[QUOTE=Holymackeral;31815390]Maybe some engie items? :dance:[/QUOTE]
[b]WHO'S OPTIMISTIC NOW, EHH SWIKET!?!?[/b]
[QUOTE=Holymackeral;31816814][b]WHO'S OPTIMISTIC NOW, EHH SWIKET!?!?[/b][/QUOTE]
Well, they really don't seem all that fun to use.
[sp]OPTIMISM KILLER AWAAAAAAAY[/sp]
[QUOTE=A B.A. Survivor;31818196]Well, they really don't seem all that fun to use.
[sp]OPTIMISM KILLER AWAAAAAAAY[/sp][/QUOTE]
Considering the Engineer uses metal for EVERYTHING, the -60 metal a shot on the Widowmaker (coupled with the fairly paltry damage the shotgun generally does) makes it, unfortunately, remarkably useless in the hands of someone as useless as me. Maybe others will fare better.
[img]http://dl.dropbox.com/u/4379567/tf2/majorupdatethread/scythe.png[/img]
My citation for the scythe and gardening pack.
[editline]19th August 2011[/editline]
How can I be late if I already mentioned it in the OP? It's just to help people know I'm not just pulling this stuff out of a hat.
I agree that the new Engie weapons could use some buffing. Short Circuit could afford to have the Metal cost dipped down to 25 or even 20, and the Widowmaker could have maybe 10 or 15 Metal knocked-off the firing cost as well (only 3 shots is kinda penalising, but 4's ok, even if this is designed to reward aim). Wouldn't hurt to buff damage for the Short Circuit either, but otherwise these are cool toys for Engie, even if he still hasn't gained any new buildables.
Widowmaker needs to let the Engineer go over his 200 metal. So if you score lots of meatshots, you can get up to 400 metal or so.
Alternatively, cut the cost of shooting the Widowmaker in half, but also reduce the amount of metal you get from firing it. 30 metal per shot, 50-75% of damage is converted into metal.
Maybe both?
[QUOTE=PSI Guy;31834133]Widowmaker needs to let the Engineer go over his 200 metal. So if you score lots of meatshots, you can get up to 400 metal or so.
Alternatively, cut the cost of shooting the Widowmaker in half, but also reduce the amount of metal you get from firing it. 30 metal per shot, 50-75% of damage is converted into metal.
Maybe both?[/QUOTE]
50% of the extra metal should directly go to your buildings, so you won't have extreme amounts of metal, but still it would incentivate to use this weapon a bit
another idea
Engineer can zap his own sentries with the Short-Circuit, causing him to gain back 30% in metal of whatever damage the sentry does.
[QUOTE=ned_ballad;31848036]another idea
Engineer can zap his own sentries with the Short-Circuit, causing him to gain back 30% in metal of whatever damage the sentry does.[/QUOTE]
I'd rather have something like allowing the engineers to suck up any metal that's in his own building and save it up. So like if there's a heavymedic with an uber ready and they're coming for your sentry, just suck up all that metal, switch to widowmaker and wait for them to pop their uber for a sentry that isn't there. Then when their uber runs out, plop a level 1 sentry down and then push all of that metal into it with one fluid motion, and destroy them.
So basically
-Remove the projectile destruction
-Replace that with the ability to absorb any of your own building's current metal and keep it all charged into the short circuit (Not pooled into your actual metal count), and be able to push it back into another building.
It would make the Widowmaker actually useful.
[QUOTE=Jetamo;31823099][img]http://dl.dropbox.com/u/4379567/tf2/majorupdatethread/scythe.png[/img]
My citation for the scythe and gardening pack.
[editline]19th August 2011[/editline]
How can I be late if I already mentioned it in the OP? It's just to help people know I'm not just pulling this stuff out of a hat.[/QUOTE]
I LOVE the Griefblower's design but I'm worried this means Pyro will get a primarily airblasting flamethrower that does fucking NOTHING for damage.
Unless it gets a bonus of having extra flame range or something as well.
[QUOTE=MrCasual;31853419]I LOVE the Griefblower's design but I'm worried this means Pyro will get a primarily airblasting flamethrower that does fucking NOTHING for damage.
Unless it gets a bonus of having extra flame range or something as well.[/QUOTE]
I would use that weapon exclusively.
Airblasting is one of my favorite things to do.
[QUOTE=Mad Chatter;31853444]I would use that weapon exclusively.
Airblasting is one of my favorite things to do.[/QUOTE]
Thats all well and good and all, but Pyro is obsessed with fire, not blasting stuff around...and I want a flamethrower thats better for flaming.
Backburner is good for pure firepower, but I want something that can make something like, say, "Fire traps" similar to the sticky launcher, and cause people that walk through them to catch fire and maybe take damage when walking through it.
