[QUOTE=ZestyLemons;17438173]Welding torch (Has ammo, x2 as effective as a wrench, but only 200 ammo, works like flamethrower that doesn't set you on fire)[/QUOTE]
I was actually thinking about a welding torch a few days ago, but I was thinking more of the reverse of the PDQ that was shown in a 'leaked' beta movie. Can't be used to speed up construction times at all, but upgrades 50%-100% faster, possibly with a minus to damage as well, or no crits.
Just for the fun factor, I think the shotgun or pistol should be replaced with a guitar that can be played to increase nearby allies' damage by something like 5% while it's being played, or used as one-use melee weapon(secondary fire) that stuns for, say, 3-5 seconds but does very minor damage, like the Scout's ball.
[QUOTE=Talishmar;17430370]Welding torch:
Better repair but worse upgrade. Same damage/second but damage, upgrade and repair are streamed.
I think there was a whole thread about this unlock.[/QUOTE]
would be cool if it had ammo, and did damage
Flame Sentry. That's a likely option. If not, a grenade launcher sentry
Minigun. Obviously.
[QUOTE=whazat!!!;17445574]Electric Drill: Wrench replacement.
M1: Builds, repairs, and upgrades x0.5 speed. Does x1.5 higher damage. Can be held down for constant.
Taunt: Engi spins it on his finger and then pretends to shoot it like a pistol.[/QUOTE]
Sounds like the pistol taunt.
Perhaps a more original taunt idea?
Stealth Sentry.
Right click to cloak and uncloak.
Level 1 type (un-upgradable), cloaked sentry will flicker when on contact with an enemy, can only shoot when fully uncloaked.
Costs 100 metal, can only be sapped when uncloaked.
When placed, starts uncloaked, but cloaks itself while building.
This makes the sentry slightly vulnerable whilst being built.
Good for setting up traps.
Sounds like a sneaky little bugger.
the buildings are not classed as weapons, so the update would more likely be replaces for the shotgun, wrench and pistol.
[QUOTE=Fofilolipop;17463331]the buildings are not classed as weapons, so the update would more likely be replaces for the shotgun, wrench and pistol.[/QUOTE]
Oh so the Spywaches (wich in the beginning didnt have a slot) is weapons?
Just because the buildings doesnt have a slot you cant say anything.
Valve can do what the fuck they want, so dont say jack shit unless you have straigth facts.
Go sit in your corner now
Welding Torch:
+40% Repair Efficiency
+30% Sapper Removal Speed
-30% Upgrade Efficiency
-100% Damage
Sets Enemies On Fire
Costs Metal to Fire (steady drain like flamethrower)
Good for defensive engineers as they take a bit longer to upgrade their buildings but can defend it more easily. It is also useful against spies as they can be detected (by setting them on fire) more easily and their sappers removed quicker, but in regular melee combat you will be at a disadvantage as it does no base damage, just burning damage.
Offensive engies would be more suited to wrench for better melee combat capabilities and faster set up.
Some of these idea's are made to be make the Engie a more offensive class than defensive
[b]The Blowtorch[/b] - Replaces Wrench
+ 50% Increased Speed - Does not repair/upgrade in chunks but streams metal into the building by X metal per second
+ Sets enemies Alight - Less need for a Pyro to be around critical sentries in spy heavy areas
- Uses Metal as Ammo - Engineers will be more metal dependant if they use the Blowtorch as a weapon instead of a tool
- Relatively Short Range - Just a little bit longer reach than the Wrench but still short
Pro: The Blowtorch will make "Tanking" easier against non-pyro ubercharges due to the constant stream of metal going into the sentry as it's attacked. It will also repair and upgrade faster than the wrench 3 times as fast.
Cons: However it will make it harder for Engineers to manage their Metal as the blowtorch uses the same metal as it's ammo, so attacking with a blowtorch is only good with a constant supply of metal nearby.
[b]The Handyman[/b] - Replaces Pistol - Resembles a Colt 1911
+ Increased Damage - The standard Pistol does 15 base damage per shot, the Handyman inflicts twice of that damage
+ Deep penetration - Shots go through objects and enemies, can shoot through enemy buildings or multiple players (Engineer hiding behind sentry or two players in a line)
+ Shorts out Spy Cloaking - Shots fired from this weapon, shorts out the Spies cloaking on hit for 2 seconds for every bullet hit. Time is stackable by the amount of times a Spy is hit.
