Engineer Update

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Paragon Fury

The Loud Shadow
Jan 23, 2009
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Well, most of us know that the Engineer in TF2 has yet to have their update. And many of us have ideas as to what they could be cooking up. But what would you like to see them give the Engineer for his update?

I've personally come up with two ideas myself.



Spy-cesion Build Kit (Replaces Normal Build Kit)
Level 15 PDA
- Comes with Teleporter Entrance and Exit
- Comes with "Spydar" Antenna
- Comes with "Hunter" Turret

"Spydar" Antenna:
Level 1 - Detects all non-cloaked spies in a set radius (Gives them a RED or BLU outline and your entire team's HUD))

Level 2 - Detects all spies, period.

Level 3 - Detects all enemies.

"Hunter" Turret
- Normal Level 1 and 2 Builds
- At Level 3, sacrifices rockets for the ability to shoot at enemy Spies, regardless of status.




Fire Sealer (Replaces Wrench)
Level 60 Wielding Torch
- Can set Spies on fire
- Gives +100% Build/Repair Rate bonus
- Reduces Build/Upgrade Cost by 25%
- Has +75% Crit Hit Rate
- Unable to remove Sappers from objects
- Relies on ammo
 

Silvance

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Jul 15, 2009
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You just made Spies unusable. The fact that a single lv. 2 "Spydar" could prevent every single spy from going through an entrance would destroy the class. Spies and demos are the only things that can really hurt engies, leave them to their weaknesses. The wrench would kinda suck for the engi though. Once that spy suicided his stuff, he'd be screwed.

If anything, make a second lv. 3 turret that does slightly less damage but has heavy knockback on ubered units.
 

Paragon Fury

The Loud Shadow
Jan 23, 2009
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I fail to see how ths makes Spies unusable.

1: Soldiers and Engineers just got their shiny new "Engingeers are now even more pucked" update. Keeping objects in existance is big challenge - these would be even harder to keep up, once people know they're in play.

2: Spies could still sneak in when the objects are distracted, or be a little more proactive in their Engineer hunting.

3: Worst comes to worse, I suppose I could always have it be that using the Cloak and Dagger could slow down or distorted detection.
 

omega_peaches

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Jan 23, 2010
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If this actually came true, there would be little to no spies
First of all, the "Spydar level 3" Detects ALL enemies, how would YOU see them, like, a wallhack or something? And it can even detect cloaked/Disguised spies?
And the "Hunter Turrent?" Shoots at disguised, even cloaked spies?
 

rainman2203

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Oct 22, 2008
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Seems rather unbalanced to me, and I hate spies. All of your suggestions are decidedly "antispy", which is dumb for an update. Ideally, new gear should be effective against all classes while still being different somehow. The only exception in my mind is the Razorback, which I absolutely hate.
 

Paragon Fury

The Loud Shadow
Jan 23, 2009
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omega_peaches said:
If this actually came true, there would be little to no spies
First of all, the "Spydar level 3" Detects ALL enemies, how would YOU see them, like, a wallhack or something? And it can even detect cloaked/Disguised spies?
And the "Hunter Turrent?" Shoots at disguised, even cloaked spies?
It would appear as BLU or RED box/circle, visible anywhere (even through walls/floors/ceilings) - it wouldn't give away what class they are, what they're carrying, etc. Level 1 and 2 could only detect spies (Level 2 can detect disguised spies), but it won't tell anyone this - you'd simply have to know what level your team's Spydar is at to figure out what it is.

And yes, the Hunter turret (at Level 3) shoots at disquised/cloaked spies.
 

Kollega

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Jun 5, 2009
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Copypasted from an older thread. Engineer-Update-As-I-Would-Like-To-See-It:

A magnetic coil gun that shoots radioactive railroad spikes. Useful for marking targets, but needs to be reloaded after each shot and requires 10 metal for each shot.

A six-shooter able to destroy sappers in three shots. Long reload - so even with full clip, you can only really destroy two sappers.

An Astro-Wrench, the product of space age (and similar in shape to Omniwrench of Ratchet & Clank's fame - yay for thinly-veiled references). Allows you to construct buildings twice as fast as with normal wrench. Upgrades buildings by 50 metal per strike, but won't work if you have less than 50. Deals only half of melee damage, but critical hits still have full power.

***

A sniper Sentry, as i said. Has slower rotation, smaller cone of instant lock-on, and more range, more damaging and durable than Level 1, cannot be upgraded.

A Bunker Shield. Like heavy riot shields, it protects your front and a little on the sides. As tall as Heavy Weapons Guy. Much more durable than Dispenser. Has viewport, but no slot for shooting. Passable by teammates, but not enemy.

A Relocation Cart. Allows you to pick up your Sentry, Dispenser, or Shield, and move them to another place without destroying them. They take certain amount of time to pack up and deploy again, are inactive during the movement (Sentry does not fire, Dispenser does not dispense, Shield lies on a cart instead of standing), and pushing the cart slows Engineer down. Replaces Teleporter kit. It could also disable the Destruction PDA.
 

Soviet Heavy

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Jan 22, 2010
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how bout you give the engineer a motion tracker, like in Aliens. It can ping louder and more frequently the closer a player gets to you.
 

Anticitizen_Two

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Jan 18, 2010
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What did the poor Spy ever do to you? Your ideas make him almost entirely unusable. The Spy is supposed to counter the Engineer - that's why he has the electro sapper as his secondary weapon. Allowing the Engineer to counter his counter would be like giving the Spy a fireproof suit.
 

