Team Fortress 2

Team Fortress 2

Reboots
NOT A COSMETIC?
I'm thinking that these "rocket boots" could be good mobility tool. It would probably replace the shotgun or pistol, sacrificing combat for utility.

- heavy (around 15% slower regular walking speed) jump height would stay the same, sacrificing vertical mobility for vertical mobility makes no sense

-boost power drawn from metal reserve (probably around 3 or 4 units per second)

Total vertical height would probably only be about half the height of the average character model (waist high), just enough to make it onto ledges a bit higher than the average crouch jump.

What would actually be the most useful application for this tool would be ledge recovery. This tool could help save an engie from falling off a cliff or negate falling damage at the expense of his metal reserves. While the vertical power of the tool is mediocre, the tool's horizonal speed would be equal to that which an engie leaves the ground.
(EX: launched by a rocket = fast, jump = slow)

Aerial control would be similar to blast jumping (rocket/sticky) or surfing on an enemy rocket, but your fall would be slowed by using your boost.

However, the more you use your boots, the less metal you have for buildings. Making it back to the ledge may cost you your entire reserve, but hey you're still alive! Just find an ammo pack!


Thanks for reading all this btw
Last edited by HIMothy Chalamet; 3 Mar, 2016 @ 1:21pm
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Showing 1-15 of 23 comments
Cap'n Ray 1 Mar, 2016 @ 3:45pm 
"Thanks for reading all this btw"

Np man and I'd love to see these!
Gamer_X 2 Mar, 2016 @ 4:54am 
hmm, interesting idea. Engie really need more secondary weapons
bootstrap925 2 Mar, 2016 @ 7:12pm 
if it does get put not as a cosmetic id put it in the secondary.
cat stang 2 Mar, 2016 @ 8:12pm 
wait about a cosmedic mode AND a wepon mode
гнида 3 Mar, 2016 @ 3:20am 
why not?
You can make this robot glove like PDA instrument. Why not?
Alpha Omega42 3 Mar, 2016 @ 12:47pm 
i posted stats for the HALE 9000, the metal hand that fits with those boots,
i think it isng a good idea to replace this weapon with the PDA,
it should a be primary weapon, because you always need a pda to build sentries and teleporters...
Why a primary? because the base jumper is one for demo... maybe... hum, you'll see why

stats :
+primary fire: Engineer jumps both legs forward, and makes his boots explode ( does not destroy)
costs 40 ammo, deals around 40 damages, knockbacks the engi and his enemy
+secondary fire: let engi fly slowly up, -70 metal per sec
HIMothy Chalamet 3 Mar, 2016 @ 1:28pm 
Originally posted by ░▒⌹divide_two⌹▒░:
i posted stats for the HALE 9000, the metal hand that fits with those boots,
i think it isng a good idea to replace this weapon with the PDA,
it should a be primary weapon, because you always need a pda to build sentries and teleporters...
Why a primary? because the base jumper is one for demo... maybe... hum, you'll see why

stats :
+primary fire: Engineer jumps both legs forward, and makes his boots explode ( does not destroy)
costs 40 ammo, deals around 40 damages, knockbacks the engi and his enemy
+secondary fire: let engi fly slowly up, -70 metal per sec
Lunging at people with your feet out sounds fun, but it doesn't fit the engineer's playstyle very well. The boost cost being -70 metal per sec would barely give you any lift and leave your metal empty most of the time, so building anything would be impossible unless you never even use it. Engineer as a class always revolves around building constuction, a weapon that makes that not viable or incredibly hard wouldn't work or even be accepted by Valve. While I'm glad you gave your feedback, you can't just make up stats that sound cool, your have to make stats that fit the class they're used by.
Artonr 4 Mar, 2016 @ 4:38am 
it makes no sense, I like the cosmetic idea
Alpha Omega42 4 Mar, 2016 @ 9:03am 
Originally posted by the Fecal Phantom:
Originally posted by ░▒⌹divide_two⌹▒░:
i posted stats for the HALE 9000, the metal hand that fits with those boots,
i think it isng a good idea to replace this weapon with the PDA,
it should a be primary weapon, because you always need a pda to build sentries and teleporters...
Why a primary? because the base jumper is one for demo... maybe... hum, you'll see why

