STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
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19 June, 2015
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Showing 31-40 of 87 entries
9
Weekly Custom Weapon Discussion: The Hand Cannon
3,550
Suggestions for New Weapons (or New Attributes)
10
Weekly Custom Weapon Discussion: New Engie Buildings
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?
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.
Showing 31-40 of 87 entries