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Dammit dammit dammit dammit! - new blog post https://forum.specialattack.net/viewtopic.php?t=7051 |
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Author: | [SpA]Mr.green [ 04 Mar 2010, 14:51 ] |
Post subject: | Dammit dammit dammit dammit! - new blog post |
http://tf2.com/post.php?id=3539 Code:
Interesting ![]() ![]() 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 ![]() |
Author: | [SpA]SaintK [ 04 Mar 2010, 15:08 ] |
Post subject: | Re: Dammit dammit dammit dammit! - new blog post |
Nice blog again, i really enjoy reading the struggles dev's have with creating new things. Gives a good insight in the thinking process. |
Author: | Crovax20 [ 04 Mar 2010, 15:13 ] |
Post subject: | Re: Dammit dammit dammit dammit! - new blog post |
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? |
Author: | DrMcMoist [ 04 Mar 2010, 15:32 ] |
Post subject: | Re: Dammit dammit dammit dammit! - new blog post |
Mr.green wrote: Oh, and it's made out of chocolate... |
Author: | [SpA]Relentless [ 04 Mar 2010, 16:22 ] |
Post subject: | Re: Dammit dammit dammit dammit! - new blog post |
[SpA]Crovax20 wrote: Crovax Engie update
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.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 Lvl 2 SG - Seriously? Free aimbot for everyone? |
Author: | ProtectMyBalls [ 04 Mar 2010, 16:39 ] |
Post subject: | Re: Dammit dammit dammit dammit! - new blog post |
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. |
Author: | [SpA]ArchLurker_Chad [ 04 Mar 2010, 16:57 ] |
Post subject: | Re: Dammit dammit dammit dammit! - new blog post |
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 |
Author: | ProtectMyBalls [ 04 Mar 2010, 17:02 ] |
Post subject: | Re: Dammit dammit dammit dammit! - new blog post |
its more of the same from valve... |
Author: | [SpA]Dekar [ 04 Mar 2010, 19:03 ] |
Post subject: | Re: Dammit dammit dammit dammit! - new blog post |
They propably have no idea of what to give the engi, so they decided to make the Portal stuff to refresh their mind. ![]() |
Author: | DrMcMoist [ 04 Mar 2010, 19:37 ] |
Post subject: | Re: Dammit dammit dammit dammit! - new blog post |
Who cares what they do now, the games been arsed up beyond all recognition as it is. |
Author: | [SpA]JediLardMaster [ 04 Mar 2010, 20:32 ] |
Post subject: | Re: Dammit dammit dammit dammit! - new blog post |
I think we should remove the engie limit when its released. Seriously 12 v 12 engineers is the way to go. |
Author: | [SpA]Repel [ 04 Mar 2010, 20:57 ] |
Post subject: | Re: Dammit dammit dammit dammit! - new blog post |
[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.
|
Author: | sebas [ 04 Mar 2010, 21:16 ] |
Post subject: | Re: Dammit dammit dammit dammit! - new blog post |
And by CTF you obviously only mean 2fort. |
Author: | ditch [ 04 Mar 2010, 21:47 ] |
Post subject: | Re: Dammit dammit dammit dammit! - new blog post |
[SpA]DrMcMoist wrote: Who cares what they do now, the games been arsed up beyond all recognition as it is.
![]() |
Author: | ProtectMyBalls [ 04 Mar 2010, 22:10 ] |
Post subject: | Re: Dammit dammit dammit dammit! - new blog post |
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 |
Author: | Crovax20 [ 04 Mar 2010, 22:16 ] |
Post subject: | Re: Dammit dammit dammit dammit! - new blog post |
[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? 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. |
Author: | [SpA]Cpt.Awesome [ 04 Mar 2010, 22:29 ] |
Post subject: | Re: Dammit dammit dammit dammit! - new blog post |
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.. =]] |
Author: | [SpA]Minimoose! [ 04 Mar 2010, 22:35 ] |
Post subject: | Re: Dammit dammit dammit dammit! - new blog post |
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. |
Author: | [SpA]Relentless [ 04 Mar 2010, 22:38 ] |
Post subject: | Re: Dammit dammit dammit dammit! - new blog post |
[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? 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. ![]() ![]() |
Author: | [SpA]MrOrange [ 04 Mar 2010, 22:39 ] |
Post subject: | Re: Dammit dammit dammit dammit! - new blog post |
[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 ![]() |
Author: | [SpA]Minimoose! [ 04 Mar 2010, 22:58 ] |
Post subject: | Re: Dammit dammit dammit dammit! - new blog post |
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. |
Author: | Barbas [ 04 Mar 2010, 23:02 ] |
Post subject: | Re: Dammit dammit dammit dammit! - new blog post |
The video they linked to was hilarious |
Author: | DrMcMoist [ 04 Mar 2010, 23:35 ] |
Post subject: | Re: Dammit dammit dammit dammit! - new blog post |
[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!!! ![]() |
Author: | Crovax20 [ 05 Mar 2010, 08:55 ] |
Post subject: | Re: Dammit dammit dammit dammit! - new blog post |
[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. ![]() ![]() 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. |
Author: | ProtectMyBalls [ 05 Mar 2010, 10:41 ] |
Post subject: | Re: Dammit dammit dammit dammit! - new blog post |
so it would work kind of like the soldiers buff banner thing, sounds cool ![]() |
Author: | [SpA]Minimoose! [ 05 Mar 2010, 16:17 ] |
Post subject: | Re: Dammit dammit dammit dammit! - new blog post |
Helicopter + Mech suit update would be cool. |
Author: | dckjns [ 05 Mar 2010, 17:14 ] |
Post subject: | Re: Dammit dammit dammit dammit! - new blog post |
Bubble Trouble from W4 already |
Author: | [SpA]Relentless [ 05 Mar 2010, 22:01 ] |
Post subject: | Re: Dammit dammit dammit dammit! - new blog post |
[SpA]Crovax20 wrote: [SpA]Relentless wrote: If you make the portable dispenser even worse then you can really as well play medic instead ![]() ![]() 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. 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. |
Author: | DrMcMoist [ 05 Mar 2010, 22:43 ] |
Post subject: | Re: Dammit dammit dammit dammit! - new blog post |
Relentless, did you change your avatar to Kirby cause I was going around muddying your good name? ![]() EDIT: Hehe. He's got your number Crovax. ![]() |
Author: | [SpA]Relentless [ 06 Mar 2010, 12:39 ] |
Post subject: | Re: Dammit dammit dammit dammit! - new blog post |
[SpA]DrMcMoist wrote: Relentless, did you change your avatar to Kirby cause I was going around muddying your good name?
I saw you changed your avatar, then I felt like it was time for a change for me as well ![]() ![]() |
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