Major Update Speculation V5: Somewhere over the rainbow
8,830 replies, posted
I would like to see a new utility for the build tool.
When you've built both ends of a teleporter you can turn it on or off by selecting "build teleporter entrance" again.
It would've helped those times where I built behind enemy lines but didn't want to ruin my surprise yet and those times when you know spies are coming through your teleporter and a whole lot of other occasions where you want to redirect your team.
This isn't an idea for a new PDA, it's an addon to the current one.
that hacking building sapper would be amazingly efficient to counter spawncampers
Late as hell but why not a sapper like the fortress forever and bioshock multiplayer where you can set up the dispenser to explode when someone gets close.
Still you will have to trigger the boom looking at the hacked dispenser just like the ScorRes.
I'd like something to help update my teleporter entrances for control point maps.
Like in Foundry. Half the time I don't even see the point of trying to keep it useful. Once you run back to the old entrance, somebody's captured a point, and you have to trek to the new one.
Maybe if there was a pda that could only destroy the entrance, but the exit is automatically converted into an entrance.
Telleporter that gives you minicritz when you go through it. For balance it's charge time would be slower.
[QUOTE=ajrhug;36611384]that hacking building sapper would be amazingly efficient to counter spawncampers[/QUOTE]
I assume the engineer's dead if his sentry gun's been hacked at this point.
So what does he care? Guilt over not helping his team? He's a spawn camper.
[QUOTE=igotopinions;36611452]I'd like something to help update my teleporter entrances for control point maps.
Like in Foundry. Half the time I don't even see the point of trying to keep it useful. Once you run back to the old entrance, somebody's captured a point, and you have to trek to the new one.
Maybe if there was a pda that could only destroy the entrance, but the exit is automatically converted into an entrance.[/QUOTE]
Yes, that's a genuinly good idea for an unlock that would be, although situationally, needed, and this is exactly the kind of weapon stats that justify having different weapons; It fills a role that does not correspond to a niche but shines in a particular situation while still staying balanced.
It's exactly what unlockable weapons should be.
Guys
Guys
GUYS
How about...
guys
How about...
Are you listening guys.
how about a teleporter...
guys.
THAT TELEPORTS PEOPLE
GUYS!
So why aren't Turbine and Granary set to Pyroland by default?
I have both turned on, and both look fine...
[QUOTE=ned_ballad;36611603]So why aren't Turbine and Granary set to Pyroland by default?
I have both turned on, and both look fine...[/QUOTE]
Sawmill looks gorgeous. <3
Heavy armoured sentry with flame-thrower?
Good for protection of tight passes.
Lvl 1 Just flamethrower
Lvl 2 flamethrower and gun from sentry lvl 1
LVl 3 flamethrower and twin chain gun
That sentry could be deployed faster than normal one and has more HP than normal one. However it would not have knock back from gun like normal sentry and on destruction explodes damaging engineer, his stuff and enemies.
Imagine this + gunslinger which shrinks it down. A pocket pyro.
For granary the big field outside the starting spawn turns into the large field of flowers. It's a sight to see.
[QUOTE=Whiskered;36611637]Heavy armoured sentry with flame-thrower?
Good for protection of tight passes.
Lvl 1 Just flamethrower
Lvl 2 flamethrower and gun from sentry lvl 1
LVl 3 flamethrower and twin chain gun
That sentry could be deployed faster than normal one and has more HP than normal one. However it would not have knock back from gun like normal sentry and on destruction explodes damaging engineer, his stuff and enemies.
Imagine this + gunslinger which shrinks it down. A pocket pyro.[/QUOTE]
advanced levels should fire flares, with level 3 firing detonator and/or scorch shot flares.
[QUOTE=unlimi_Ted;36611684]advanced levels should fire flares, with level 3 firing detonator and/or scorch shot flares.[/QUOTE]
I think it would work how ever it's rate of fire would be rather low, and I think they should me modified in that way they don't fall down.
Also if engy would destroy it from PDA it would damage enemies as well.
Dispenser with lower ammo and health generation rate, but it can consume flames from burning teammatres and spy's to boost it's self, this is bit more crazy than previous thing.
[QUOTE=Whiskered;36611637]Heavy armoured sentry with flame-thrower?
Good for protection of tight passes.
Lvl 1 Just flamethrower
Lvl 2 flamethrower and gun from sentry lvl 1
LVl 3 flamethrower and twin chain gun
That sentry could be deployed faster than normal one and has more HP than normal one. However it would not have knock back from gun like normal sentry and on destruction explodes damaging engineer, his stuff and enemies.
Imagine this + gunslinger which shrinks it down. A pocket pyro.[/QUOTE]
When it explodes, it could damage buildings around it but just ignite players instead. Although it has some serious griefing potential.
Just heard the fly boy set in Pyroland
it's so high pitched it just sounds like squeaky static.
[QUOTE=JCDentonUNATCO;36611726]When it explodes, it could damage buildings around it but just ignite players instead. Although it has some serious griefing potential.[/QUOTE]
Like how? I am interested.
[QUOTE=ned_ballad;36611808]Just heard the fly boy set in Pyroland
it's so high pitched it just sounds like squeaky static.[/QUOTE]
Someone make a video source nao!
How about a Sapper that slowly decreases Sentry accuracy?
maybe we'll get one last bug fix patch for this week
Maybe a certain 2 sets of promos will finally become tradable.
that doesn't even require a client patch
Still is long overdue
Hopefully:
Fixed the hitman's heatmaker's bodyshot penalty applying to other weapons.
Turned the last breath into a horrible floating mesh of garbled tris and crushed dreams (fixed again).
Fixed certain taunts and AoE effects passing through spawn gates.
Removed mysterious ash from drop list.
Added styles for the bird-man.
Quantum Conundrum and Tom Clancy promos are now tradable and craftable.
Fixed heavy's melee animations using TOBOR animations.
...
Added TOBOR mode.
You forgot, 'added recipes for the sticky jumper, rocket jumper, rainblower, and lollichop.'
If I may ask, why are you hoping they remove the ash?
How about a bidirectional teleporter?
+ Carries team and the Engineer back to base for increased mobility as needed
- Spies can get into your base easier (implied negative attribute)
- Can only upgrade to Level 2 speed, or
- Weaker "health" of teleporter; more easily destroyed
I really hope the original look of the Last Breath is added as a style. Miscs shouldn't require you to equip other hats for them to look good (I'm looking at you, Braniac hair).
[QUOTE=01271;36612214]Hopefully:
Fixed the hitman's heatmaker's bodyshot penalty applying to other weapons.
Turned the last breath into a horrible floating mesh of garbled tris and crushed dreams (fixed again).
Fixed certain taunts and AoE effects passing through spawn gates.
Removed mysterious ash from drop list.
Added styles for the bird-man.
Quantum Conundrum and Tom Clancy promos are now tradable and craftable.
Fixed heavy's melee animations using TOBOR animations.
...
Added TOBOR mode.[/QUOTE]
You know what'd be neat? If the Heavy animations were intentional, sort of a subtle hint at what was so obviously about to come.
Perhaps more classes would end up using these animations from time to time, almost as if the team is slowly and methodically being replaced by those robots, before an eventual reveal where the machines are "unmasked" and the update begins.
[QUOTE=igotopinions;36612269]If I may ask, why are you hoping they remove the ash?[/QUOTE]
They're removing the crates on the 7th so I guess it'd make sense for the ash to go too.
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