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Thread: Idea for new unlockable wrench

  1. Registered TeamPlayer Mr.Expendable's Avatar
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    #21

    Re: Idea for new unlockable wrench

    Quote Originally Posted by Whiskey_dod
    I want a mech suit bitches!!!!!
    Dont we all, dont we all
    but wouldn't that take over the heavy? How would it work anyway, if a good idea about it was made and it wasn't overpowered then i'd support it....
    (lol i know you were joking)

  2. Registered TeamPlayer Gunney's Avatar
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    #22

    Re: Idea for new unlockable wrench

    Maybe somethings along these lines: ?

    Wrench
    gets replaced with
    I
    I
    I
    V
    Flat-bladed Screwdriver

    -Deals 25% less damage, no crit, +125% swing speed (debatable)
    -Attacks from behind count as backstabs (think spy) ---(possible to remove)
    -Can pop off sappers with 2 hit (remember, you are swinging a helluva lot faster)



    Since the shotgun is worldly used over the pistol it gets replaced with:

    (you get the idea with the spaces)

    Nano-machines
    Disc - bit-size machines that are used offensivly as well as defensivly

    Using this wepon on an enemy wil cause a DoT that does X-amount of damage depending on the amount of nanos' on the person.

    Offensive - Think like the Snark's from HL - you can drop them and the follow a player for a certain distance and hugs them.
    1 Nano deals about 3 damage every 2 seconds for a full duration of 15 secs. A pyro can blow them off.

    Defensive - these lil guys would continue to repair any building they are thrown upon, healing the object for 2 hp for every 1 second (only a total amount of 5 can be placed on object at anytime) (bonus to healing due that both are machines)



    Dispenser can have a 4th upgrade if using a screwdriver and there is a spy on the team (this get going to be odd to explain.

    - once upgraded to lvl 3, engi can continue to upgrade the lvl 3 up to 99% (must have screwdriver). To get last 1%, teammate spy must hit dispenser with sapper. Doing this will allow engie to hit one last time to final upgrade.
    In this mode, the dispenser will actually Heal less/slower as well as give out ammo a bit slower however due to the sapper, no enemy player (spy) could touch/sap the dispenser as they will receive a electric shock that stuns (maybe undesguise as well) the player. Other enemy team that touch it will get shocked and slowed (think caltrops from TFC).


    Port pad
    This beauty is situational (as is everything). While the normal teleporter works okay (when lvl 3) there is just something missing.. Thats where this thing kicks in. This will replace the normal porter and give a full pad (think the size of a normal, full bathroom with shower/bath/sink/crapper and walking space) so that multiples can be sent, all at once to the other destination. While there would be a 3-second delay on the port (to make sure all on it), there would be no cooldown on the actual machine. The downfall, would be that there is a range limit to it so that a entire team could not port from one end of the map to the other. Maybe a 75-foot radius? (thoughts)


    -----SG section----
    (due to the hateful nature between the Spy and Engie, I have incorperated something that requires both like the dispenser above)


    Sentry gun upgrade.
    This is something that I have thought about for some time, and am still unsure. While I like the Multiple-low lvl SG idea (would love to expand on that, but later) My thought is about mobility.

    The new sentry (or Upgrade to lvl 4 w/screwdriver?) wouldnt lose the tri-pod but gain tracks (like a tank). With the mobility comes the option to control where it goes, of course this is the engie's job (maybe have a mode-switch, like mobile mode it would follow the engie wherever he goes - and then there is stationary mode, like normal). However as this beast is now moving, it will NOT be able to launch any attack while in movement. Then engi would need to flat stop as would the SG for it to fire. While in movement mode, only 1 chaingun fires as does only 2 rockets instead of the normal 4 (may re-work this) When back to stationary mode, everything would work like normal.

    That is just one idea though, while I have more - the only other I have kinda finalized is the Engi/Spy SG.
    This - to make this short - would basicallymake the gun semi-transparent. It would be just like the normal SG, but *MUCH* harder to see, due to the spy incorperating his watch with the engies screwdriver, like the dispenser.



    Thats what I have for this class right now. Have some for the others like demo/soldier. Thoughts?

