints accordingly before entering the fray.
Deploying a Powerup costs Metal, but it takes a very short time to deploy, and once it's finished the Engineer'll announce the availability of a powerup, something like "Damage here, someone take it!" or "Boost here if y'all wan' it!" or "Who needed Armour?". The Powerups all do what they say on the tin; Damage boosts player damage briefly, Armour decreases the damage they take, Boost increases their movement speed, Health restores Health, and Ammo restores a player's ammunition/Metal, the latter two being permanent as opposed to the temporary nature of the first three. This permits the Engineer to aid his allies on the battlefield without being a Middle-Aged Redneck Cowboy Turtle sitting behind a Dispenser all day. As mentioned before with only 3 different Powerups being available for deployment on the battlefield, so choose your Powerups wisely.
One more thing I was thinking about for the Powerpack is that in theory the Engineer could upgrade it and increase the potency/duration of buffs, such as the Level 1 Damage buff doing only 135% damage whilst Level 3 dolls out 210%, or in simpler terms Level 1 Health deploys a small Medkit whilst the Level 3 version deploys a large Medkit. However, upgrading the buffs would also increase their cost, so you gotta choose between big powerups for few or small powerups for many.
Also, a Powerpack would be sappable even on the Engineer's back, yet would also prevent backstabs since a Knife can hardly stab you in the back if you've got a big old hunk of powerup-spewing metal covering it. Nonetheless, you'll need to drop the Powerpack in order to hit the Sapper yourself, although Engineers and Homewrecker Pyros can knock the Sapper off, and the former can even repair it on your back.
All in all, it'd be a pretty awesome buildable to have, and could potentially revolutionise the Combat Engineer and the battlefield as a whole. And one last thing; Guard Dog as Sentry unlock, spawns like a regular player would, permanent -50 to max Metal, follows Engineer around, can be focused on an enemy with the Wrangler, gains Critboost if owner dies wielding the Frontier Justice, cannot be upgraded.
P.S: Taunts and Vocalisations should have a radial menu like Left 4 Dead and Portal 2.
Post feedback, i'll be back after i've done the hoovering.
One last word; if you've any other ideas for potential powerups, make sure to make your voice heard.
I always liked the idea of jump pads or speed pads instead of teleporters. No recharge needed, but speeds up classes from your team (and spies) for a while when they walk over it/launch them up about the height of a rocket jump. It'd be similar in effect to the whip, only with the building doing the work and not another player.
One problem I'm seeing though is that no custom models are made at all for engineer BUILDINGS, while those are by far the most interesting part of his gameplay. I can't really imagine something truly interesting for another shotgun.
[QUOTE=The Calzone;31447803]People at the AW seem to come up with brilliant, super-interesting stats all the time. Yeah, they're not balanced at all, but dammit they are awesome and would be a blast in-game with some tweaking.
Not being able to come up with interesting ideas is simply not an excuse. They're just being overly cautious. "+Damage -Clip Size" is boring as fuck, but it doesn't take much balancing.[/QUOTE]
The last interesting weapon is the Fan-o-War. And the Lazzors.
Wow, nobody has any feedback? Did anyone even read it?
Just asking, since I spent time and effort writing that stuff, and I feel at least a bit of feedback would be nice.
[QUOTE=maxumym;31450115]The last interesting weapon is the Fan-o-War. And the Lazzors.[/QUOTE]
And 80% of the Uber Update weapons.
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