Engineer Update

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Grigori361

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Apr 6, 2009
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On an interesting anti spy ideas, I have two, 1 an sentry that as previously mentioned shoots at even cloaked or disguised spies.... the catch.... only level one, NONE upgradeable.

an no 2 a dispenser that slowly damages any disguised spy within healing range, and/or neutralizes it's cloak.
 

Kollega

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Jun 5, 2009
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Hybridwolf said:
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?
Yes, actually it's just like that, but this version uses a railroad spikes as ammo. Good for cheap laughs.
 
Mar 28, 2009
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Paragon Fury said:
Engineer detected.
*Backstab*

But in seriousness, no this wouldn't work, you have effectively disabled spies entirely.
I'm thinking maybe you were traumatized by that one too many saps to your turrets.
 

gtamad12

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Apr 8, 2009
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Good Lord, if that was real life it would be called discrimination, it would take away many of the spies main tactical advantages (cloak, disguise, sapper become null, or at least hopelessly inefficient)

On topic: I think the engineer would do well with a:
'Texas Longrange' sentry.
This sentry has 30% more range as the normal sentry at level 1, at the cost of reduced rate of fire.

At level two it would be the same, but at 50% more range, and slightly higher rate of fire

At level 3, rockets are removed or nerfed, and the range is double that of a normal turret or 75% more range, and turrets rate of fire is increased slightly (Still lower than normal sentry) and at level 3 it gets its lovely double miniguns

EDIT: Someone done this, ah well, personal take on it

The team-iporter:
This replaces the teleporters, it does the same job as a teleporter, but can teleport 2 people into battle, at the cost of a higher recharge rate,

At level 2 it will teleport 3 people
This will be extremely helpful for heavy/medic combos who want to get straight into battle without the bother of walking at heavy speeds.

Replacement for the wrench could be a:

Rivet gun. Runs on metal, heals buildings at range each rivet repairs for 10 metal, with the repair amount experiencing dropoff the further away you are from the building, and yes, it can be used to kill people.

The Brander
This lovely weapon would take the place of the pistol, similar to the demoman and his sword, it has a high damage output, at the expense of lower rate of fire, if you will, in return of a lower crit chance/no crit chance, it has the alt-fire of branding, which will cause a smoke trail to come from the enemy hit by it for a small time, very useful to see where scouts/spies have run off to.


Will edit if i think of anything else.
 
Feb 13, 2008
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OT's destroys the spy. Certain setups (Engie in corner with SG/Disp+Pyro on overwatch) are impossible to sap effectively at the moment.

A better update would be to have mobile equipment. Mobile turret and dispenser are half the speed of Heavy and have 75% health.

Electro-wrench kills sappers in one hit, crits on Spies, but halves build times.

Flak shells for shotgun, disrupts any explosives it hits, but does 50% damage.
 

Guido656

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Feb 20, 2009
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Soviet Heavy said:
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.
Awesome idea mate! I think that would be a geniunely good update.

As regards to the original post, gotta agree with most other people here. I enjoy playing the spy and the engineer both equally, but I think that spydar thing would be too harsh. No more disguises at all, one of those spydars and every one of the enemy team can see who you are - no fun.

I like the hunter turret, and that weilding torch sounds freaking sweet.
 

Ekonk

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Apr 21, 2009
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This is unusable. Spies would be completely useless. Com-plete-ly useless. I like the idea of a spydar, but it sould not be so detailed and it CERTAINLY shouldn't show exactly where the spies are. It should just be a siren or a beep when one comes in a certain radius.
 

Flames66

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Aug 22, 2009
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Paragon Fury said:
"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.
Rant
No No NO!!!!!! Some of the updates so far have been really stupid In my opinion, but none of them have destroyed the fun I have from playing as the Spy. If I am invisible, I AM INVISIBLE. This would completely ruin TF2 for me.
/Rant

OT I would think that multiple teleporters and the ability to shose which one you go to would be a good idea. Also being able to go both ways through them.