  3. Registered TeamPlayer kyle700's Avatar
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    #23

    Re: Idea for new unlockable wrench

    I like em all. It makes the class a lot different then it used to be. A new way to play, perhaps.
    Although, lvl 1's are not really worth building. I always get sentrys to lvl 2 then leave them, and go do other things.
    Me: "But the Gunslinger is so much more fun..."
    Langrad: "We're here to win, not to..."
    Me: "Have fun?" "Hahaha"

  4. Registered TeamPlayer
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    #24

    Re: Idea for new unlockable wrench

    That was some thought you put into that gunney. It would be great to see some of those ideas put into action. I especially like the idea about the port pad.


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  5. Registered TeamPlayer Anti-Squeaker's Avatar
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    #25

    Re: Idea for new unlockable wrench

    I wouldnt mind seeing different SGs. Like say, a sheild in front of your gun to take less damage, and block snipers, but can only get the gun to level 2.

    Like this:
    http://www.murdoconline.net/pics/tags2-thumb.jpg

  6. Registered TeamPlayer kyle700's Avatar
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    #26

    Re: Idea for new unlockable wrench

    level 2's are the best way anyway. Level 3's don't exactly do anything and aren't entirely worth it.
    Me: "But the Gunslinger is so much more fun..."
    Langrad: "We're here to win, not to..."
    Me: "Have fun?" "Hahaha"

  7. Registered TeamPlayer Anti-Squeaker's Avatar
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    #27

    Re: Idea for new unlockable wrench

    Quote Originally Posted by kyle700
    level 2's are the best way anyway. Level 3's don't exactly do anything and aren't entirely worth it.
    Level 3's have ALOT more health. And their guns do alot more DPS, and fire faster.
    (according to TF2 Wiki)
    LEVEL 2: 180 HP
    Weapon: Dual Rotational Minigun Barrels 13-20 damage
    4 shots per second (estimate)
    52-80 DPS
    About 64 Bullets w/o wacking it


    LEVEL 3
    216 HP
    Dual Rotational Minigun Barrels
    Target Guided Rocket Launch Support System
    13-20 damage (bullets), 8 shots per second (estimate) for 104-160 DPS

    Rockets fire every 4 seconds doing 150 damage on direct hit

    160 Bullets

    20 rocket salvos


    Yeah, a level 3 is worth it. You can take down a level 2 with one soldier spamming it, with the engy right by the gun.

  8. Registered TeamPlayer PizzaSHARK!'s Avatar
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    #28

    Re: Idea for new unlockable wrench

    There's a huge thread on improvements for sentry guns without actually using unlocks. It's on the Steam forums. I'll try to find it when I get home.

    Regardless, the wrench is a perfectly fine melee weapon and I see no reason to replace it. The average engineer almost never gets into melee combat because he lacks both the speed and the health to survive long there. You might bludgeon a spy every now and then, but even then I feel the shotgun is more consistent and less of a facestab risk. At any rate, what I'd like to see for the Engineer unlocks:

    Electro-Magnetic Mobile Construction Kit: Replaces the pistol. Use of the magnet allows the engineer to disable carry his buildings with him with a small metal cost (~30 for pickup, another ~20 for placement.) Picking up a building takes 3 seconds, and placing a building takes 2 seconds. While being carried, packed up, and placed, the building does not function. While carrying the building, the building behaves as per normal (i.e. it will take normal damage) which allows a building to be used as an impromptu shield if necessary. Buildings cannot be repaired while being carried, even by another engineer. The idea of the unlock is to allow engineers to move their buildings (especially sentry guns) around at a much lower time and resource cost than it takes to destroy and rebuild them. Predictability is one of the engineer's biggest weaknesses. Trading in the pistol means you lose the ability to plink people at range and gain the ability to move your stuff around, albeit somewhat ungainly.

    Hyper-Elastic Spring Pads: Replaces the Teleporter Entrance and Teleporter Exit buildings. Springpads automatically launch both friendly and enemy targets into the air when walked onto (or fallen onto), allowing the engineer to help less-mobile classes reach areas they might otherwise find inaccessible (imagine hiding a Pyro or Heavy on the roof of B on gravelpit until the perfect moment...) and also allowing the engineer to place the springpads to vault enemies into the air, leaving them vulnerable and nearly defenseless (as well as impeding their ability to move forward or retreat effectively.) Springpads would have a charge-up timer shorter than a teleporter's charge-up time (down to about 1.5 seconds for a level 3) and you may place two at any time. Springpads will automatically launch affected units in the direction specified by the arrow at their base (engineers: you need to finally fucking learn proper building facing!) which will allow some subtle manipulations of the physics system to achieve different velocities and angles. Springpads produce a small, faint beeping noise to alert enemies to their presence, similar to a sentry gun.

