I want something that buffs the engineer when his stuff gets destroyed, but goes away when he starts building again. The buff also depends on the level/quantity of stuff destroyed. Destroy a level 3 S/D/T base and you have one pissed off engy that can choose to rebuild or go wrench those who would impede science with a righteous fury.
Rakai on
[SIGPIC][/SIGPIC]XBL: Rakayn | PS3: Rakayn | Steam ID
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TrippyJingMoses supposes his toeses are roses.But Moses supposes erroneously.Registered Userregular
edited January 2010
Booby traps sounds nice. Sorta like stickies, but explode on proximity.
My ideas for Engineer.
Note: I have no creative flair. It's really more of a creative failr.
Alternate Shotgun: Ol' Faithful
A confederate era double-barreled cavalry shotgun. While its clip holds only two shells, the weapon makes up for this in power and versatility. The wielder can fire Ol' Faithful two barrels either simultaneously to create a very wide spray of pellets(useful for detecting cloaked spies), or independently with left and right mouse buttons.
Ol' Faithful deals slighty more damage than the standard shotgun point blank, twice its damage across medium distances, and three times its damage long range.
Equipping Ol' Faithful reduces the maximum level of your Sentry and Dispenser by 1, and decreases their build time by 33%.
Alternate Pistol: The Paladin
A modified black, single-action Colt .44 with a long, rifled barrel. Accurate to a fault, the powerful pistol suffers only from its immense lack of stability. The user can fire either fire one round off as normal(mini-critting on headshots), or rightclick to 'double tap', firing two rounds off in quick succession. Beware, though this method of shooting can easily take down oncoming spies and scouts, the discharge will overheat the weapon; causing you to be unable to reload or change weapons for a time.
The Paladin has a .8 attack interval, and 1.8 spread recovery. It deals three times the damage of the pistol(45, compared to the spy's 40 damage revolver), and double-tapping causes the engineer to be unable to fire, reload, or change weapons for 2 seconds.
Equipping The Paladin reduces the maximum level of your Sentry and Dispenser by 1, and decreases their build time by 33%.
Alternate Wrench: The Pig-Iron
A branding iron from backhome, The Pig-Iron comes with diesel-fueled generator that is strapped to the engineer's back, allowing him to power The Pig-Iron's heating apparatus. The Pig-Iron can be swung with more alacrity than the wrench, but deals less damage due to its lessened bulk. The Pig-Iron has a high chance to critical hit, but does no additional damage; instead, an enemy on the receiving end of this weapon is branded, causing any further hits on him to be mini-crits. The Engineer may swing the weapon normally, or hold the right-mouse button and spend metal to super-heat the iron, causing those struck to be set on fire. Charging The Pig-Iron while adjacent to your sentry will repair it and cause it to deal fire damage for a short time.
The Pig-Iron does -40% damage, has +20% firing speed, and spends twice as much metal to repair.
For some reason I felt like sharing this, rather than study for chemistry.
Carnarvon if you don't send these to Robin I will devour your soul.
That is not much different from Goomba's advice to new demos.
Quaz and Wally on
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Ginger MijangoDon't you open thatTrap Door!Registered Userregular
edited January 2010
Try playing using only the grenade launcher for a while hitting people on the move an such. Try to avoid panic firing and aim where you think people will be when the Grenade gets there.
Hit people below the knees to get them in the air, an easy way to do this if someone is running straight at you is to keep your aim at about torso height then crouch and fire without adjusting, useful against charging Demos especially atm.
Any tips on being a better demo? I'm going to stop playing sniper and I want to branch from pyro and heavy.
pull out your sticky launcher, aim slightly above people's heads, and jam left click and right click continuously until you are out of ammo
this is not an "omg demo is 2ez" post
this is actually what you should do if you're just starting out
By the time you have mastered the sticky launcher(20-30 minutes tops), you should have the Chargin' Targe.
Equip it.
Now that you've essentially crippled yourself, you'll have to get a medic and play Dr. Mario. Once you've mastered the pill launcher, you can do whatever the fuck you want. You're a demo and you're invincible.
Try playing using only the grenade launcher for a while hitting people on the move an such. Try to avoid panic firing and aim where you think people will be when the Grenade gets there.
yep. i didn't start playing demo until i did this. you will suck at first but it's fun. experience with the nade launcher will crossover with the sticky launcher in terms of leading your shots.
play as a defensive fighter. most of the time you will be backing away from a confrontation while firing your weapon.
using grenade launcher exclusively is actually damn fun.
Grenade launcher + targe + bottle can be ridiculously entertaining.
The Targe really has helped a lot of demos be less reliant on the sticky launcher. Its decent as a combat weapon, sure, but you can't set traps and fight with it at the same time.
Or walls. There's some fuckin' tall walls in this game let me tell you.
Goomba on
[SIGPIC][/SIGPIC]
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BethrynUnhappiness is MandatoryRegistered Userregular
edited January 2010
The best thing about sentries on walls and ceilings (rather than tossing them I would've replaced the shotgun with Gravity Boots) is that Demos can't sticky bomb them without being shot at first. Hence why it's a - sadly - terrible idea.
