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Author Topic: General Engie Changes  (Read 8452 times)
AcidLead
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« Reply #180 on: July 19, 2010, 08:50:22 pm »

Actually, so long as the map is ~950 pixels long or more, teleporters could be quite useful.

Namely,
cp_airstrike
cp_egyptremix
cp_jeffville
cp_kamino
cp_montanea
cp_rathdrum
cp_trucking3
cp_ssbbonus
I see one well-played map here, and it's well-hated.

I think that's why it's currently hated, because it's so long.
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DSky
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« Reply #181 on: July 21, 2010, 05:05:48 pm »

I don't think teleporters are necesary
It's true about how those maps are long and hated, the teleporter could work there
But what will happen with the short maps?
I agree with nerfing the sentry crazy heal rate, but im not sure about the teleporter and dispenser
Just what I think
« Last Edit: July 22, 2010, 12:21:49 am by DSky » Logged

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« Reply #182 on: July 21, 2010, 05:09:57 pm »

Actually, so long as the map is ~950 pixels long or more, teleporters could be quite useful.

Namely,
cp_airstrike
cp_egyptremix
cp_jeffville
cp_kamino
cp_montanea
cp_rathdrum
cp_trucking3
cp_ssbbonus
I see one well-played map here, and it's well-hated.

I think that's why it's currently hated, because it's so long.

i.e. no forward spawns
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« Reply #183 on: July 22, 2010, 08:42:20 am »

But how will forward spawns be implemented into the older long maps?

Oh wait they don't.

OR DO THEY?
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Date Registered: January 23, 2010, 12:59:59 am
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« Reply #184 on: July 22, 2010, 09:19:10 am »

But how will forward spawns be implemented into the older long maps?

Oh wait they don't.

OR DO THEY?
Most likely they'll have to be remade to have forward spawns in the gang garrison map maker
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dr.stampy
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« Reply #185 on: July 22, 2010, 11:54:44 am »

this threads arguments are probably never going to end but i still think that the sentry should be able to be healed at a slow rate (with the wrench) so that you dont have to wait a minute to build a new sentry sentry with new health, but slow enough that it wouldn't be help full well its under fire , also the provisioner would be nice but isn't really necessary (if it is put in it shouldnt regenerate ur nbs) and the teleporter is a no
Actually, so long as the map is ~950 pixels long or more, teleporters could be quite useful.

Namely,
cp_airstrike
cp_egyptremix
cp_jeffville
cp_kamino
cp_montanea
cp_rathdrum
cp_trucking3
cp_ssbbonus
i have never heard of or played any of these maps
« Last Edit: July 22, 2010, 11:55:39 am by dr.stampy » Logged
trog
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« Reply #186 on: July 22, 2010, 12:28:02 pm »

But how will forward spawns be implemented into the older long maps?

Oh wait they don't.

OR DO THEY?
Seeing as they were designed to be functional without forward spawns, adding it to already completed maps would be idiotic. Besides, no one even plays those maps.
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Dihydrogen Monoxide
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« Reply #187 on: July 24, 2010, 05:20:58 am »

People used to play them Sad
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Date Registered: January 23, 2010, 12:59:59 am
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« Reply #188 on: August 02, 2010, 04:08:17 am »

Er, bump since mrfredman is back.
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Date Registered: January 23, 2010, 12:59:59 am
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trog
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« Reply #189 on: August 02, 2010, 09:09:38 am »

What do you guys think about moving buildings?

Build menu > 1 while overlapping building

or

Build menu > 3 while overlapping building


Basically you have heavy speed, can't shoot, and the sentry redeploys at it's original health and plays the build animation for one second before being able to fire.
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lorgan3
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« Reply #190 on: August 02, 2010, 09:28:37 am »

 c1

btw i choose the first one
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Dihydrogen Monoxide
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« Reply #191 on: August 02, 2010, 10:08:36 am »

Build menu > 1 while overlapping building
or
Build menu > 3 while overlapping building

I don't exactly know what you mean by this.

Picking up stuff actually would slightly break Generator mode, what with all the engies building near their spawn, picking their sentries up and suicide running to the enemy's base.
We would also need new sprites.
And one second is okay, but we should use Rocketman's speed instead of Overweight's. Overweight just seems too slow. Scrap that. Any faster and Generator would be broken even more.
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Date Registered: January 23, 2010, 12:59:59 am
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trog
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« Reply #192 on: August 02, 2010, 12:00:31 pm »

I was talking about how you would pick up buildings. We could either have it where you pick it up if you try to build a sentry while standing next to your building, or we could add a 'pick up building' function to the build menu, which would be easier for new players.
To place the building you would just use the build function.


As for breaking gen, I don't really think it would. It would be much easier for engies to run in and build instead of carrying buildings at heavy speed and being unable to shoot. I heard the devs are going to change sentries so they can't target the gen in the next update anyways.
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Kizzi
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« Reply #193 on: August 02, 2010, 02:56:46 pm »

I was talking about how you would pick up buildings. We could either have it where you pick it up if you try to build a sentry while standing next to your building, or we could add a 'pick up building' function to the build menu, which would be easier for new players.
To place the building you would just use the build function.


As for breaking gen, I don't really think it would. It would be much easier for engies to run in and build instead of carrying buildings at heavy speed and being unable to shoot. I heard the devs are going to change sentries so they can't target the gen in the next update anyways.
I don't think it would work very well, since sentries aren't repairable or upgradable.
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trog
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« Reply #194 on: August 02, 2010, 03:04:47 pm »

The main goal for moveable sentries in gg2 is to save nbs, while in tf2 it's more about saving time. If you read the op you'd see that I'm also requesting repairable sentries. With the extra nbs you save with moving sentries, you can actually repair sentries on the front lines without waiting forever, but with the obvious downside of it being hard to get your sentry there in the first place.
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