#Pickup Factory (alternative mini dispenser)

6 messages · Page 1 of 1 (latest)

haughty hollow
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Spawns a small health kit every 3.3 seconds.
Spawns a medium ammo kit every 5 seconds.
Pickups fade after 10 seconds.
Cannot be upgraded.

Effect on Engineers:
This thing produces an insane amount of metal for no upgrade cost allowing engineers to quickly build a nest anywhere. However, other players WILL steal your ammo kits and unlike the dispenser, it cannot store metal for later use. When the chips are down and the enemy team starts focussing your sentry, you won't have the metal reserve to save it. Good for aggressive sentry tactics but bad for defence.

Effect on Other Players:
For occasional healing on a small team, the pickup factory is far superior. This is because there can be upto 3 health kits already on the ground which heal instantly. Noticeably, the healing scales with players max health making it more effective than dispenser on powerclasses. On the downside, the factory completely buckles under high demand. Health kits can only heal a single person and the factory's health generation per second is lower than an upgraded dispenser. Although it does offer an advantage to medics since it doesn't use healing beams which reduce uber generation.

An item designed for aggressive tactics and smaller teams that performs its job in a way that feels completely unique.

fiery hull
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This is actually a really cool idea that works, nice :]

terse jasper
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imo it's kinda annoying that you have to fight with your teammate about the dispensers

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and making it's weakness high player servers is an "odd" design choice

true rivet
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seems cool but dispensing rate should increase with playercount

terse jasper
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On top of increasing it you should just make it stop producing when 3 exist so it doesn't stack 10 health packs on full servers