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Old 05-21-2012, 12:06 PM   #16
shiftup72
 
 
 
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Mite b cool. Except youre basically making the engie into another medic (id say vanilla engie w/o a sentry can defend himself about as well as a medic). If this idea is going to fly, the engie has to be as useful to his team as a medic.

Also, why not just make it a melee to make things cleaner with the gunslinger/jag?
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Old 05-21-2012, 11:38 PM   #17
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Thoughts, what if the buildings within the radius of the overclocker could not be destroyed (tele entrances are tied to exits, sentries are exempt from all overclocker effects).

The overclocker would have a metal pool, and would slowly drain metal as it works. It works harder the more buildings are within its radius. You refil metal by whacking it. once the engie dies, the overclocker self-destructs.
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Old 05-22-2012, 07:28 AM   #18
Teleportalist
 
 
 
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6 overclockers next to a teleporter

instant teleports
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Old 05-22-2012, 09:07 AM   #19
shiftup72
 
 
 
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Originally Posted by Teleportalist View Post
6 overclockers next to a teleporter

instant teleports
Half your team dedicated to getting half your team to the front.
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Old 05-22-2012, 09:40 AM   #20
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Quote:
Originally Posted by Oathblivion View Post
In the "Engineer has 5 problems" thread, I saw a strain of thought that +tele -sentry would be pretty cool. I also see a shiny new PDA slot that could use some yellow text in it. Thus, my friends that have never heard of me on SPUF before, I give you:

The Overclocker
Level 1.61 Anachronistic Gizmo
Makes all other buildings within a radius 'x' operate 50% faster
Removes teleporter trail
Teleporter entrance is immune to electro sappers

Replaces Sentry Gun
Cannot be upgraded

(hidden) Costs 100 metal to build and builds as fast as a dispenser. Has 150 health.
Small electric sparks emanate from buildings under the effects of the overclocker.


Basically, you can have a nest that gets people to the battle much faster and heals them quicker or one that is harder to find if you ninja it, but it is completely defenseless without your team protecting it. Sometimes, of course, you would need the firepower and area denial of a big sentry, but getting your team to the battle faster might be just as good in some situations.
nice ide, shame it replaces the sentry.

why not make it another building or replaces the dispenser as an "upgrade"
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Old 05-22-2012, 11:30 AM   #21
Oathblivion
 
 
 
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Quote:
Originally Posted by Gala-Vine View Post
nice ide, shame it replaces the sentry.

why not make it another building or replaces the dispenser as an "upgrade"
If it replaced dispenser, you'd have a 1.5second cooldown on your teleporter and 50% increased dps on your sentry. Coupled with the wrangler, you'd be able to bring an entire team to their knees.

Still not sure what to do about spies having revolvers though. I admit that I didn't exactly think that through well enough. Would allowing the engie that built it to go through his tele backwards work? Maybe this would just have synergy with the eureka effect? I dunno, but the "5 Problems" thread does have an excellent point about entrances being too fragile. As spy, I make trips to spawn to get them whenever it's feasible. =/

Also, who said anything about this affecting other engies' buildings? Having one engie with a level three and one with this unlock would already make SPUF rage....
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Old 05-23-2012, 08:01 AM   #22
Cap'n Funshine
 
 
 
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Quote:
Originally Posted by Gala-Vine View Post
nice ide, shame it replaces the sentry.

why not make it another building or replaces the dispenser as an "upgrade"
Because it'd be overpowered when coupled with the Sentry. The sheer level of dps and knockback from rockets being continuously fired would be a nightmare. Better to make it a team-player item that replaces the Sentry.
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Old 05-23-2012, 08:44 AM   #23
Demoman 2101
 
 
 
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What about a +15% faster reload speed for every teammate within 'x' radius? I think the loss of a Sentry needs some backup, and a reason to still stay near it (while reloading) would be interesting.
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Old 05-23-2012, 09:54 AM   #24
shiftup72
 
 
 
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Originally Posted by Demoman 2101 View Post
What about a +15% faster reload speed for every teammate within 'x' radius? I think the loss of a Sentry needs some backup, and a reason to still stay near it (while reloading) would be interesting.
affects scouts, soldier, demoman more than heavies and pyros.
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Old 06-02-2012, 06:34 PM   #25
Izuki
 
 
 
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This is hillarious.

Clear this up for me: do teleporters with a component in range of the overclocker have removed trails/sapper immunity, or is it only the owner's teles that are boosted?

Last edited by Izuki: 06-02-2012 at 06:40 PM.
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Old 06-03-2012, 02:01 AM   #26
Declooy
 
 
 
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I personally love this idea. I'll just add my 2 cents

I think it should either replace the wrench or give +50 health that does not stack with the gunslinger, to stop the gunslinger form becoming a straight upgrade.

I don't think that making the teleporter entrance resistant to revolvers is a good idea, if a spy can get to the entrance then a bonk scout could as well (and he could kill the teleporter faster). Maybe a health buff to the entrances? You can still sit there repairing it prolonging its death while waiting for team-mates to respawn.

Like I said, just my 2 cents.
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Old 06-03-2012, 03:15 AM   #27
Morax
 
 
 
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The water that supports the jetski, is the same that engulfs it!
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