Sunday, 23 August 2009

Engineer Update - Speculation

Since no one's currently reading this, it might be a bit pointless posting some ideas on what could be in the Engineer update. The further question is why bother posting anything? No doubt at some point I'll be so impressed with my blog that I'll happily share it with others, probably someone will post something on a forum and I'll be happy to reply "Heres a link to my thoughts on my Blog" and it'll go from there.

Chances are though, that anyone reading this will be looking through back posts because they like my blog so much they like the idea of reading older posts. Anyone reading this who doesn't play TF2 won't care, and anyone who does play TF2 will no doubt not read this until the Engineer update is out. As such I don't feel the need (or the desire) to spend hours thinking of solid ideas and balancing them, but will just post random thoughts. Hey it's my blog, all I seem to post are random thoughts so tough.

I've not been playing TF2 from the start, infact i've only been playing the game long enough to have had 1 update happen (Spy and Sniper), not including small patches that change things slightly, I mean updated weapons and such. And as such I'll probably look at those first.

Spy
Not really played Spy an awful lot, not that I really suck, but I am bad.
Anyway, his upgraded weapon allows a Spy to play as Sniper, instead of throwing random bullets. The Cloak and Dagger allows a spy to slowly work towards any target unseen, and the Dead Ringer allows you to let them think you're dead just before you kill them.

All these things strike me as being options to change your play style. Yes you still Cloak and Disguise, but the cloak you have changes how well and fast you can advance, and how useful it is in combat. And the gun gives you the option of shooting someone for a headshot when a Backstab might be tricky.

I have just realised that I shouldn't go through every class, nor am I going to delete whats above.

Anyway, it seems to me alot of the updates want to change the class, give it another option of playing. A sniper plays very differently depending on if he's using a Bow or a Rifle. A pyro plays differently depending on any of his unlockables. Scout as well. I'm not sure about Heavy and Medic though, they seem to play exactly the same...

So lets guess that the Engineer is gonna stay as someone who builds things, but something about their playstyle will change.

The most obvious thing to say is that they'll get different sentries. While similar to a Heavy their shotgun isn't used very often, so that might change, as might the pistol.

Scatter Bomb
So first idea, replace the Shotgun/Pistol for a Scatter Bomb. Throw the bomb, and it bounces similar to a Demoman's primary weapon, then when it goes off it throws a number of bombs around, then they explode.
The reasons for this are two fold, first when you're advancing it helps against other Engineers. And when you're defending it stops people jumping back and forth around corners to take out your sentry.
Possibly have it use Metal, maybe a fixed rate, or maybe depending on how much metal you have. Or simply a 1 shot. Hell, maybe an idea is that it costs 100 metal to make, and you can stock pile them or something, maybe even for other people to pick up?

Beacon
Maybe i'm just having Demoman like ideas, which is strange since I think i've played a Demoman for like 4 minutes.
Put the Beacon somewhere, and my thoughts are a few what the beacon might do.
  1. When an enemy team member approaches it announces (text and/or voice) something along the lines of "Scout Approaching!"
  2. It has a "field" of a certain size that stops Spys Cloaking or Disguising near it.
  3. It an enemy team member gets too close, it explodes.
  4. Prevents a capture on a point, either until its destroyed, or a timer or something.
Power Armour
I like the idea of trying to get an engineer a bit more offensive.
Power Armour gives you "armour" which is effectivily more health, maybe it stops push backs, maybe it lets you use a bigger gun.
This is quite a poor idea though, simply because it just seems to make you a heavy, but it shouldn't just make you a heavy if you want that play a heavy.

Sentries
So, I'm sure everyone who's thought about this topic at all will have loads of ideas for how to have an alternate sentry, thankfully I haven't read any of them, so it's all my ideas!

Sniper Sentry - This sentry has no maximum distance, or if it does it's a long way. The sniper sentry gets automatic headshots on anyone it shoots at. This will obviously need a much longer aim time than the current sentry, and possibly is dependant on the distance of the person, but it shouldn't kill automatically at blank range. Maybe even give it a minimum range. The idea with this is that you can hold long distance choke holds, but not short range ones. A minimum range makes it even easier for a spy to take it out, and with the aim time it might never be able to shoot a Scout maybe?

Flame Sentry - Simple enough, it sets people on Fire. Why is that better than a normal sentry in anyway? Maybe the flame deflects bullets and/or rockets? Maybe the fire can't be healed? Maybe it even sets Ubers on fire?

Decoy Sentry - Looks like a sentry, maybe you can pick the level, maybe you can pretend to hit it to increase the level. It moves and beeps and looks just like a sentry! But it doesn't actually fire anything. Obviously this might be a poor replacement for an actual sentry, maybe it replaces a dispenser? Or the Teleporter? Whatever might make it more appealing for people to actually use and balanced. The key point however is that when it is destroyed it explodes, and I mean it really explodes. As such it might only have a handful of health. It should also explode the very instant a Spy puts a sapper on it.

Grenade Sentry - While you might think this is a suggestion for a sentry that fires grenades, it's not. It's an actual grenade, maybe it costs 200 metal, or maybe it costs like 60 so you can do it a few times. You throw the grenade and as it flys through the air it fires on the enemy. Maybe it fires a bit at them all, maybe it focuses on the closest target. I'd like to also think when it hits the ground it carries on firing from there. Maybe it's not got an awful lot of bullets in there...

Drop and Go Sentry - The Sentry is cheaper, and builds faster. Hitting it won't make it build any faster, and you can't upgrade the thing, but you can replenish ammo. Maybe it doesn't do the damage of a level 1 turrent, it probably wont, might even do like 25% of the damage. The important thing is that you can drop several of them. I'd love no limit, but that seems open to abuse, either it'll do so little damage its a waste of time, or you'll stay at the final point in control or something and build 200 of them.

Anyway, that's my ideas! While i've no doubt none of it will be remotely like the unlockables an Engineer gets, I'm happy to have posted!

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