Old Engineer Suggestions
The Short Circuit
The Short Circuit is an answer to the lone Engineer's problem facing a Spy. Having a Spy sap everything often leads to the destruction of something important - unless they get cocky and undisguise - if you want that Spy dead. What the Engineer needs is a bit of personal time between him and the Spy without the interruption of circuits sizzling and metal snapping under unwanted sappers.
The Short Circuit - replacing one of the ranged weapons - would be a single-use recharge item like Jarate. When used, it would remotely short circuit all the Engineer's equipment for a short duration - around 8 seconds - instantly removing all sappers and causing damage to anyone attempting to sap or wrench the buildings in this period. For this duration all the buildings would be powered down, making them nonfunctional and vulnerable to actual attack, but at the same time the electrical charge prevents further application of the devious, underhanded sapper device.
This gives the Engineer the time needed to break away from his gear, hunt down the Spy, and then get back to some real work, but at the cost of a possible enemy push in this time costing him his gear. The recharge for this shouldn't be too short, to give Spies who escape the first hunt a chance to go again before the Engineer can give them his undivided attention.
Additionally, it can allow the Engineer a degree of mobility, allowing him to leave his gear and get metal or take a few potshots at enemies without knowing that doing so is liking handing his buildings to a Spy, on a plate.
The Teleporter Pack
The main problem playing an Engineer in a constantly shifting gameplay is metal. When you destroy your level 3 buildings at the previous point, you have to start getting more metal to build your new gear at the new point, meaning a lot of running around while your gear is undefended and low level.
The Teleporter Pack - either a replacement for a ranged weapon or a plain upgrade to all Engineers everywhere - reduces this metal cost by allowing you to teleport previous erected dispensers, sentries and teleporters forward at the cost of their levels. It replaces the unnecessary Destroy PDA with a sparking, fizzing, Tesla-powered Teleport PDA.
Teleportation resets a building's level to 1 and teleports it forward to the new position over the same time as the unmodified build times for (10 seconds for sentries, 20 for dispensers and teleporters). In order to warn enemies present at its target location of its arrival, it projects a holographic representation of the building being moved, possibly accompanied by a Xen-like sound. If a Spy saps the building during this time, the teleport is cancelled.
What this means is that the Engineer is no longer so reliant on metal locations for the initial placement of gear, as well as having 200 metal potentially 'in the bank' for a quick upgrade of one building when moving forward. This would be useful both for CP maps and for offensive or even defensive Engineers in other contexts, and possibly for offensive Engineering.
The Quick Tweak / The Little Fix
Although Valve is beta testing the PDQ - which gives quicker build times for buildings at the expense of being unable to upgrade them yourself (I have my doubts as to how successful this would be) - I would actually like to simply see a quicker-hitting wrench. With the Direct Hit now 2-shotting sentries, more frequent heal swings would be much appreciated.
The Quick Tweak would be a weaker wrench, with a ~0.4 swing time (roughly half that of the Wrench). In almost every respect it does half what the wrench does in a single swing; so it upgrades for 13 metal's worth a hit, repairs half what the wrench does, and takes four hits to remove a sapper. At the same time, its melee is half weaker and it might not even be able to crit at all (say goodbye to the sentry-assisted max crit chance of the 'crench').
The benefit of a quicker hitting wrench is a steadier stream of healing, somewhat mitigating those occasions when being knocked back slightly means your swing misses, giving the enemy nearly a second's window to destroy your pride and joy. The weakest part of this suggestion is that it doesn't add any new dimensions to engineering; it's a straight up sidegrade.
EvilBadmanDO NOT TRUST THIS MANRegistered Userregular
edited January 2010
It is so incredibly satisfying to plow throw 3 turtling engies on an offense despite their belief they are untouchable. Restricting the amount of a class because they're annoying is a cop out.
Posts
I'll take my full set of community weapons now thanks valve
kpop appreciation station i also like to tweet some
I get it. Very good.
Wait, then they couldn't be sapped...
Perfect!
Who is this robin, and why does my soul itch?
edit: Robin Walker I mean. He's also Australian.
[email protected] iirc.
I would buy more copies of TF2 of course. It's in their best interest to stop me from idling.
This is the best.
You are the best.
Do people not watch Harvey Birdman: Attorney at Law or something? What is wrong with the rest of you?
Edit: Why yes I am double posting.
pull out your sticky launcher, aim slightly above people's heads, and jam left click and right click continuously until you are out of ammo
this is not an "omg demo is 2ez" post
this is actually what you should do if you're just starting out
Hit people below the knees to get them in the air, an easy way to do this if someone is running straight at you is to keep your aim at about torso height then crouch and fire without adjusting, useful against charging Demos especially atm.
oh and cue "Demospam" posts.
By the time you have mastered the sticky launcher(20-30 minutes tops), you should have the Chargin' Targe.
