Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
=Uses 125 metal to build
=Has 100 health
=Only 1 can be built at a time, and it cannot block the only entrance to a place.
Pros
+ Shocks enemies that pass through 3 seconds (which causes a bleeding effect) , and reveals a cloaked or disguised spy.
+Spies have to wait 5 seconds for their cloak or disguise to be available.
+Takes 5 seconds longer to be sapped
Cons
-Cannot be moved after being deployed
-Each time a enemy passes through, it's health goes down by 10
-VERY slowly it recharges health. (Ex: 3 min, 10 health)
-Like every building, it can be sapped
-Replaces Teleporter
Negatives
-Building only has 150 hp
-Takes 140 metal to build
-Doesn't destroy bullets
-Doesn't zap disguised spies or cloaked spies
Positives
+Zaps enemy players who go through it, taking away 35% of their current hp
+Destroys projectiles
+All players connected via Medigun beams are hit
= Take 300 metal to uppgrade (max uppgrade number : 3)
= Only 1 can be built at a time
= Need a generator to work
+ Enemy passing the Wall receive a shockwave that knockack them and deal 25% of their max life (useful against tanky class)
+ Reveal during 3 second a cloaked spy (available at level 2)
+ 50% dmg resist against all source of dmg (it's aShield, not a Wall pillow)
+ All projectile (Rocket, grenade) passing through the wall are destroyed. (available at level 3)
= Can only be destroyed by doing splash dmg or sapping the portal or the generator
- Can be sapped
- Max life : 50>75>100
- Receive 10 dmg each time an enemy try to pass
- Receive 5 dmg for each projectile destroyed (level 3 only)
Generator :
= Use 100 metal to build
= Take 200 metal to uppgrade (max uppgrade number : 3)
= Only 1 can be built at a time
+ create an area where building are improved :
+ teleporters near the generator have their tele speed increased by 33%
+ dispensers near the generator heal and refill ammo 25% faster
+ sentries near the generator deal 10% more dmg and rotate 25% faster.
+ Each Uppgrade increase the area range
+ Make the shield work
- Max Life : 50>60>75
- Can be sapped
- If destroyed : All building turn to level 1 AUTOMATICALY
generator is assigned to the 5 key and the shield to the 6 key, in order to have :
1. Sentry
2. Dispenser
3.4. Teleporters
5. Generator
6. Shield
Pros :
+Absorbs projectile damage
+Enemies who walk through deal 15 damage and takes 10 ubercharge from medics
-Sappers can destroy it
-Cow Manglers can stun it
-Replaces Dispenser
Damages enemies who pass through it
Stops bullets and projectiles, but not fire or energy weapons
500 Health
Loses health as the shield is fired at, but not as enemies touch it
For example, if it replaces the Dispenser, it should be (relatively) cheap to build since you won't have an easy source of metal.
If it replaces the sentry, it should be very damaging (and ramp up the damage at levels 2 & 3), for one simple reason: It sacrifices range and relies on the enemy walking into it to do damage.
I see three possible ways to ballance replacing the teleporter:
The first simply replaces both teleporters with a single energy shield.
The second way involves being able to set up two of them, in which case they should inflict relatively weak damage even at level 3 - strong enough to make opponents think twice about crossing the field, but not so much as to instantly kill them if they do if they are at full health.
The third way would involve pairing it with a portable generator. The energy shield would be relatively weak on its own, but more powerful once the generator is also set up.
In any of these cases, have the field reduce bullet and fire damage and block projectiles. Sapping it should be the most efficient way to get rid of it, but let it take at least some splash damage from explosions and flames. And anybody stupid enough to attempt to damage one with a melee attack deserves to be stunned for a second or two.
replaces teleport
shocks enemies that pass through rapidly dealing 5 damage to them. like a flamethrower effect or something but does not leave afterburn
cannot be placed at control points
no need for spychecks
cant be destroyed but it can be destroyed withs sappers. BUT does not destroy bullets. just projectiles. and enemies can be sneaky and then kill you from behind or the top (wink wink airstrike or beggars bazooka with base jumper)
bullets pass right through. if they hit you they damage you like normal. sniper rifle bullets also count. they are rushing at sound speed so yeah. 1 headshot. you are killed.
HUGE disadvantage. only 100 hp cannot be upgraded. soo its stuck at level 1 with 100 hp. and they are destroyed if you die. just a effect. due to them only being able to be destroyed if sapped
teammates can go through. if my idea is op pls let me know. i wont change it but still let me know