- Slow rate of fire
- Limited Clip capacity - 7 shots instead of 12
- Damage is considerably less when it passes through objects
Pros: The Handyman will make an Engineers life easier on attacking enemy spies and multiple groups of enemies. The Deep penetration would work well on medic pairings with other classes, particularly those that hide behind the class their healing or against an enemy engineer hiding behind his buildings.
Cons: The smaller clip size means that reloads are frequent and the need to hit the target first is required. It also loses damage as it passes through objects, so alot of shots are needed to take out a target hiding behind a wall, player or building. Slow rate of fire makes it difficult to spam targets such as spies.
[b]The Rancher[/b] - Replaces Shotgun - Resembles a Winchester Lever Action Shotgun
+ Does more damage at Range - The rancher does more damage to enemies the further away they are from the engineer
+ Accurate - Fire's single heavy slugs instead of a spray of lead shot
+ Slows down targets - The Heavy Slugs slow down targets significantly by 75% (25% more than Heavies Nastash) of their original speed
- Slow rate of fire
- No Crits - Does not Crit at all, unless kritzkrieged or used on a Jarate Soaked player
- Small Capacity - Carries 4 rounds instead of 6
Pros: Allows an Engineer a better weapon for medium range than his shotgun that is limited to close and short range for maximum damage. It allows him to slow down fleeing spies and slow down pursuing enemies
Cons: Slower rate of fire and small capacity means that shots must count in order to take effect. Crits can only be done when Kritz'd or used on a jarate soaked player.
[b]The BuildMaster 3000[/b]
Gives the Engineer a new pallet of blueprints to work on new contraptions. These are:
HoverTron - Replaces Sentry
Acts as an Engineers Body Guard, constantly hovers near him and follows him where ever he goes. Is like a Helicopter equipped with a level 1 Sentry. Can be upgraded three times. Generally weak, they are easy to dispatch with bullets and explosions.
- Level 1 Hovertron - Armed with a Single machine gun firing light rounds (Self destructs when the Engineer dies)
- Level 2 Hovertron - Armed with a dual machine guns firing light rounds and a kamikazi ability (goes into a kamikazi into the nearest enemy player when the Engineer is killed)
- Level 3 Hovertron - Armed with Dual machine guns firing medium rounds and a slow firing missile launcher. Is better armoured to resist attack but is slower in movement.
[b]Hover pads[/b]
Hover pads act as a means to propel classes skyward into places where only classes such as Soldier's, Demomen and Scouts can reach. Upgrading the Hover pad increases the speed in which a player is propelled upward and the height at which the Hover pad can reach. A Base hoverpad can reach a platform that is about as high as the battlements on 2fort but at an incredibly slow speed.
[b]Respawner[/b]
The Respawner allows random players to automatically respawn on the desired pads instead of all the way back at the nearest spawn point. Upgrading it increases the number of pads players can respawn on, Level 1 is 1 pad, Level 2 is 2 pads and Level 3 is 3 pads to allow 3 players to respawn at a time.
[QUOTE=Draco122;17468386][b]Hover pads[/b]
Hover pads act as a means to propel classes skyward into places where only classes such as Soldier's, Demomen and Scouts can reach. Upgrading the Hover pad increases the speed in which a player is propelled upward and the height at which the Hover pad can reach. A Base hoverpad can reach a platform that is about as high as the battlements on 2fort but at an incredibly slow speed.
[b]Respawner[/b]
The Respawner allows random players to automatically respawn on the desired pads instead of all the way back at the nearest spawn point. Upgrading it increases the number of pads players can respawn on, Level 1 is 1 pad, Level 2 is 2 pads and Level 3 is 3 pads to allow 3 players to respawn at a time.[/QUOTE]
I see alot of griefing potencial in these :v:
Imagine, placing a respawner right infront of an enemy sentry.
Or placing a hoverpad right outside spawn, or on the 2fort balconies.
Or if you placed a hoverpad where the other hoverpad sends you to land, and the hoverpad you landed on sends you right down the pit or in front of an enemy sentry :v:
why not the spy detector that replaces the sentry?
Simples
or you could make it fire slow pistol rounds to give it "Some" advantage
Mega-Gloves:
Replaces the wrench, you can pick up buildables and walk around soldier speed with them. Sentry shoots slower and cannot be upgraded unless done so by another engineer with a wrench.
