#Offensive Engie weapon (open discussion)
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And a weapon that facilitates a very fun and effective way to play Engie would be meaningful
Complex weapons aren’t bad of course, but it’s so easy to over or under tune them, and Engie is a class that is so hard to balance in due part because one Engie is an entirely different beast compared to just two Engies
Something that helps Engie on offense should come at the cost of co-op engineer
Removing the ability to upgrade sentries is a good way of doing that
As of now the two ideas I’m sold on is removing the ability to upgrade your gun, and increased health
But I also think you could go further with less penalties on hauling buildings and indeed faster deploy time
Doesn’t just have to be with your gun mind you
Just give him a harpoon gun. Right click yanks someone, 3 times before it breaks. Sounds offensive enough I think.
I think I would be more comfortable with a new support weapon that caps your sentry level, this feels more appropriate?
This is probably the direction to go
I can’t envision any other way that isn’t annoying or instantly meta
Without play testing of course
That’s essentially my core idea for an offensive engie weapon tbh
The problem with something like the Jag is that “faster sentry deploy” is also extremely useful on a rapidly retreating frontline, or even a steady one since it means you can redeploy your sentry faster
The Jag’s functionality would have to come at a major cost, but then it becomes useless
So the benefit would have to be higher
It can’t be too mobile, or it’s the mini sentry and it becomes annoying
What if the sentry deployed at its max rate when smacking it using the vanilla wrench
At the cost of the ability to increase its deploy speed
And maybe that could strictly be for redeployment
Not building from scratch
It could be a sentry that could only be healed/refilled by being moved? This is the idea that I had earlier where it’s mobility should be a byproduct of another core mechanic
That could work
This sounds kind of awful saying it but I think there is a way to make this work
A similar loop to the mini sentry without the ability to just plop one down for free
When it’s down, it’s down, but it’s more mobile
Perhaps it’s a revolver type sentry that shoots six shots but needs to “rechamber” by being picked up and redeployed, but its redeployment speed is simply the gun popping up and being refilled
How much damage would you propose each shot deal?
This forces the engineer to be mobile, keeps the rapid deployment, while avoiding the mini sentry issue of being able to be ignored
Let me think about this
Could take one of @slow vector’s ideas and give it a slower lock on speed
Ideally Engies should play around it similar to level 1s
It’s less that it auto aims and kills for you, and more so it defends the stronghold alongside your own shotgun aim
I think combining their idea for a level one works here but making it a single shot
So basically the same overall DPS of a level one but for less time
And to reload it, you need to redeploy it
Almost like a catapult
Would need to be workshopped a bit, but it could be interesting
I’d give it a shot
Yes, but it’s a revolver because I am creatively bankrupt
Actually makes me think we need a suggestions server
I’d like to theory craft it more, I think there is the makings of an interesting weapon here
A server that tries to implement different popular suggestions so we can see them in game
It reminds me of trying to make custom weapon mods for good when I was younger lol
Though idk how you’d implement a custom sentry
Would it be possible?
With what I know now, it’s possible to modify weapon stats to a certain extent, but I think a new building would require a custom script
Would love to be proven wrong though ofc
And I think it should be possible with vscript
Definitely worth trying out
Ultimately the best case scenario for a weapon like this working needs to be established
What would a “successful” play with the weapon look like?
I think the successful weapon would ideally resemble the existing play style around level 1s, but be more mobile albeit easier to take down as any class without an engineer to defend it
See my biggest hang up with minis isn’t their speed, I don’t like their fire rate but that’s not the core issue
It’s their price
100 Metal is cheap, but much leaves a lot of Engies hogging ammo packs to build more sentries, and focus less on his other buildings
I feel like that’s another thing to consider
Not just “avoid minis cuz live tf2 stinky” but think why
What makes them not work
Why would they be a bad inclusion in TF2C?
Those are key to consider if you want to avoid mini cooties
The issue that can’t really be ignored is just that they’re either incredibly annoying or completely trivial. Not a good design place to be in for your primary damage dealers. It exists to basically be a nuisance rather than a proper threat and that’s not really fun. It also kind of just ignores the core design of the engineer that he’s a ramp up class. He needs time. A gunslinger engineer right out of spawn can potentially shut down a point for certain classes immediately. Again, a nuisance weapon
Second this. I've been playing live and, while it doesn't instantly kill scouts, demo knights, and pyros, the mini sentry still shuts them down pretty quickly and cheaply
Worst part is that, unlike stock, minisentries start dealing damage alot sooner with the better turn speed. So their positioning can be alot more lax and observent classes can't just hit S when they hear the beep
Yeah. This is why I hope with the revolver concept me and Lambda were developing it still has to take the same amount of time as a level 1 sentry, just with a faster redeploy. Allows for mobility without annoyance
A scout can easily take care of a level 1 with enough skill
I think I have to agree with the above
It's the same problem the mine layer had, it wasn't the number of frags it gave you, but the number of classes who were shut down
What if we give engineer a car, the mechanic sub class
Drive around, run people over
The car has a cup holder, so it also takes the dispenser into account
Asgore gameplay
for full mobility as Sniper while headshotting people
like I can see the nerfs as being too much but outright ignoring that is just a bad-faith argument
The problem is that it hinges on the no-scoping headshots being seems as “the upside.” Leaving a half-way clunky mess that just doesn’t sound fun to use just saying it out loud so I can’t imagine how it would act in game.
Like 63 cross map headshots seem barely worth the hassle at that point due to the slower fire rate.
Hell in the original pitch they wanted the firing speed bonus was outright removed. So you were firing at stock speed per bullet. 
this thread is so long i cant scroll to the top
but anyway itd be cool if engie got a build on hit shotgun
And even just reducing the firing speed would make it feel too sluggish to the point where you might as well just go with stock.
So if it’s a “bad-faith” argument, then so be it, but none of it sounds very appealing on paper rn. It just sounds sluggish and clunky.
you put a sentry down, start shooting at a guy and now your sentry is all built up
shots probably wouldnt upgrade
some offensive weapon that lets you build faster is what i want overall
maybe youd get a buff to hauling speed but if you get damaged your sentry is hurt too
I think its the knockback which is the biggest issue in that regard
wouldnt be so bad for a Pyro to deal with if they could just get up to the damn thing
Engi should have a weapon that says slurs, agreed