Paragon Fury

The Loud Shadow
Jan 23, 2009
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Anticitizen_Two said:
What did the poor Spy ever do to you? Your ideas make him almost entirely unusable. The Spy is supposed to counter the Engineer - that's why he has the electro sapper as his secondary weapon. Allowing the Engineer to counter his counter would be like giving the Spy a fireproof suit.
He stabbed my Medic in the back. Sandvich is good, but Sandvich is no Medic.

And do people somehow forget that we still have Demos, Soldiers, Heavies, Scouts and Snipers runnign around?

This doesn't make the Engineer unusable - it just makes it so they can't be the lone death machines they tend to try and be know. They'll need their team to help them out a bit more.
 
Jun 11, 2008
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That does seem a tad imbalanced. Maybe 2 turrets one which is it just weaker with extreme rapid fire and a sniper one or something but thats already been mentioned. What about one that fires grenades like machine gunish has a big enough clip but costs a lot of metal to maintain.

Also as a side note does anyone know how to stop ping spikes in tf2?
 

TimeLord

For the Emperor!
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Aug 15, 2008
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Kollega said:
A magnetic coil gun that shoots radioactive railroad spikes. Useful for marking targets, but needs to be reloaded after each shot and requires 10 metal for each shot.
A Rail Gun!

OT: This makes Spys completely unusable
 

Kollega

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Jun 5, 2009
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TimeLord said:
Kollega said:
A magnetic coil gun that shoots radioactive railroad spikes. Useful for marking targets, but needs to be reloaded after each shot and requires 10 metal for each shot.
A Rail Gun!
IT'S A COIL GUN! COIL GUN, not a RAIL GUN! What's so hard to understand?! Gaaaaah, how unprofessional!

/what Engineer's new lines would probably accompany that unlock.
 

TimeLord

For the Emperor!
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Aug 15, 2008
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Douk said:
Anti spy unlocks are a bad idea, remember the razorback?
The Razorback only helps the individual in one instance. What OP is proposing is a team-wide Spy Radar that makes Spying impossible
 

ingednicol

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Feb 16, 2010
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New building: Walker gun: small turret, follows you, but is more fragile and cannot go in water. looks kinda like one of the turrets from portal and speaks in a texas woman voice.

New secondery: motion sensor: like the guy above mentioned, like the thing from alien. shows where enemies are, constantly on at the cost of the pistol.

New primary: Old sparky: Taser, primary fires it like a bullet , secondery makes it retract, pulling in the target, can be used as grappling hook, stuns and does damage. must be reloaded after each shot

New melee: Welder: like wrench, does fire damage, see guy above who suggested welder
 

Stoic raptor

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Jul 19, 2009
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TimeLord said:
Douk said:
Anti spy unlocks are a bad idea, remember the razorback?
The Razorback only helps the individual in one instance. What OP is proposing is a team-wide Spy Radar that makes Spying impossible
Plus you could get around that situation with the ambassedor
 

Hybridwolf

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Aug 14, 2009
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Kollega said:
TimeLord said:
Kollega said:
A magnetic coil gun that shoots radioactive railroad spikes. Useful for marking targets, but needs to be reloaded after each shot and requires 10 metal for each shot.
A Rail Gun!
IT'S A COIL GUN! COIL GUN, not a RAIL GUN! What's so hard to understand?! Gaaaaah, how unprofessional!

/what Engineer's new lines would probably accompany that unlock.
Hang on, Am I right in thinking the rail gun uses magnetic rails to fire it's shot, and the coil gun is a series of magnetic coils? Or Is it something completely different, and I need to go onto wiki again...

OT: These upgrades would destory the spy, and make it impossible for them to achive their main role, anti-engineer. Good idea with the firesealer though.
 

Grigori361

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Apr 6, 2009
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Buddy here has a good point, what about a wrench that does half damage (even to sappers) but lets you build two fully armed sentries (except that each only has half health of the normal... extra fire power, but hell to maintain)... and maybe it would only allow you to only build level 1 dispenser? Just an idea.

Paragon Fury said:
Anticitizen_Two said:
What did the poor Spy ever do to you? Your ideas make him almost entirely unusable. The Spy is supposed to counter the Engineer - that's why he has the electro sapper as his secondary weapon. Allowing the Engineer to counter his counter would be like giving the Spy a fireproof suit.
He stabbed my Medic in the back. Sandvich is good, but Sandvich is no Medic.

And do people somehow forget that we still have Demos, Soldiers, Heavies, Scouts and Snipers runnign around?

This doesn't make the Engineer unusable - it just makes it so they can't be the lone death machines they tend to try and be know. They'll need their team to help them out a bit more.
 

ironmace2.0

The Names Hans Olo
Mar 15, 2009
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Sentry gun would become a robot that was remote controled the engi would not be able to do anything while in control of it but when not in control it is like a sentry.
lvl 1: atacks have low range,they do low damage and there is only 1 atack

LvL 2: 2 atacks, do more damage, have better range.

LvL 3: wepons are now 1 rocket launcher and 1 minigun, faster, longer range and more damage.

Teleporters can be moved, invisible at times and 2 way teleporters

LvL 1: Can be moved 25 feet, are invisible to foes while being built.

LvL 2: Can be moved 40 feet, are invisibe to foes while being built and for 5 mins after.

LvL 3: can be moved 75 feet, are invisible to foes while being built and for 10 mins after.

Dispeser Can now heal tbuildings

LvL 1: Heal's buildings slowley and is same as before.

LvL 2: Heal's buildings slightley faster and is same as before

LvL 3: heal's buildings very fast and is same as before.

So that is my idea.