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PostPosted: 04 Mar 2010, 14:51 
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http://tf2.com/post.php?id=3539
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We're plugging away at the Engineer update. He's an interesting class to work on, because he creates a larger footprint in the game than any other class. This means we have a lot of options to work with, and the resulting set of ideas is truly daunting. Since we've already built and playtested some things that haven't worked out (with no false modesty, I think we've mastered the art of rapidly making things that aren't fun), we thought it might be interesting to give you some of our failed experiments.....
Interesting :P
Image

Suggestion for new toolboxes for the engi.

"Engis old Toolbox"
his old toolbox
-including a double teleporter(twoway), a exit and an entrance on each side. But because of it is two teles is slower it is like 40% slower, (it is upgradaple)
-ran out of ideas (help me!) :-)
-Old Sentry, single barrel machinegun with a small single rocket launcher beside it
and it all made in a rusty looking way(not upgradaple)

were bored so just had to make an suggestion for the engi update, and hopefully get something correct :wink:

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Last edited by [SpA]Mr.green on 04 Mar 2010, 15:40, edited 1 time in total.

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PostPosted: 04 Mar 2010, 15:08 
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Nice blog again, i really enjoy reading the struggles dev's have with creating new things. Gives a good insight in the thinking process.


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PostPosted: 04 Mar 2010, 15:13 
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Crovax Engie update

The engineer recieves a mech suit, with on his rear either a level 1 dispenser or a level 1 teleporter. He cannot repair buildings, but he can place a level 1 teleporter entrance somewhere. He gets to have the lvl 2 sentrygun guns welded on his mechsuit (slightly different stats and no knockback i reckon).

There, you solved the problem of the engineer being forced to sit at his base and made him functional for an assault team. The mech suit does not increase his health in any way, its roll is to make him a portable support asset. If the engineer chooses to take the teleporter load out he is stuck with a level 1 teleporter that will occasionally reinforce his position with a team mate. (you could even twink the teleporter on his back to be even slower than a level 1). If he chooses the lvl 1 dispenser he will be a good area healer that doesn't heal fast at all (lvl 1 dispensers heal slow, and again you could twink the healing). So now we got an engineer that runs with the assault people, but doesn't have the same staying power as an engineer that builds a base nor the same healing/teleporting support as a normal engineer.

Update done.

You could even put a dispenser and a teleporter on the mech suit but make them inferior to a normal engineers lvl 1 base....

Is it that hard Valve?

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PostPosted: 04 Mar 2010, 15:32 
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Mr.green wrote:
Looks like some kind of Dispenser/Radar thing. Presumably for countering incoming Spies.

Oh, and it's made out of chocolate...


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PostPosted: 04 Mar 2010, 16:22 
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[SpA]Crovax20 wrote:
Crovax Engie update

The engineer recieves a mech suit, with on his rear either a level 1 dispenser or a level 1 teleporter. He cannot repair buildings, but he can place a level 1 teleporter entrance somewhere. He gets to have the lvl 2 sentrygun guns welded on his mechsuit (slightly different stats and no knockback i reckon).

There, you solved the problem of the engineer being forced to sit at his base and made him functional for an assault team. The mech suit does not increase his health in any way, its roll is to make him a portable support asset. If the engineer chooses to take the teleporter load out he is stuck with a level 1 teleporter that will occasionally reinforce his position with a team mate. (you could even twink the teleporter on his back to be even slower than a level 1). If he chooses the lvl 1 dispenser he will be a good area healer that doesn't heal fast at all (lvl 1 dispensers heal slow, and again you could twink the healing). So now we got an engineer that runs with the assault people, but doesn't have the same staying power as an engineer that builds a base nor the same healing/teleporting support as a normal engineer.

Update done.

You could even put a dispenser and a teleporter on the mech suit but make them inferior to a normal engineers lvl 1 base....

Is it that hard Valve?
Portable Dispenser Lvl 1 on back - could as well play medic. It's not like there's not constantly ammo lying around on the ground on most maps.
Portable Lvl 2 SG - Seriously? Free aimbot for everyone?

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PostPosted: 04 Mar 2010, 16:39 
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i liked alot of the ideas from the fake engy update

plus it was really well made and presented http://www.teamfortress.com.br/engineer ... day01.html

why cant they do the bloody dog update to, that sounded awesome! http://guarddog.50webs.com/

again, well made and well presented.


i cant be arsed to read the whole blog, but am i write to assume that they have no idea and the update will happen in "..." months.

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PostPosted: 04 Mar 2010, 16:57 
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Aye, doesn't say how far along they are.
Just presents some lessons they learned along the way, mostly
"this is how it's not done"-lessons :P

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PostPosted: 04 Mar 2010, 17:02 
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its more of the same from valve...

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PostPosted: 04 Mar 2010, 19:03 
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They propably have no idea of what to give the engi, so they decided to make the Portal stuff to refresh their mind. :mrgreen:


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PostPosted: 04 Mar 2010, 19:37 
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Who cares what they do now, the games been arsed up beyond all recognition as it is.


