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Ideas for some Engie Upgrades???

#  Oct 18, 2008 at 5:57 PM
Join Date:
Oct 18, 2008
Post Count:
60
 
Specialty: Pyro
 
Hey Everybody,
    I've been thinking a lot about the Engineer lately and some of the upgrades that he might have. I've come up with a few ideas for some upgrades, but if you don't like them or whatever, just let me know.

    FIRST OF ALL, let me say that, instead of giving him three upgraded weapons or upgrading buildings, my Engie has three new buildings, and while I think they're pretty good, there may be some flaws that I have missed, so just comment.

    (1)--SPAWN BEACON: So, you have an Engineer on your team, but he hasn't built a teleporter yet, so you're stuck walking all the way from the spawnpoint to the actual fighting. Well, this little device eliminates all that exercise. Just have your Engie build one of these babies, and you'll have the option of either spawing at the normal point or dropping into the fray from here.

    (2)--WEAPONS LOCKER: Have you ever been in one of those situations where you see the perfect opportunity to Pyro a huge mob from behind, but you're playing as a weakly Scout? The Weapons Locker allows you to exchange your weapons for those of other classes: imagine going into battle as a Heavy, being healed by another Heavy weilding a Medigun! Or, if you like to be a one-man army, you can attack as a Soldier with a flamethrower as your primary, a stickybomb launcher as your secondary, with a baseball bat as your melee weapon. The possibilities are endless!!! (Well, almost endless...you can't use unlockable weapons, only the basics--no one wants a Spy with a Backburner)

    (3)--SNIPER DECOY: So, you have the perfect plan for defeating the enemy? What are you gonna do about that pesky Sniper? While I can't help you there, I can help you mess up someone else's strategy. Just have your Engie drop one of these in a high place, and a fake Sniper pops up, looking exactly like the real deal--only he's not. If you need something to buy your team some time, this could be your lifesaver.

    Well, those are my ideas. If you like them, that's great, and if you hate them, just tell me why, and I'll work on some "improvements" to my ideas.
#  Oct 18, 2008 at 6:00 PM
Join Date:
Jan 27, 2008
Post Count:
3705
 
BUICK 82538
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Specialty: Medic
Steam ID: smerbeck@hotmail.com
Clan: Chuckles is a L R-W
Funniest GuyKing MedicLAN 08 BadgeSponsor
 
Fun ideas. Some of the most creative I've seen.
Dunno bout' how practical. ;p
#  Oct 18, 2008 at 6:08 PM
Join Date:
Jun 25, 2008
Post Count:
145
 
warsjosh 86037
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Specialty: Spy
Steam ID: ya boi JYoung
GamerTag: WarsJosh
 
You're kidding, right?

(1) - The spawn beacon is basically a better teleporter, completely ignoring the balance put into the teleporter by making there a timer between trips. There really is no need for a spawn beacon, at least not the reason you give, because if the engy is stupid enough not to use a teleporter he isn't going to make a spawn beacon.

(2) - I don't even want to mention the weapons locker ... All I can say is I guess you don't understand the point of there being classes.

(3) - The sniper decoy is an okay, however overused idea. I just think if you want to do that sort of thing, you can use one of those sniper sprays.
#  Oct 18, 2008 at 6:10 PM
Join Date:
Sep 21, 2007
Post Count:
1672
 
Chro 77370
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King Engie
 
All horrible ideas

1) Teleporters
2) So many balance issues that i couldn't list them all.
3) Useless
#  Oct 18, 2008 at 6:24 PM
Join Date:
Feb 28, 2008
Post Count:
1102
 
Steam ID: jackemupkid
Clan: {TF2F} Community
SquigMember
 
The spawn beacon is essentially an overpowered teleporter. The weapons locker would cause way too many balance problems and would essentially make classes obselete. The sniper decoy sounds kind of hard to make it work, and once people find out it's a fake, it won't really matter.

Besides, it doesn't look like the engie is gonna get to build new things. When you go to the loadout, all it shows are his shotgun, pistol, and wrench as upgradeable; the spy only gets a new revolver and knife.
#  Oct 20, 2008 at 7:43 AM
Join Date:
Oct 02, 2008
Post Count:
176
 
Darwins_Dog 88127
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Specialty: Medic
Steam ID: Darwins_Dog
 
He should have an achivement that he can get for riding the bomb in at the end of a payload.  You could call it Slim Pickins or something a la:

#  Oct 28, 2008 at 4:41 AM
Join Date:
Jun 15, 2008
Post Count:
216
 
Specialty: Engineer
Steam ID: Jon The Wizard
GamerTag: Jon The Wizard
 
New pistol: Nailgun.  0% chance to crit, 100% chance to give 100 metal on a kill.
New wrench: Monkey Wrench.  0% crit chance, 50% less damage, faster upgrades and building on Sentrygun, Dispenser and Teleporter.
New dispenser: Mini-Fridge.  Faster healing, more metal given, metal generates slower.
#  Oct 28, 2008 at 6:03 AM
Join Date:
Mar 07, 2008
Post Count:
44
 
Belial 83434
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Specialty: Engineer
Steam ID: [VOF] Belial
Clan: [VOF]
 
So now we get to do that 500 reply thread again, joy. :s
#  Oct 28, 2008 at 6:21 AM
Join Date:
Jun 30, 2008
Post Count:
876
 
Ninjarooster 86252
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Specialty: Scout
Steam ID: Ninjarooster
 
sorry man but, you fail this much
fail owned pwned pictures
#  Oct 28, 2008 at 6:28 AM
Join Date:
Aug 28, 2008
Post Count:
474
 
dgblmb 87664
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Specialty: Medic
Clan: nope, nil, nada
 
Dispenser = Weapon/Health drop-offs
An old idea but I like it. Drop these to help your team make the final push to victory.
Can be used by the enemy but the effect is only 75%.
To stop these been Op they have a range...
o = If you place here...
x = ...You cannot place here
xxxxxxx
xxxoxxx - Small weapon/ Health drop-off
xxxxxxx

xxxxxxxxx
xxxxxxxxx
xxxxoxxxx - Mediem weapon/ Health drop-off
xxxxxxxxx
xxxxxxxxx

xxxxxxxxxxx
xxxxxxxxxxx
xxxxxxxxxxx
xxxxxoxxxxx -Large weapon/ Health drop-off
xxxxxxxxxxx
xxxxxxxxxxx
xxxxxxxxxxx

Useless for a Defensive Engineer but for an Offensive Engineer, well... That's diffrent


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Team Fortress 2


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