Actually, now that I think about if if the Griefblower was like the opposite of any other flamethrower, I may like it. Like its primary function is airblasting constantly like the flamethrower, but its M2 shoots a very VERY powerful intense fireball (Like 20 - 30% more damage than default) or something.
That would be cool. Oh and I would be ectastic if you could airblast jump with the Griefblower. Because why not, he's a n offense class and he can't move for shit and to only deal real damage he needs to be close. Why. Why. Why. Why.
The longer you hold down M2 the harder it pushes back
[QUOTE=UberMunchkin;31648519]I bet the Engineer will get an item.
Why?
Team Fortress' birthday is on the 24.
Engineer's toolbox has 24 on it.
[sp]It's meet the medic update thread all over again, with 24[/sp][/QUOTE]
August 24. Brace for impact
I think one update will likely have a medigun that builds uber as the person you're healing gets kills.
[QUOTE=johnlmonkey;31854875]I think one update will likely have a medigun that builds uber as the person you're healing gets kills.[/QUOTE]
I think it'd be better for assists too.
Maybe 2% boost per assist 5% for each kill?
[QUOTE=Randdalf;31815395]Prediction: Deux Ex promos[/QUOTE]
That isnt a prediction, its happened
He posted it before the promo came out, so yes, it is a prediction.
Apparently an upcoming Spy and Engineer set of Grordbort packs?
[url]http://forums.steampowered.com/forums/showthread.php?t=2072589[/url]
[QUOTE=Sharc;31879824]Apparently an upcoming Spy and Engineer set of Grordbort packs?
[url]http://forums.steampowered.com/forums/showthread.php?t=2072589[/url][/QUOTE]
...where does it say Engineer?
[QUOTE=Cajun;31854682]The longer you hold down M2 the harder it pushes back[/QUOTE]
It worked fine in advanced weaponiser, so why not?
Hats for Sentry Guns
Ooh. More weapons. Can't wait.
[QUOTE=Clovernoodle;31880584]...where does it say Engineer?[/QUOTE]"Maybe"
v:v:v
Do you think something will happen this Wednesay due to Quake TF 15th Anniversary besides the activation of Birthday Mode?
I think not.
[QUOTE=Zoran;31854887]I think it'd be better for assists too.
Maybe 2% boost per assist 5% for each kill?[/QUOTE]
Maybe for damage done instead?
-50% less ubercharge length as a downside?
Perfect for pocketing people.
My mind's still stuck on the Guard Dog. Even though a new class isn't worth the effort, I still think that the Guard Dog should be some sort of Sentry unlock that acts like an NPC. It'd spawn alongside the Engineer when Setup begins, and follow him around unless directed to go elsewhere with the Wrangler.
Should the Engineer be killed, the Guard Dog would still continue fighting with turret, bark and bite, and will return to following the Engineer when he gets back from the spawn. Should the Guard Dog be killed (in no way do I endorse the killing of dogs, it's only a video game, not glorifying animal abuse or anything), it'll eventually respawn at the spawnpoint, and if the Engineer is still alive when it spawns, it'll head off on it's own to find it's master.
The original design of Guard Dog had the Hanger (a duo of back-mounted automatic guns), the Helper (capable of grabbing Pickups and delivering them to teammates) and the Hater (vicious bite and rapid speed-boost). Personally I think the redesign of the Guard Dog should keep the Hanger, maybe the Hater too in case the Guard Dog runs out of bullets, but instead switch out the Helper for a powerful sort of Bark attack that acts kinda like an Airblast but with more OOMPH, capable of sending enemies flying, but it'd have a long-ish recharge time.
With all the awesomeness of the Guard Dog, it'd probably have to be non-upgradeable, and perhaps trying to repair it would only replenish Ammo, meaning it would need to be able to seek out Medkits or Medics (or Sandvich Heavies). It would likely be the case that it'd need it's own special Melee weapon, since that's apparently how Valve's dealing with Sentries if the Gunslinger is the main example. Hopefully this WON'T be the example and Valve makes the Engineer PDA customisable, with each of the three Buildables (Sentry, Dispenser, Teleporter[b]s[/b]) having alternative "blueprints" to put in the Slots, such as Guard Dog in the "Attack" slot, Buffpack in the Support slot, and something else in the Special slot. The "Modular PDA System" would likely also mean the "Melee = Different Sentry" system would need scrapping, and that the Mini-Sentry and Gunslinger would need to be separated, since Mini-Sentry is technically an Attack slot Buildable.
So yes, I still wish the Guard Dog were an Engie unlock, even if PETA would have a field day. Then again, who gives a fuck about PETA other than slack-jawed Bible Belters? Screw PETA, the Guard Dog would be a very good thing.
@ironman17 I love you.
Valve needs to fix the clipping. The Professor's Speks are horrible as are the summer shades.
Sorry, you need to Log In to post a reply to this thread.