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Author Topic: General Engie Changes  (Read 8566 times)
Spiralstorm
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« Reply #15 on: July 03, 2010, 12:15:52 am »

Here's a beta, not mine

I think we should have half a second of invisibility after using a teleporter so that it's a little easier to hide.


If the teleporter is placed strategically, you don't need to hide.
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« Reply #16 on: July 03, 2010, 12:23:43 am »

Here's a beta, not mine

I think we should have half a second of invisibility after using a teleporter so that it's a little easier to hide.


If the teleporter is placed strategically, you don't need to hide.

Quote from gameplay: "Oh hey look, that engie just teleported out of nowhere, that's either a spawnpoint or a teleporter spot. I should go and try to destroy/camp it"
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« Reply #17 on: July 03, 2010, 12:26:02 am »

This will make momentum deadly.

Any team which can advance with a group of about four will be more or less unstoppable on any ctf map.
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Hairy Thong
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« Reply #18 on: July 03, 2010, 01:44:01 am »

just adding the  dispenser with these setting would be just fine don't need teleports maps are not big enough

Dispenser:
Heals at 10hp/s,
Heals engy’s NBs at the same rate.
Runner, Soldier, Demo, Engy, and Spy can reload to 1.5 clip size at their normal reload rate.
Pyro, Heavy, Medic, can reload twice as fast.
Cannot fire while being healed
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« Reply #19 on: July 03, 2010, 09:50:47 am »

How about
Dispenser:
Health 40, nb cost 60

Teleporter:
Health 40, nb cost 60
8 second recharge
2 seconds of immobility after using the teleporter.

With only 40 health, it would only take one rocket/one runner pb/5 heavy bullets to take out either of the new buildings. Teleporters being placed right outside of spawn would be easily destroyed, and the long recharge means it would take at least 24 seconds to get a group of 4 through the teleporter, and the immobility means the opposing team has time to get in lots of damage. Really in 24 seconds you might as well have walked the whole way, and the chances that the teleporter would even last that long in front of a spawn is very slim.

As for sentry changes, a big reason people complain about it being op is because multiple sentries are a bitch. How about the no build range is increased, but it only applies to buildings of the same kind. So you could have a dispenser, sentry, and teleporter right next to each other, but not a sentry and a sentry. Also since this game is 2D, there should probably be some way to activate the buildings other than walking over them, so people don't teleport by accident or anything. Maybe press m2? we could a little noticeO massage when you walkover buildings that says press m2 to use it or something like that. And if dispensers are added we should make it so sentries can't shoot through buildings made by the same engy so we don't have sentries using dispensers as a shield by being made inside it.
« Last Edit: July 03, 2010, 10:37:32 am by Trog » Logged

Hairy Thong
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« Reply #20 on: July 03, 2010, 10:32:57 am »

How about
Dispenser:
Health 40, nb cost 60

Teleporter:
Health 40, nb cost 60
8 second recharge on the
2 seconds of immobility after using the teleporter.

With only 40 health, it would only take one rocket/one runner pb/5 heavy bullets to take out either of the new buildings. Teleporters being placed right outside of spawn would be easily destroyed, and the long recharge means it would take at least 24 seconds to get a group of 4 through the teleporter, and the immobility means the opposing team has time to get in lots of damage. Really in 24 seconds you might as well have walked the whole way, and the chances that the teleporter would even last that long in front of a spawn is very slim.

As for sentry changes, a big reason people complain about it being op is because multiple sentries are a bitch. How about the no build range is increased, but it only applies to buildings of the same kind. So you could have a dispenser, sentry, and teleporter right next to each other, but not a sentry and a sentry. Also since this game is 2D, there should probably be some way to activate the buildings other than walking over them, so people don't teleport by accident or anything. Maybe press m2? we could a little noticeO massage when you walkover buildings that says press m2 to use it or something like that. And if dispensers are added we should make it so sentries can't shoot through buildings made by the same engy so we don't have sentries using dispensers as a shield by being made inside it.
Teleporter 40 health "YES" so that takes one shot but Dispenser "NO" take at least two shots 60hp should do
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« Reply #21 on: July 03, 2010, 10:37:00 am »

Mkay. Really I think teleporter will be the main problem in ctf.
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« Reply #22 on: July 03, 2010, 10:41:42 am »

Mkay. Really I think teleporter will be the main problem in ctf.
yes maybe some how they could code it so you can always build an auto gun on every map but a dispenser and teleporter can only be built on specific maps that have been set?

EDIT: I really don't know because I can't code Sad
« Last Edit: July 03, 2010, 10:43:20 am by Munch » Logged

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« Reply #23 on: July 03, 2010, 10:43:37 am »

so we're not adding a little bit of invisibility after using the teleporter or making a small area around it passively invisible?

Oh and if you want people to not move for 2 seconds after using the teleporter, you should make a sprite animation showing that their character is dizzy instead of just freezing them.
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« Reply #24 on: July 03, 2010, 10:44:58 am »



Oh and if you want people to not move for 2 seconds after using the teleporter, you should make a sprite animation showing that their character is dizzy instead of just freezing them.
Sounds good ^^
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« Reply #25 on: July 03, 2010, 10:51:47 am »

I unno. Doesn't seem right to tether a class's abilities to the game mode. Really the classes should stay the same all the time.

For the teleporting I just imagined the swirly lines people have used in teleporters sprites spinning around the person while they're teleporting. I'm on my iPod right now, but I'll try and find the sprites soon. In think Tarzan made a tele sprite.
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« Reply #26 on: July 03, 2010, 10:55:50 am »

Building an offensive teleporter in ctf on tf2 indicates dominance to the "spanking" degree.

Exits are usually located in engie nests, well guarded by spychecks, meaning an engie must have enough time to get  around a thousand metal (for just upgrading the sentry and dispenser, not the exit)

Obviously, if he has enough time to do so, he needs to be either:

1. On an unused path
2. Well-guarded by teammates

For the same risk-reward metagame on gg2 (attempting to build in enemy spawn at high risk for high reward), maps would need to be so large that, while traversing the main path, alternate routes would be 100% offscreen.

The engineer also needs to buy his dispenser time. If we choose to keep the passive n&b regeneration, it would require nothing map-related on an engineer's part, and he could technically remove that and build anywhere.

If we remove the passive regeneration, there are two more options, but each still has problems.

By introducing ammo/health pickups, the few spots where this coincides with a strong building location would become new objectives in the game detracting from the fast-paced ctf element, as the first team to set up in the other team's base would have a nearly irrevocable advantage until the other team ubers, by which point they'll still be behind point-wise.

If we make dropped enemy weapons replenish n&b, we run into the same problems as keeping passive regeneration, because it's extremely easy to get kills in gg2.    
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« Reply #27 on: July 03, 2010, 11:16:11 am »





that's what I mean by swirly lines

engy nests really wouldn't work like they do in tf2 because we don't have upgradable sentries. They are quick to set up, and are very usefull on defense because of their aim and decent dps, but they are not strong enough to hold back a whole team from destroying an engy nest. Really all an engy nest would be useful for is getting your team to the opposing spawn, but even that would be slow. In gg2, achieving the same risk-reward as the tf2 engy would require upgradable sentries, which I don't think too many people are keen on. So for now we'll have to design an engy that is independent of it's TF2 counterpart in that regard.
« Last Edit: July 03, 2010, 11:17:29 am by Trog » Logged

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« Reply #28 on: July 03, 2010, 11:17:53 am »

ok enjoy your gameplay
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« Reply #29 on: July 03, 2010, 11:18:44 am »

k fine
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