[QUOTE=KmScMT;16528638]A dispenser that dispenses love to both teams, and a Sentry that shoots (blows) kisses and at level 3 launches hugs.
Oh and a teleporter that takes people to an Anger Management class.
I REQUIRE MORE GAYBOWS[/QUOTE]
say, do you want to go out sometime?
For the demoman, definitely this:
[url]http://forums.steampowered.com/forums/showthread.php?t=818125&highlight=tartan[/url]
the feature i miss from TFC is the ability for teammates to drop ammo to give as metal for engineers
[QUOTE=Batmoutarde;16528971]There's that Nailgun idea on the steam forums that's pretty good
It barely does any damage but it can repair/ give metal to sentries from a distance
Like 3-4 metal per nail[/QUOTE]
How about slowing down the target if you hit them in the feet/legs as well.
How about a tesla coil pillar that burrows underground and only a little bit of it is visible. It pops up when an enemy has his back turned to it, and it shocks them, when they turn around it burrows again, and is hard to spot. It does low damage, but has lots of health. Also can be placed on walls and not only in the ground.
Another interesting idea would be an alternate build kit that give you the ability to put down three level 1 sentries or a level 2 and a level 1 sentry, but takes away the ability to upgrade to a level 3.
[QUOTE=Mister Royzo;16528760]I've had this idea floating around of a a dispenser that automatically repairs 1 nearby sentry.
It'll have to be balanced by making it heal/dispense ammo slower in some way etc.[/QUOTE]
Only level 3 dispensers should do it.
[QUOTE=Crazy_Farmer;16532009]the feature i miss from TFC is the ability for teammates to drop ammo to give as metal for engineers[/QUOTE]
This brings up a few balancing issues. You'd want an ammo drop to be big enough to provide sufficient help, but you have to remember: An engi could ask someone to camp a dispenser, dropping ammo (ammo is given out faster than metal), and get metal a whole lot faster than camping his own dispenser for metal.
[QUOTE=pyrofiliac;16531911]say, do you want to go out sometime?[/QUOTE]
Sure.
Anybody seen any fake posters about engie or demo upgrades? I've only seen one.
My friend also though of a three tier turret system, we talked it over, and both settled that valve would be too lazy to make a three tier system for a new design of turret.
About that wall idea, I think that it should be a forcefield generator that is short enough for scouts to double jump over but tall enough that no other non blastjumping class can get over it. Running into the field will screw up your vision with electricity for a split second and repel you back, but deals no damage. Frendlies and the engi himself can run through it.
Edit: Cannot be repaired directly. After 5 seconds of no damage taken, the field starts healing itself at 5 hp per second. Increases to 10 hp per second if an engi is wrenching it. Attacking the forcefield generating poles directly induces minicrits.
I just think engineer should be able to build a small destructible shield, which when upgrades gets a bit wider and taller to completely cover the engineer's height, to provide some cover while trying to build a sentry in a dangerous area. This shield would be built as a stationary object.
For the Engineer:
[url=http://www.facepunch.com/showthread.php?t=772972]This[/url]
And a kind of mechanical lasso as a secondary unlock, which can pull any class (even a Heavy) back to you within less than 1 second. It works a bit like a Smoker's tongue, which means that your victim still has control and is NOT stunned.
It would take about 10 seconds to recharge once used, much like Jarate.
Would be really useful for dragging annoying enemies into the line of sight of your sentry, or simply slowing down a Scout running away with your intelligence, giving more time to your teammates to stop that fucker.
Also, an old, and not so serious unlock idea, the Diaper Changing Station as a dispenser alternative. It doesn't dispense ammo at all and heals a bit more slowly, but every teammate with less than 5 HP who uses it is given a "critical diaper" that grants them 100% critical hits for 10 seconds, as long as their health stays under 5 HP. This means that if you pick up a health kit, or if a Medic heals you, your diaper drops and the critical effect wears out. It also has a 5 second cooldown where you can't get a new diaper, even though your health is below 5 HP.
Level 2 would set the health limit to 10 HP, and level 3 would extend it to 20 HP.
Diapers would be clearly visible, and would have the electrical sparking effect of a weapon when kritzcharged, of after the First Blood crit boost.
Just think of a bunch of attackers getting their ass raped by some heavy defense, and then coming back wearing glowing diapers, wouldn't that look damn hilarious? :v:
Engy idea:
Crates.
Builds instantly as it's a simple, yet high-tech, crate. Costs 50 Metal to build.
The point of the crate is being able to give some help to the team when it comes to movement.
The crates are so small even the heavy can crouch jump onto them. Aka same height as a dispenser.
Now why is this useful?
It can help other classes onto the platform in Turbine for example, Soldiers and Demos can get there without damaging themselves. Other engy can get up with out wasting metal on teleporters or building a dispenser to jump up.
You can also just let it stay when it's built so you can give snipers higher ground.
Or you can build ontop of it, but then whatever you build will down if you destroy the crate.
Wrench unlockable : Blowtorch
You build slower but you can do a small fireblast with secondary fire (eats 50 metal), perfect for protecting your buildings from spies.