Equip it.
Now that you've essentially crippled yourself, you'll have to get a medic and play Dr. Mario. Once you've mastered the pill launcher, you can do whatever the fuck you want. You're a demo and you're invincible.
Have fun with it.
Grenade launcher + targe + bottle can be ridiculously entertaining.
yep. i didn't start playing demo until i did this. you will suck at first but it's fun. experience with the nade launcher will crossover with the sticky launcher in terms of leading your shots.
play as a defensive fighter. most of the time you will be backing away from a confrontation while firing your weapon.
The Targe really has helped a lot of demos be less reliant on the sticky launcher. Its decent as a combat weapon, sure, but you can't set traps and fight with it at the same time.
It's about finished.
Oh.
And if you play pyro a lot, using the flare gun helps aim pipes. They move at the same speed.
make it have a battery on the ground or control panel or something that can be sapped and wrenched but not shot
kpop appreciation station i also like to tweet some
But it also possibly hurts pyro so it's a shitty idea.
kpop appreciation station i also like to tweet some
Or walls. There's some fuckin' tall walls in this game let me tell you.
Old Engineer Suggestions
The Short Circuit is an answer to the lone Engineer's problem facing a Spy. Having a Spy sap everything often leads to the destruction of something important - unless they get cocky and undisguise - if you want that Spy dead. What the Engineer needs is a bit of personal time between him and the Spy without the interruption of circuits sizzling and metal snapping under unwanted sappers.
The Short Circuit - replacing one of the ranged weapons - would be a single-use recharge item like Jarate. When used, it would remotely short circuit all the Engineer's equipment for a short duration - around 8 seconds - instantly removing all sappers and causing damage to anyone attempting to sap or wrench the buildings in this period. For this duration all the buildings would be powered down, making them nonfunctional and vulnerable to actual attack, but at the same time the electrical charge prevents further application of the devious, underhanded sapper device.
This gives the Engineer the time needed to break away from his gear, hunt down the Spy, and then get back to some real work, but at the cost of a possible enemy push in this time costing him his gear. The recharge for this shouldn't be too short, to give Spies who escape the first hunt a chance to go again before the Engineer can give them his undivided attention.
Additionally, it can allow the Engineer a degree of mobility, allowing him to leave his gear and get metal or take a few potshots at enemies without knowing that doing so is liking handing his buildings to a Spy, on a plate.
The Teleporter Pack
The main problem playing an Engineer in a constantly shifting gameplay is metal. When you destroy your level 3 buildings at the previous point, you have to start getting more metal to build your new gear at the new point, meaning a lot of running around while your gear is undefended and low level.
The Teleporter Pack - either a replacement for a ranged weapon or a plain upgrade to all Engineers everywhere - reduces this metal cost by allowing you to teleport previous erected dispensers, sentries and teleporters forward at the cost of their levels. It replaces the unnecessary Destroy PDA with a sparking, fizzing, Tesla-powered Teleport PDA.
Teleportation resets a building's level to 1 and teleports it forward to the new position over the same time as the unmodified build times for (10 seconds for sentries, 20 for dispensers and teleporters). In order to warn enemies present at its target location of its arrival, it projects a holographic representation of the building being moved, possibly accompanied by a Xen-like sound. If a Spy saps the building during this time, the teleport is cancelled.
What this means is that the Engineer is no longer so reliant on metal locations for the initial placement of gear, as well as having 200 metal potentially 'in the bank' for a quick upgrade of one building when moving forward. This would be useful both for CP maps and for offensive or even defensive Engineers in other contexts, and possibly for offensive Engineering.
The Quick Tweak / The Little Fix
Although Valve is beta testing the PDQ - which gives quicker build times for buildings at the expense of being unable to upgrade them yourself (I have my doubts as to how successful this would be) - I would actually like to simply see a quicker-hitting wrench. With the Direct Hit now 2-shotting sentries, more frequent heal swings would be much appreciated.
The Quick Tweak would be a weaker wrench, with a ~0.4 swing time (roughly half that of the Wrench). In almost every respect it does half what the wrench does in a single swing; so it upgrades for 13 metal's worth a hit, repairs half what the wrench does, and takes four hits to remove a sapper. At the same time, its melee is half weaker and it might not even be able to crit at all (say goodbye to the sentry-assisted max crit chance of the 'crench').
The benefit of a quicker hitting wrench is a steadier stream of healing, somewhat mitigating those occasions when being knocked back slightly means your swing misses, giving the enemy nearly a second's window to destroy your pride and joy. The weakest part of this suggestion is that it doesn't add any new dimensions to engineering; it's a straight up sidegrade.
They need to get rid of that turtling bullshit. It's fucking stupid and stagnates the game.
Goddamnit I swear to God if Valve makes turtling any more attractive for engineers I will never stop playing demoman to spite everyone.
what was that RMF thing where you could turn off your sentry to let it heal and/or stop it beeping to be all stealthgineer, that was rad
"...only mights and maybes."
Or use the sentry limiter plugin!