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punkitt 14 Nov, 2015 @ 10:02pm
Weekly Custom Weapon Discussion: New Engie Buildings
I'm sure we all have seen these on the TF2 subreddit, right? I feel as though we don't have a place to properly discuss individual weapons, so I figured this might be a good idea. Maybe.
Ironically enough, our first discussion is not on weapons itself, but the new Engie buildings!

Aw jeez.

The Amplifier
Replaces the dispenser
(+) Boosts teammates' (and disguised spies') shots to be mini-crit while in the radius
(+) Can be upgraded to increase the radius
(-) Cannot heal or give ammo/metal to other players
(-) When you un-equip this, it will blow up.

Repair Node
Replaces the dispenser
(+) Heals only YOUR buildings, regens sentry ammo, and increases the radius
*Level 1 - Heals 10 health per 2 seconds
*Level 3 - Heals 15 health per 2 seconds, 5 ammo per 2 seconds
*Level 3 - Heals 20 health per 2 seconds, 10 ammo per 2 seconds, 1 rocket regen per 2 seconds
(-) Cannot heal or give ammo/metal to other players
(-) When you un-equip this, it will blow up.
Last edited by punkitt; 14 Nov, 2015 @ 10:04pm
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Showing 1-10 of 10 comments
punkitt 15 Nov, 2015 @ 10:10am 
Personally, I think the Amplifier is a very good defense weapon. Putting up minicrits near a Heavy really helps keeping the enemy team at bay. It can help with pushes, too, like a big tussle in the middle of Doublecross where you can set it up behind some crates. Unless it's a big push thought, the Amplifier can't a very offensive building because of it's range and because it is stationary. I haven't tried it out, but I think it could certainly help Snipers. (Long range minicrits!)
Last edited by punkitt; 15 Nov, 2015 @ 10:11am
duwang man 15 Nov, 2015 @ 1:33pm 
I love using amplifier in sneaky spots, as its radius extends through walls
punkitt 15 Nov, 2015 @ 6:58pm 
Yeah, it's pretty great! As a building it's useful and versatile.

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.
Last edited by punkitt; 15 Nov, 2015 @ 6:59pm
[cTF2w] Crafting 15 Nov, 2015 @ 9:15pm 
Originally posted by M...Merasmissions...:
Yeah, it's pretty great! As a building it's useful and versatile.

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.
punkitt 16 Nov, 2015 @ 8:16am 
Thank you! Honestly though, you shouldn't let the name of a scrapped building hold you back from making it more fun and useful to the team.
Even if it repaired other Engine's buildings that would make it more useful than it is now.
KoopaKing64 16 Nov, 2015 @ 12:28pm 
Originally posted by M...Merasmissions...:
Yeah, it's pretty great! As a building it's useful and versatile.

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.

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. -_-
punkitt 16 Nov, 2015 @ 7:34pm 
Yeah, there are certainly a few potential fixes for this thing. While I love the execution, (Amazing work on the coding, guys! I can't believe you got this thing to work properly! Mostly. And a looooovely model...) and I'm happy you guys managed to achieve something like this, it's only the first step in making a decent building.

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?
Last edited by punkitt; 16 Nov, 2015 @ 7:34pm
The655 | cTF2w 16 Nov, 2015 @ 9:05pm 
Originally posted by M...Merasmissions...:
Yeah, there are certainly a few potential fixes for this thing. While I love the execution, (Amazing work on the coding, guys! I can't believe you got this thing to work properly! Mostly. And a looooovely model...) and I'm happy you guys managed to achieve something like this, it's only the first step in making a decent building.

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?
The upgrade thing might be possible but it would instantly upgrade the building(Correct me Orion,Ray.CHData,Deathreux)
Ranting Raymond 17 Nov, 2015 @ 10:33am 
Originally posted by The655:
Originally posted by M...Merasmissions...:
Yeah, there are certainly a few potential fixes for this thing. While I love the execution, (Amazing work on the coding, guys! I can't believe you got this thing to work properly! Mostly. And a looooovely model...) and I'm happy you guys managed to achieve something like this, it's only the first step in making a decent building.

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?
The upgrade thing might be possible but it would instantly upgrade the building(Correct me Orion,Ray.CHData,Deathreux)
Actually, it is very possible to make it upgrade buildings. I want to focus on releasing it to the public first, might be later today! (Have to get all my builds together) Me and crafting were talking about making it able to heal buildings that are not your own, but ignoring other repair nodes. Something I talked to a friend about was making it so the node heals 50% slower while the building it's healing is under fire, so I might do that as well. We'll see.
punkitt 17 Nov, 2015 @ 3:51pm 
Hey, sweet! Glad you guys are taking balance suggestions from the community. C:
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