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The Repair Node, on the other hand, is kinda...eh. While it does have a wonderful model, it feels very useless. The Dispenser is very important as a building because it provides useful team support. The Amplifier also works in that regard by dispensing minicrits. Again, helping the team. The Repair Node, however, feels kind of greedy. You're sacrificing a perfectly good building for a mediocre one that brings your useful buildings down from 4 to 3. The Sentries take out enemies, the teleporters get you to the frontlines fast, the Dispenser hands out health and ammo. All helpful. Any and every one of them are very viable. The Amplifier works as a good building because it does what the other ones do. The Node does not. Unless you stack your Sentries with your teleporters, the Node only helps one building at a mediocre rate. If the Node actually UPGRADED your sentries or teleporters while you were gone that'd be amazingly useful. It would promote some amazing gameplay for a roaming Engie, as it would allow you to hop around and support your team while the Sentry did its job without constant babysitting, or allowing you to upgrade the teleporter in the background (Since no one seems to switch to Engie to upgrade the one at spawn...) and you could definitely still be useful. For now, though, it just lets you wander around aimlessly without providing decent support since you've already built all your buildings.
Wow, nice rant, me.
I do love the input. Both just need to be balanced. The repair node upgrading buildings might be too much unless it was slow. As in...
LV1 5 per second
LV2 10 per second
LV3 15 per second
But since it's called the repair node, it probably won't happen. I normally pair the node with the "Scrap Collector" so I can get the metal to upgrade my stuff.
Even if it repaired other Engine's buildings that would make it more useful than it is now.
It's unsurprising that you feel that way about The Repair Node. After all, it IS scrapped by the TF team themselfs because it breaks the flow of the engi routine by removing support from the dispenser or the teleporter due to the Node replacing either one, and players don't take that lightly if they expect their engineers to help them instead of going solo (like with battle medics not healing people).
Combined with extra toughness provided when making sentry nests and capable of easily locking out the opposing team from advancing when placed precisly, it'll incourage all engi's that turtling is the best strategy, which is the opposite of what the main idea of this weapon is about: Free Roaming
I just hope we have the ideas, tools, and skills needed to fix this building into what it's suppose to be without throwing it into the scrapyard again. -_-
One: You could make it so it also fixes other Engineer's buildings. The Repair Node can help a good Engie by letting him be free of their constricting buildings! Stop babysitting them, son! Go out there and have fun! That way, you can still have someone with a Dispenser on your team yet still let other Engies get off towards the frontlines.
Two: You could make it upgrade buildings too, albeit at a much slower rate. Dunno if it would require dropping ammo in that thing, but it might be interesting! Drop some scrap inside it to let it do your job (slowly...) while you go off and help your team.
Three: Let it heal players like a traditional dispenser, but keep it at a very, very small rate. Like, say, always keep it at the rate of a Level 1 Dispenser or less. It'd still be a help to the team, just...less so. It's not what it's intended for, but it can still support you some.
Or, and this is a maybe...: Remove the building entirely and keep it as a wrench. All your buildings are normally too powerful to sacrifice one just so you can turtle in a corner, so why not just keep all four instead of making one useless? Make it a wrench that passively fixes your buildings in the background, but make sure it has a downside. Say, any scrap used to fix the building is drawn from Engie's health, or use more scrap for less passive fixing, like: 30 Scrap = +10 passive building repair. And make it involuntary for ALL of these, to keep it as an upside AND a downside.
Those are just some potential buffs/reworks for the Node! Anybody else got a suggestion/opinion on these buffs?