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#16 |
![]() Join Date: Dec 2010
Reputation: 354
Posts: 2,198
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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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#17 |
![]() Join Date: Dec 2010
Reputation: 354
Posts: 2,198
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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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#18 |
![]() Join Date: Jul 2011
Reputation: 399
Posts: 3,218
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6 overclockers next to a teleporter
instant teleports |
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#19 |
![]() Join Date: Dec 2010
Reputation: 354
Posts: 2,198
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#20 | |
![]() Join Date: Jan 2009
Reputation: 15
Posts: 528
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Quote:
why not make it another building or replaces the dispenser as an "upgrade" |
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#21 | |
![]() Join Date: Oct 2011
Reputation: 42
Posts: 404
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Quote:
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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#22 |
![]() Join Date: Jan 2011
Reputation: 458
Posts: 2,566
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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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#23 |
![]() Join Date: Sep 2010
Reputation: 775
Posts: 8,006
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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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#24 |
![]() Join Date: Dec 2010
Reputation: 354
Posts: 2,198
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affects scouts, soldier, demoman more than heavies and pyros.
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#25 |
![]() Join Date: May 2009
Reputation: 90
Posts: 640
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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 05:40 PM. |
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#26 |
![]() Join Date: Mar 2011
Reputation: 13
Posts: 13
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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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#27 |
![]() Join Date: Mar 2009
Reputation: 31
Posts: 500
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The water that supports the jetski, is the same that engulfs it!
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