Team Fortress 2

Team Fortress 2

The Defensive Engie Pack
HIMothy Chalamet 21 Nov, 2014 @ 2:25pm
POSSIBLE STATS
Both buildings should be separate (each being enabled by an item)

SHIELD STATS:

-can be entered by enemy team (bodies) but not enemy projectiles, unless shot inside barrier
-can be sapped
-low health(100-130)
-replaces sentry
-costs 150-180 metal
+creates barrier that is able to house 2 players(at lvl 1)>3 players(lvl 2)>4 players(lvl 3)
+building can be built within
+damage done to barrier has no effect on building health or degrades barrier power
(other stats can be suggested)
EDIT: +cloaked spies passing though the barrier are bumped (Spies can easily go around behind it in order to sap it, but going through is risky)

EDIT: Barrier shape isn't a complete sphere, rather a smaller version of the MVM Medic's shield except without damage on contact. The shield is directional, only covering a certain angle. What direction it faces is very crucial to how functional it is. It can be used to expand cover for or deny snipers and other ranged classes by blocking incoming damage.

In a game of MVM it could be paired with a jag in order to substitute a Medic barrier (possibly being upgraded to have contact damage) which would allow the Medic to focus on other upgrades.


TRAP STATS:

(EDIT) +immobilizes any 1 player (opp. team) who steps on it and deals bleed damage as player struggles in trap
+3 to 5 can be built
+very cheap to build (maybe 25 metal cost)
-engineer must repair it to re-arm it (hit it with a wrench 1 to 2 times)
-very low health (25-50 health)
-can be sapped very quickly
(other stats can be suggested)

I would have put this in Peanut's thread, but I felt it would be lost amongst other ideas.
Last edited by HIMothy Chalamet; 24 Sep, 2019 @ 7:08pm
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Showing 1-15 of 97 comments
_valenthyne 27 Nov, 2014 @ 10:53am 
"slow clap"
THIS BEST WEAPON EVAR
rvne 30 Dec, 2014 @ 9:53am 
The shield would change a lot of game mechanics.
So it might be interesting, but I don't know if Valve will buy it, nice idea though dude:TR:
HIMothy Chalamet 31 Dec, 2014 @ 6:09pm 
if Valve even used this as a basis for its stats, I would die of happiness
Seniӽ 2 Jan, 2015 @ 9:19pm 
Im not sure if this item is still being considered, but MAN, that bear trap is OP as hell. Insta kill? 3 to 5? REARM? CHEAP? No!
2 can be made *(like to teleporter)
75-100 metal
Takes half of current enemy health when stepped on, can be rearmed
OR:
Takes 2/3 of enemy health and gets destroyed on use. (Still might be OP)

Can be destroyed as well (Both versions)
+50% sap time (how long the sapper takes to destroy)
HIMothy Chalamet 5 Jan, 2015 @ 7:24pm 
i feel it would still be balanced if it could insta-kill, since it could be destroyed by a single pill or easily dicovered by spies and sapped quickly. The traps themselves are useless once triggered, and must be re-armed manually, so they are only active for a short time, unlike a sentry, which is always vigilant and firing. An engie must be smart and cunning with placement in order to get more than a few kills with each trap. BUT I totally agree that there should only be about 2. Too many traps can easily distract an engineer for a spy or other enemy player to take him out. Thanks for the input.
Sem 19 Jan, 2015 @ 11:00am 
i think the bear trap will be more like:
2 at a time
60 base dammage
7,5 second bleeding
HIMothy Chalamet 20 Jan, 2015 @ 1:23pm 
Originally posted by IMPF sempai:
i think the bear trap will be more like:
2 at a time
60 base dammage
7,5 second bleeding


I think a bleeding effect is a good idea, but I feel it will make the bear traps inferior to sentries or mini sentries, and no one will ever use this weapon as a result
McKnuckles 20 Jan, 2015 @ 10:01pm 
It would be great to use maps that have water or tall tufts of grass that people can run into. Depending on the area it could be used as a support building to weaken enemies/make them easier to kill.
Sem 21 Jan, 2015 @ 8:59am 
yes like targeting, what if we added something like marked for dead. so everyone will focus on them
HIMothy Chalamet 21 Jan, 2015 @ 1:59pm 
I just mad a new edit to the trap, considering McKnuckles's "easier to kill" idea, how about complete immoblization?
76561198054882661 23 Jan, 2015 @ 5:40pm 
I really like this because engi needs new building/weapon ideas, i like the hole fillers stats but here are a few edits i would enjoy

sheild:
+ the sentry will generate a slowing effect in front or around it ( like natasha )
- 150 metal to build

Trap:
+ plz just make it insta kill on touch
- 200 metal to build
- can only build 1-2 at a time, probably 1
Last edited by 76561198054882661; 23 Jan, 2015 @ 5:40pm
Cai V3.6 6 Feb, 2015 @ 11:17pm 
sweet things these
Sponge_Cake 25 Feb, 2015 @ 5:22pm 
initial building costs as much as your normal sentry.

lvl 1>1 bear trap(s).
lvl 2>3 bear trap(s).
lvl 3>6 bear trap(s).

if the building gets sapped the bear traps become inactive, but will still snapped if stepped on.

bear traps have 45 health and will explode when stepped on; if an enemy playerwalks into their explosive radius (after a second); or after getting destroyed.

bear traps have a very fast build time, twice as fast as the mini sentries, bear traps take a second to arm in which period they can't explode but can still snap.

bear traps can be placed on walls.
bear traps cost 25 metal.

65 base damage for traps when on the ground (if the enemy player is stupid enough to actually step on it).

35 base damage if an enemy player touches it when it's on a wall.
30 explosive damage (mini-crits if someone steps on the trap).
Last edited by Sponge_Cake; 25 Feb, 2015 @ 5:28pm
HIMothy Chalamet 26 Feb, 2015 @ 4:43pm 
i get most of those ideas, minus placing them on walls, that makes no sense
Sponge_Cake 26 Feb, 2015 @ 4:47pm 
Considering it's a bear trap, it seems like it would have to be on a flat surface like every Engi building, considering the amount of flat surfaces in TF2 maps, I thought it would be good to have the ability to place them on walls.
Last edited by Sponge_Cake; 26 Feb, 2015 @ 4:50pm
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