    Electro-Shock Charge Plates: Replaces Pistol. These are items with a short (~10 seconds?) cooldown which, when attached to a friendly building, provide the building with a low-grade electrical defense array, preventing application of Electro-Sappers and shocking Spies attempting to place sappers (the Spy will be shocked for a somewhat small amount of health, ~20-35, and will be briefly revealed if cloaked.) The defense array deactivates three seconds after deflecting a sap attempt, and draws power from the building to power itself, reducing the effectiveness of the building - sentries fire slower, dispensers heal slower and restock slower, and teleporters charge slower. Gives engineers some limited protection against sapper-spamming spies - ideally, long enough to allow the engineer to call for help and for help to arrive. The cooldown on the defenses prevents the engineer from getting into a spam-fight with a spy (the spy will win), and the reduced effectiveness of buildings with defenses on them discourages keeping them placed on your buildings at all times. Defenses can be removed much in the same way as sappers (by whacking the building with your wrench if it's undamaged) and cost 45 metal to place. The defenses are visible on buildings they're protecting, and look like electro-sappers, but instead cover the buildings in a soft team-colored glow.

    My Little Fortress Sentry Gun Kit: Replaces standard Sentry Gun. Fortress guns have more health and receive limited protection from explosive damage (rockets, pills, stickies, etc), but build slower (20 seconds base, 10 seconds with engineer whacking it), and cannot be moved with the electromagnet. Additionally, the level 3 version of the sentry does not receive rocketpacks and has less impact force (i.e. knockback), but instead does extra damage with its miniguns. All three levels of the fortress gun are significantly larger and beefier than the regular sentry gun (allowing teammates to more easily hide behind it as well as making it an easier target for enemies.) The idea is to give engineers the option of choosing a sentry gun that's harder to kill and can be used as a sort of wall for their team at the cost of the usual things defensive sentries are used for - knockback (fortress guns will not be able to do that silly "pin that poor bastard against the skybox" trick) and damage (even with increased minigun damage, the fortress gun will still do less damage than the guns+rockets of the conventional level 3 gun) without making it "okay, you're defending so use the fortress gun." The idea is to have the choice of sentry gun be similar to a medic's choice between medigun and kritzkrieg - the regular sentry gun builds fast and does a lot of damage, but it can't take the hits the fortress gun can and doesn't provide a sort of mobile wall for teammates to hide behind (again, the fortress gun would be large, especially at level 3 - at least as large as a Heavy.)

    The shotgun does not need an upgrade, because the shotgun is a perfectly balanced and useful weapon just the way it is.
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  9. Registered TeamPlayer LuckyDucky's Avatar
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    #29

    Re: Idea for new unlockable wrench

    Shotgun: Airblast rifle. Like the pyro's airblast but with with twice the range but half the firing speed. 10 shots. Cannot be replenished at a dispenser you have to pick up ammo off the map. Can do everything a regular airblast can.

    Pistol: Ammo crate. (the 200+ metal ones on the map) You can drop it on the ground and pick it up for full metal. Recharges like the Bonk drink. Teammates can pick it up for ammo if they so wish.

    Wrench: Guitar. It takes 3 hits to get rid of sappers, and upgrades at +15 per hit. (not +25 as usual) However when you taunt with it ( 4-5 second animation) you dispenser recharges at 400% faster. You are a standing target when taunting.


    I'm not giving up on the guitar idea, EVER.
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  10. Registered TeamPlayer Langrad's Avatar
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    #30

    Re: Idea for new unlockable wrench

    Im betting they wont change the enges wrench. Or if they do they will make it so that when you kill an opponent with the wrench it can remove sappers in 1 hit or heal/build buildings real fast for 5 seconds. I think they might trade the shotgun for a bolt action rifle. With a flat 65 or 75 damage a shot. Shoots slower, cant reload one shell, so you gotta wait for the full reload animation to go through. They MIGHT make it so an enge can drop ammo but if they did they would need to make it disapear pretty fast so an enge couldnt just build up a stockpile of ammo and the boxes would be at best 1 mid sized box no way in hell they are going to give an enge 200 metal every 10 seconds.

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