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PostPosted: 04 Mar 2010, 20:32 
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I think we should remove the engie limit when its released. Seriously 12 v 12 engineers is the way to go.

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PostPosted: 04 Mar 2010, 20:57 
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[SpA]JediLardMaster wrote:
I think we should remove the engie limit when its released. Seriously 12 v 12 engineers is the way to go.
Then set up a 24/7 CTF server.


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PostPosted: 04 Mar 2010, 21:16 
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And by CTF you obviously only mean 2fort.

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PostPosted: 04 Mar 2010, 21:47 
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[SpA]DrMcMoist wrote:
Who cares what they do now, the games been arsed up beyond all recognition as it is.
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PostPosted: 04 Mar 2010, 22:10 
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lol 12 people all sat in their own bases waitin for the other 12 people sat in their own base to come in... lol... zzz

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PostPosted: 04 Mar 2010, 22:16 
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[SpA]Relentless wrote:

Portable Dispenser Lvl 1 on back - could as well play medic. It's not like there's not constantly ammo lying around on the ground on most maps.
Portable Lvl 2 SG - Seriously? Free aimbot for everyone?
Did I anywhere suggest that it should be a direct copy? Did you even read my post or just saw lvl 1 dispenser, lvl 1 telly, lvl 2 sentrygun and started to write with blindrage.

I CLEARLY STATED THESE WOULD NOT HAVE TO BE AS EFFECTIVE. The level 2 guns on the arms of the mechsuit would not auto-aim you would have to aim yourself with them and of course the weapon dmg/knockback/whatever has to be changed. I just would like to little miniguns on my mechsuit.

Why the fuck do people immediately assume I am talking about a walking lvl2 sentry/lvl1 dispenser/lvl 1 telleporter?

Also have you actually checked how long it takes for a level 1 dispenser to heal you to full health? It takes forever, and you have to be very close to it and they could easily make it even less effecient than a lvl 1 dispenser.

It would also prevent the situation of 24 engineers sitting in their bases with an updated turretfarm. You'd actually have them running around and do stuff.

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PostPosted: 04 Mar 2010, 22:29 
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personally i would like your idea crovax... especially since the guy still only has 125 hp.. so he will be quite easy to take down if you play it right.. i would submit it too valve.. =]]

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PostPosted: 04 Mar 2010, 22:35 
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I think engi's should have a little helicopter instead of a sentry, it has a level 1 sentry on it and follows the engineer around, it only has 75 hp though and costs 125 metal to build.

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PostPosted: 04 Mar 2010, 22:38 
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[SpA]Crovax20 wrote:
[SpA]Relentless wrote:

Portable Dispenser Lvl 1 on back - could as well play medic. It's not like there's not constantly ammo lying around on the ground on most maps.
Portable Lvl 2 SG - Seriously? Free aimbot for everyone?
Did I anywhere suggest that it should be a direct copy? Did you even read my post or just saw lvl 1 dispenser, lvl 1 telly, lvl 2 sentrygun and started to write with blindrage.

I CLEARLY STATED THESE WOULD NOT HAVE TO BE AS EFFECTIVE. The level 2 guns on the arms of the mechsuit would not auto-aim you would have to aim yourself with them and of course the weapon dmg/knockback/whatever has to be changed. I just would like to little miniguns on my mechsuit.

Why the fuck do people immediately assume I am talking about a walking lvl2 sentry/lvl1 dispenser/lvl 1 telleporter?

Also have you actually checked how long it takes for a level 1 dispenser to heal you to full health? It takes forever, and you have to be very close to it and they could easily make it even less effecient than a lvl 1 dispenser.

It would also prevent the situation of 24 engineers sitting in their bases with an updated turretfarm. You'd actually have them running around and do stuff.
If you make the portable dispenser even worse then you can really as well play medic instead ;) Seems I'm not the only one who doesn't read the other's post carefully :P

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PostPosted: 04 Mar 2010, 22:39 
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[SpA]Minimoose! wrote:
I think engi's should have a little helicopter instead of a sentry, it has a level 1 sentry on it and follows the engineer around, it only has 75 hp though and costs 125 metal to build.
Edit: what he said before he edited. Being 'I think engi's should have a little helicopter'.
I'd laugh my ass off to see the engi flying around with a big ol' goofy smile on his face being all happy in his helicopter :mrgreen:

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Last edited by [SpA]MrOrange on 04 Mar 2010, 23:22, edited 1 time in total.

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PostPosted: 04 Mar 2010, 22:58 
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Well, I was gunna say that, but I thought the idea would 'get shot down' pretty quickly. Yes that's right, what an awesome pun.