[QUOTE=Str4t0s;16536722]Wrench unlockable : Blowtorch
You build slower but you can do a small fireblast with secondary fire (eats 50 metal), perfect for protecting your buildings from spies.[/QUOTE]
You know, how about, like, ask a friendly Pyro to guard your sentry?
Also, thinking about an unlock for the demolish PDA, which disassembles any building of any level and allows you to reassemble it at another location. Reassembling a level 3 sentry would take as much time as building a level 1 sentry, disassembling it would take half the time needed.
As a possible drawback, maybe reduce the metal capacity to 175, or something like that.
I have this idea.
FLAME THROWER SENTRY!
level 1 shoot flames
level 2 More health and have double barrel so it can fire two flames at once
level 3 Ability to shoot flares at enemies
Advantage: If sapped by spy, the sentry will go berserk and spin around burning anyone or anything standing near it
(except friendlies)
Disadvantage: It have a very short range of fire unless it has reached level 3 where it can shoot flares
[QUOTE=BCell;16538036]I have this idea.
FLAME THROWER SENTRY!
level 1 shoot flames
level 2 More health and have double barrel so it can fire two flames at once
level 3 Ability to shoot flares at enemies
Advantage: If sapped by spy, the sentry will go berserk and spin around burning anyone or anything standing near it
(except friendlies)
Disadvantage: It have a very short range of fire unless it has reached level 3 where it can shoot flares[/QUOTE]
A sentry that mainly counters spies, a class that is meant to disrupt engineers. Fun idea, but not so practical.
[QUOTE=combine487;16538156]A sentry that mainly counters spies, a class that is meant to disrupt engineers. Fun idea, but not so practical.[/QUOTE]
Much like how the Razorback is.
Except the Razorback only defends against 1 spy and doesn't stop the spy with flames. The spy already has enough counters.
a dispenser that quickly drains friendly scouts health. the engineers will LOVE IT
[QUOTE=Campin Carl;16536569]Engy idea:
Crates.
Builds instantly as it's a simple, yet high-tech, crate. Costs 50 Metal to build.
The point of the crate is being able to give some help to the team when it comes to movement.
The crates are so small even the heavy can crouch jump onto them. Aka same height as a dispenser.
Now why is this useful?
It can help other classes onto the platform in Turbine for example, Soldiers and Demos can get there without damaging themselves. Other engy can get up with out wasting metal on teleporters or building a dispenser to jump up.
You can also just let it stay when it's built so you can give snipers higher ground.
Or you can build ontop of it, but then whatever you build will down if you destroy the crate.[/QUOTE]
Sounds like a good idea but is too griefable. If you can build on top of it, and it can't be team-clipped through, then what's to stop a team of engineers from building a wall of crates in their own spawn?
I propose a jump pad instead, to replace teleporters. (I know its not my idea but I've always kind of fancied it)
You get a non-damaging boost for all classes, can be used for a more instant boost up to a higher spot for your sentry, and the best part is it won't block your teammates. Essentially does the same thing as your idea, without the griefing capabilities.
Activates by jumping when on top of it, needs a small recharge time (smaller than a teleporter of same level, and decreases with each upgrade)
Forgot to add what could prevent griefing:
You can't stack them in height.
[QUOTE=Campin Carl;16542499]Forgot to add what could prevent griefing:
You can't stack them in height.[/QUOTE]
That helps but it could still be used to slow down progress, especially if the ceiling is low and you have to remain crouched to fit over it.
Also having a small corridor filled with crate after crate after crate would some time to traverse, having to jump over each one.
The jump pad does almost exactly what the crates do. The only loss is the ability to build a pedestal for the sentry/dispensers, but that's a very small sacrifice when compared to less griefability.
I like the jump pad idea, but I have a few changes. When upgraded, instead of shorter recharge time, it can be larger bounce height. And instead of rotation with right mouse button, it can be angled slightly so it launches in a different direction which would be useful in maps like 2Fort (getting between forts). It also should bounce projectiles like rockets or sticky bombs.
I also like the crates idea, though. It should have a 2 or 3-crate limit to prevent spamming and blocking doorways, though.
sentry that shoots down projectiles. but when they land it cant shoot. prevent rocket sniping but the sentry would have more random spread so it doesnt shoot down all 8 stickies coming at it as fast as the demo can push M1.
[QUOTE=Renamon;16528629]Pistols already take one shot to destroy stickies..[/QUOTE]
How many bullets does it take to actually hit the sticky bomb before the sentry blows up? The world may never know.
demo: claymore
engi: radar
ill just leave this here...
[QUOTE=TGWTF9001;16591018]I like the jump pad idea, but I have a few changes. When upgraded, instead of shorter recharge time, it can be larger bounce height. And instead of rotation with right mouse button, it can be angled slightly so it launches in a different direction which would be useful in maps like 2Fort (getting between forts). It also should bounce projectiles like rockets or sticky bombs.
I also like the crates idea, though. It should have a 2 or 3-crate limit to prevent spamming and blocking doorways, though.[/QUOTE]
I like your amendments to the jump pad.
But the crates? Eh. Even if the limit was 1 per engie, you'd still have groups of griefers all going engineer and still blocking everything.