good weapon ideas for soldier and engi (sorry demo)
61 replies, posted
The dispenser replacement should be a backpack dispenser that he carries around to assist on the battlefield, as like an offensive tactic to the Engineer. It can be upgraded but only by other Engineers but it only gives you 40 health at a time due to its size. (But it still heals more as it upgrades.) It is destroyed when the Engineer carrying it dies, or it gets sapped. But it can also be destroyed with a backstab much like the razorback. Eh, its just an idea of mine.
Primary Replacement: I had an Idea for an ammo gun (similar to the medigun) that the engineer would carry. He would work like a medic, but would give his partner unlimited ammo/metal and mini crits (10-15%). It might have to include a health debuff to prevent it from being over powered. I was thinking maybe it would be better if it wouldn't work on an ally already being healed, and isn't stackable with another ammo gun (to prevent stacked crits). It would look kinda like a cross between a medigun and a dispenser.
I know it kinda sounds like a kritzkrieg knock off, and it is.
Sentry Replacement: Small roaming mines that have limited range around a beacon (range similar or smaller than a sentry gun). The beacon would dispense about 10/15/20 unsappable mines that would do about 20-30 damage each. Each mine would be about 1/2 the size of a level 1 sentry. If the beacon is sapped, all mines stop moving. If the beacon is destroyed, all mines detonate. (this might sound over powered, but keep in mind that the mines are roaming in a large area and don't do that much damage relative to a level 2 or 3 sentry gun)
Advantages: Roaming is random and can detonate against cloaked spies on contact (a skilled spy can avoid them) revealing their position. The beacon can be set near a corner to prevent players from edging sentry guns. Absolute hell in close quarters
Disadvantages: Can't stop a skilled spy. Easy to destroy from a distance. Mine travel patterns are random, so they could theoretically miss every single enemy encountered.
As to the homing rocket idea, I don't think it would be OP if you had to keep the enemy in a wide aiming reticule after firing. It would make it semi active instead of automatic. You could add a debuff to speed while homing after firing or to damage to balance it out.
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