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PostPosted: 04 Mar 2010, 23:02 
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The video they linked to was hilarious


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PostPosted: 04 Mar 2010, 23:35 
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[SpA]Minimoose! wrote:
Well, I was gunna say that, but I thought the idea would 'get shot down' pretty quickly. Yes that's right, what an awesome pun.
YOU again!?

WATA!!! Image


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PostPosted: 05 Mar 2010, 08:55 
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[SpA]Relentless wrote:
[SpA]Crovax20 wrote:

Did I anywhere suggest that it should be a direct copy? Did you even read my post or just saw lvl 1 dispenser, lvl 1 telly, lvl 2 sentrygun and started to write with blindrage.

I CLEARLY STATED THESE WOULD NOT HAVE TO BE AS EFFECTIVE. The level 2 guns on the arms of the mechsuit would not auto-aim you would have to aim yourself with them and of course the weapon dmg/knockback/whatever has to be changed. I just would like to little miniguns on my mechsuit.

Why the fuck do people immediately assume I am talking about a walking lvl2 sentry/lvl1 dispenser/lvl 1 telleporter?

Also have you actually checked how long it takes for a level 1 dispenser to heal you to full health? It takes forever, and you have to be very close to it and they could easily make it even less effecient than a lvl 1 dispenser.

It would also prevent the situation of 24 engineers sitting in their bases with an updated turretfarm. You'd actually have them running around and do stuff.
If you make the portable dispenser even worse then you can really as well play medic instead ;) Seems I'm not the only one who doesn't read the other's post carefully :P
..... typical of the internet its full of retards who jump on one line and then keep bashing that while totally forgetting the grand picture of what someone was trying to do with his post.

My intention was simply to show a good and fun update to the engineer that wouldn't overpower or underpower him but would give him a role in an attacking team. Of course I can't say the dispenser has to heal like a level 3 or a level 0, because I can not playtest it. A medic is a single target spike damage healer, the engineer in my update would be a area of effect healer, of course not as effecient as a medic because he can't overheal but he could make your assault a little bit more solid. And allow other classes who don't get the undivided attention of the medic last longer.

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PostPosted: 05 Mar 2010, 10:41 
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so it would work kind of like the soldiers buff banner thing, sounds cool :) means the engy can leave the base and stick with the main assault line.

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PostPosted: 05 Mar 2010, 16:17 
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Helicopter + Mech suit update would be cool.

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PostPosted: 05 Mar 2010, 17:14 
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Bubble Trouble from W4 already

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PostPosted: 05 Mar 2010, 22:01 
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[SpA]Crovax20 wrote:
[SpA]Relentless wrote:

If you make the portable dispenser even worse then you can really as well play medic instead ;) Seems I'm not the only one who doesn't read the other's post carefully :P
..... typical of the internet its full of retards who jump on one line and then keep bashing that while totally forgetting the grand picture of what someone was trying to do with his post.

My intention was simply to show a good and fun update to the engineer that wouldn't overpower or underpower him but would give him a role in an attacking team. Of course I can't say the dispenser has to heal like a level 3 or a level 0, because I can not playtest it. A medic is a single target spike damage healer, the engineer in my update would be a area of effect healer, of course not as effecient as a medic because he can't overheal but he could make your assault a little bit more solid. And allow other classes who don't get the undivided attention of the medic last longer.
Thanks for calling me a retard.

To be fair, your backpack-dispenser, as you "designed" it right now, would be downright useless. It would basically be the same as the medic in Team Fortress Classic - in case you do not know, the Medic in that game was entirely used as a combat class to capture the enemy flag because his medpack was the most useless item in that whole game. It was melee range only (you had to hug your teammate to be able to heal him) and it also wouldn't overheal very much (like 2% hp per "attack"). It's basically what you want to do to the engy right now - except that he could still shoot which doesn't do much because Engies deal average damage close range while also having average walking speed. They get outfragged by every other class in the game unless they have their sentry up, which is also very predictable as everyone knows the engy/sentry metagame after 2 years.


I did not say anything about the backpack teleporter - that might actually work out. I did not explicitly state that though because I fucking hate your way of argumenting, because it's not argumenting (My update IS good and fun, and you are all stupid if you do not agree.).

Imo, the engy just isn't deep enough because of his stale telegraphed play style. I mean, this game is out for 2 years and this guy's game is the only on that hasn't been changed ever since. Any other class can be played offensively, defensively or supportive (to a certain extent) but the engy is and always will be a turtler because of the sentry's limitations. In order to change his style of playing, you have to give him another sentry gun with different properties.

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PostPosted: 05 Mar 2010, 22:43 
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Relentless, did you change your avatar to Kirby cause I was going around muddying your good name? :mrgreen:

EDIT: Hehe. He's got your number Crovax. :wink:


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PostPosted: 06 Mar 2010, 12:39 
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[SpA]DrMcMoist wrote:
Relentless, did you change your avatar to Kirby cause I was going around muddying your good name? :mrgreen:
I saw you changed your avatar, then I felt like it was time for a change for me as well 8)

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