I'd like to see the return of the TFC wrench. Where you need either 100 or 200 metal to upgrade a sentry. It would make upgrading quick and slow at the same time.
[QUOTE=Simski;17468786]I see alot of griefing potencial in these :v:
Imagine, placing a respawner right infront of an enemy sentry.
Or placing a hoverpad right outside spawn, or on the 2fort balconies.
Or if you placed a hoverpad where the other hoverpad sends you to land, and the hoverpad you landed on sends you right down the pit or in front of an enemy sentry :v:[/QUOTE]
People place teleporters on stairs...
People place sentrys in front of spawns...
People greif, Big whoop.
Also i think that the blow-torch shold only light people on fire when you hit them with it, and it goes away shortly after.
How exactly does an engineer build a mechanical guard dog with just metal and make it pee?
[QUOTE=BRAWLmilk;17471094]How exactly does an engineer build a mechanical guard dog?[/QUOTE]
Fixed.
The sapper zapper!
It's a small tesla coil with a hamster in a wheel as a power source.
pros: Slows down enemies, Electric arc follows enemies around corners to a small extent, No need to turn to shoot fires instantly upon detecting enemy, cannot be sapped (shorts out sapper) Does not need ammo
cons: 30% less damage, 40% less HP, can be temporarily shorted out by jarate, sticky grenades can divert arc to them effectivly blocking fire, has comparitivly short range
The turret can sustain a continuous arc for up to 10 seconds before it needs to recharge for 5, it also recharges after each arcing for a period governed by how long it fired.
how would you sap a guard dog?
[QUOTE=misterv;17477453]how would you sap a guard dog?[/QUOTE]
With a new Spy unlock!
It'd be like a stick of dynamite, disguised as a bone.
Although considering how a dog would sniff the spy out first... I don't think any Spy is going to want to get close to a guard dog.
and also if it's range is that short then a heavy or demoman would just rape it.
New Shotgun:
Has the Ability to remove sappers.
100% Removal of Sappers
10% Chance of critical hit
-20% Firing speed
-20% Damage
[QUOTE=Billiam;17440339]I tellz' 'yall, Engie needs to start building destructible walls.[/QUOTE]
This, both for defence and for griefing.. :v: But seriously think about it, making a wall so you can cut off or delay an way to the intellegence. But of course it would be destructible, and take long time to build. But think of what you can do with it. It would be awesome, and not overpowered. It could take like 3 soldier rockets or something like that... And it would you wouldn't be able to repair it, if you could it would get pretty OP.
-snip-
I posted in this thread thinking it was the island update since I had a tab open with that too...
Basically, what I said did not make much sense in this thread.
[QUOTE=RSahlgren;17477889]This, both for defence and for griefing.. :v: But seriously think about it, making a wall so you can cut off or delay an way to the intellegence. But of course it would be destructible, and take long time to build. But think of what you can do with it. It would be awesome, and not overpowered. It could take like 3 soldier rockets or something like that... And it would you wouldn't be able to repair it, if you could it would get pretty OP.[/QUOTE]
Or a force field that only your team can walk trough, to prevent griefing.
you place 2 "poles" (replaces teleporters) and between them it creates a forcefield, and the bigger gap between the poles the weaker shield, and it can be sapped.
Content bump
[IMG]http://i239.photobucket.com/albums/ff92/Samiam2232/engyunlock.png[/IMG]
I think it would be promoting for combat engies as you only receive half as much metal, which I think is a fair tradeoff, so you trade firepower for slower building.
Wrench: Sissy Basher
+Uncloaks spies on hit
-50% less damage
One problem with this is that they already gave two anti-spy unlocks to the sniper - razorback and jarate (Yes, I know the jarate can be used for other things, but it excels at antispy)
[QUOTE=Antallion;17494093]Wrench: Sissy Basher
+Uncloaks spies on hit
-50% less damage
One problem with this is that they already gave two anti-spy unlocks to the sniper - razorback and jarate (Yes, I know the jarate can be used for other things, but it excels at antispy)[/QUOTE]
Yeah, Spy is hard enough to play as it is with all the people being paranoid and all.
Give more classes anti-spy items and there will be no use bothering to play spy anymore.
[editline]03:12PM[/editline]
Although I must say due to what my engineer unlock suggested, that Statement is rather hypocritical of me.
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