stats :
+primary fire: Engineer jumps both legs forward, and makes his boots explode ( does not destroy)
costs 40 ammo, deals around 40 damages, knockbacks the engi and his enemy
+secondary fire: let engi fly slowly up, -70 metal per sec
Lunging at people with your feet out sounds fun, but it doesn't fit the engineer's playstyle very well. The boost cost being -70 metal per sec would barely give you any lift and leave your metal empty most of the time, so building anything would be impossible unless you never even use it. Engineer as a class always revolves around building constuction, a weapon that makes that not viable or incredibly hard wouldn't work or even be accepted by Valve. While I'm glad you gave your feedback, you can't just make up stats that sound cool, your have to make stats that fit the class they're used by.

sorry, i was late on something, i do agree that -70 per sec is too much
so we can just add an ammo bar that can be refilled from dispensers only
also, a jetpack idea was posted so many times... you can't avoid it.
i think this skin is my favorite
SimpleFella_ 7 Mar, 2016 @ 9:35am 
these boots could be the engineers version of the gunboots! making sentry jumping a little less of a pain! but your stat idea is intresting and could bring in a new concept into the class!
Alpha Omega42 7 Mar, 2016 @ 10:23am 
Originally posted by OrdinaryJoe_:
these boots could be the engineers version of the gunboots! making sentry jumping a little less of a pain! but your stat idea is intresting and could bring in a new concept into the class!

So, tell me...
how do you sentry jump if this is a secondary?
Last edited by Alpha Omega42; 7 Mar, 2016 @ 10:23am
TheCyanMan 7 Mar, 2016 @ 3:59pm 
Flying seems a bit OP (Can you imagine if engineers had a super-easy way to all of those hard-to-attack sentry spots?

I'd like to see is as;
Pros: Hauling buildings does not reduce movement speed
+25% Resistance to blast damage (As an engi main, I know how much we all HATE blast damage)
Cons: Replaces a valuable secondary slot (Which means little to no personal defense if you're a Rescue Ranger)
-25 Max metal reserves. (Those boots don't build themselves!)

Seeing as this weapon is pretty much designed to be used in MVM, I think these stats are pretty good. (I mean how many times is your sentry left abandoned to be blown up because it can't protect you from a gaint soldier?)

Therefor, it can be upgraded to reclaim 1 metal per robot killed. (Sure, it likely won't offset the cost to reload it, but you'll be able to stay with, and defend, your sentry for longer).
SimpleFella_ 7 Mar, 2016 @ 10:13pm 
Originally posted by ░▒⌹divide_two⌹▒░:
Originally posted by OrdinaryJoe_:
these boots could be the engineers version of the gunboots! making sentry jumping a little less of a pain! but your stat idea is intresting and could bring in a new concept into the class!

So, tell me...
how do you sentry jump if this is a secondary?
now that you mention it... *facepalm* don't know really
Last edited by SimpleFella_; 7 Mar, 2016 @ 10:14pm
Stagnant 8 Mar, 2016 @ 12:49pm 
we need this!
[Sinner Aeon] 8 Mar, 2016 @ 6:23pm 
Originally posted by Digiboy62:
Flying seems a bit OP (Can you imagine if engineers had a super-easy way to all of those hard-to-attack sentry spots?

I'd like to see is as;
Pros: Hauling buildings does not reduce movement speed
+25% Resistance to blast damage (As an engi main, I know how much we all HATE blast damage)
Cons: Replaces a valuable secondary slot (Which means little to no personal defense if you're a Rescue Ranger)
-25 Max metal reserves. (Those boots don't build themselves!)

Seeing as this weapon is pretty much designed to be used in MVM, I think these stats are pretty good. (I mean how many times is your sentry left abandoned to be blown up because it can't protect you from a gaint soldier?)

Therefor, it can be upgraded to reclaim 1 metal per robot killed. (Sure, it likely won't offset the cost to reload it, but you'll be able to stay with, and defend, your sentry for longer).

This.... is the best idea in my opinion I love it gg
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