#Rodeo Showstar (Secondary)

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somber gull
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A Laço secondary to the engineer.

On use Engineer spins a rope around his body for around 1,5 seconds, and then launches it forward.

-On hit it deals 20 damage and steals ammo from enemies, providing the engineer with metal.
-If the Rodeo hits a enemy at the very end of it's range, the enemy will be knocked towards the engineer, while also being marked to death while in the air. (Enemy heavies are immune to this)
-The Rodeo can also be used to grab ammo packs and health kits from afar.
-The Engineer can also use the laço to move himself towards objects that are much heavier than himself. Such as enemy heavies, his own buildings and the payload cart.

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The goal of this weapon is to give engineer a full on utility secondary, that provides little kill potential on its own, but allows for a range of different uses on many scenarios.

You can pull enemies toward you for clean combos with your shotgun, prevent enemies from fleeing or bring enemies who are trying to play safe right to your sentries range.

The ability to displace enemies would feel specially annoying to heavy, which can't really move himself around as easily to dodge. So I opted to make so that engineer is moved towards him instead, which can be both used to engineer or heavies advantage. A Unique interaction that should make this specific encounter more bearable to deal with.

The ability to pull yourself towards buildings and grab ammo from afar allows engineer to both place his buildings in previously less accessible places and to play more offensive with the ability to use his buildings as an escape plan.

I thought about the possibility of this being a melee option as well, but with so many upsides, I wouldn't be able to think about how to balance it without removing much of his engineering potential, which would feel counter intuitive. This could also be a primary option to provide a gameplay style in which the engineer relies more on his secondary, but right now I don't think there is a secondary powerful enough to justify a replacement of a primary to make it work. But both options are not totally out of question.

I also thought about the possibility to grab allies to take them out of sticky situations and allow the engineer another way to support his team, but this could very easily be used for trolling as the player would have no time to decide if they want to be dragged or not.

naive silo
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As an Engineer main this concept gets my star of approval, I do believe its stats can't really be tested until implemented in some form of actual gameplay, I do like the combo potential and idea of annihilating enemies that think they're safe from your sentry. maybe as a cosmetical indicator the Engi has a cowboy hat and the lasso at his side?

somber gull
naive silo
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yeah but thats just a wire

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we add second one on the other side

somber gull
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or replace the wire

naive silo
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yesh

red star
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I think it would be very frustrating to be dragged into a sentry against your will

somber gull
somber gull
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You can still, move and shoot freely while in it. Even surf it if you time it correctly. May open up for some sick trickstabs.
Rodeostab montage 🤠

lime dune
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imagine an engineer lassoing you into a sentry LoS as like, heavy which is a class that can't easily react

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you're completely boned, there's not a way out of that situation

red star
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Imagine if that happened to a ktitz or rejuvinator med

lime dune
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there's not really a way to play around that besides never getting into that engie's LoS which doesn't really sound like good design

red star
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Yeah, its not like sniper where obvious sightline is obvious

lime dune
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scout: "oh thank fuck i didn't run into that sentry!"
the spiteful engineer with rope: engineer

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otherwise it doesn't seem that useful besides for stealing ammo

somber gull
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The rope is not supposed to go very far away anyway, it's a rope, not a bullet.

lime dune
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okay but at some point the range becomes too close to really use practically (why are you trying to do the combo when you could meatshot them)

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i presumed it was like, 2fort bridge distances because that allows its utility to be practical

naive silo
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Looking at this mayhaps there would be an extra way to combat it, soldiers can rocket jump if necessary (and skilled enough) which might actually kill the engi in the process, Demos can do the same through stickie, same concept. mayhaps landing a successful hit on the Engi with anything will stop the knockback from being 100% effective (possibly caused by the engi flinching from damage) rewarding Engi's for either catching them by surprise or being able to dodge, but rewarding other players for being able to stop the Engi in a timely manor. but alas, tis just a concept, and would need to be tested upon in game

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and about the knockback being annoying, you can make a similar case for Pyros airblasts

somber gull
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Maybe you can stop the rev of the rope by hitting engineer while he is spinning it.

somber gull
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What should be ballanced is the wind up, rope reach and maybe the reverse knockback power by itself.

naive silo
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Yesh, but it yields the same results as a Pyro sneaking up behind a Scout to airblast him into a Sentry, so I think its all fair, especially if the class gets a heads up and a way to stop it