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Idea Engineer Rework

Discussion in 'Capture the Flag' started by obikenobi21, Sep 25, 2018.

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  1. obikenobi21

    obikenobi21 Delta Force Jedi

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    Engineer Rework
    Items:
    [​IMG]
    1) Engineers Pickaxe: Diamond pickaxe enchanted with efficiency IV to make it look cool.

    2) Grenade Launcher: Launched a slow moving grenade (ender pearl) that deals 4 hearts true damage to enemies caught in the blast and applies a hefty knockback around explosion (think like twice that of a mage damage spell). The explosion is like a pyro arrow explosion. Cooldown of 2 seconds for each grenade, has infinite grenades. (Note: Max range of grenade is like, 15 blocks)

    3) Steak: Heals 4 hearts

    4) Sponge: Functions like a normal CTF sponge. Right click to replace a block with it, shift right click to place on top of a block. Can be used by both teams (note: Engineer sponges can't be chained with other sponges)

    5) Healing Pillar: Place down the stained glass to create a pillar. Gives some amount of regeneration to any team member in a certain radius

    6) Tripwire: Place both tripwire hooks across from each other with a clear path in between. String automatically gets put between them creating a tripwire. Enemies crossing the tripwire take 5 hearts true damage (and a little explosion goes off). Breaking the string or the hooks gets rid of the entire tripwire.

    Note: For any of the blocks engineer places, he can destroy them remotely by right clicking the stained glass pane that appears when they are being used. In addition Enemies can destroy all blocks placed


    Armor:
    Same as before

    Picture:
    [​IMG]
     
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  2. xGhale

    xGhale HG‘s Doom guy

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    I like most of this, however:
    -Infinite grenades with a 2 second cooldown?? I‘d just camp above the flagroom and nuke the place every 2 seconds/constantly bomb the enemy flag room. Couple this with the Tripwire (which is fine initself) and you have a class that can only really be controlled by ranged classes (although the Pillar Heal will stop arrows and the like so you could just peek out, throw a grenade, hide and chill for 2 seconds, rinse and repeat).
    -I love the idea of a Pillar Heal, but what sort of area and what sort of healing are we talking here? Will it have a cooldown?
     
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  3. Versions

    Versions CTF Moderator

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    Very cool rework. I like how you removed the whole arrow turret system completely by replacing it with the grenade launcher. Can you clarify this for me: you can still heal the launcher/turret by right clicking it with your pickaxe, correct? Also, cooldown for the grenade may need to be increased because the tripwire + a grenade theoretically take 9 hearts of true damage, pretty powerful combo. Or you could decrease the amount of true damage it does for the tripwire. We would need to test that in-game if this rework goes forward to see if your original option is good or not.

    Will you be able to restrict where you can place the tripwire like the grenade launcher? Like, you won't be able to place it in a certain radius of the flagroom.

    Also, what regeneration level do you get from the pillar?
     
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  4. StormNox

    StormNox Active Member

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    As long as this class actually requires skill and experience i am happy.
     
  5. Icarus_82

    Icarus_82 Well-Known Member

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    Although the damage output seems high at first, I actually think this class would be quite balanced, at least from a damage perspective. The damage is difficult to land and inconsistent with the slow-moving grenades, so having high burst makes up for it well.

    I have a few thoughts:
    • The class seems a bit tanky to me for the amount of damage it puts out, especially if it can stay at range and throw grenades at people. What classes would counter it? This class would probably be able to 1v1 a heavy once the knockback of the grenades is taken into account (heavy dies in 6 grenades, assuming they are accurate within melee range)
    • I'm not sure where the class lands in terms of being a damage dealer or a support - I don't think the class could have high damage, high support capabilities, and decent tankiness. Perhaps if the steak amount were reduced it could be a long-range support/damage class which is vulnerable when enemies get close?
    • As @xGhale pointed out the grenades seem really powerful in flagrooms, especially small ones. I think there would have to be a restriction inside the flagroom, otherwise every 2 seconds any attacker loses a steak and gets knocked away from the flagpost.
    I like the unique ideas and I think this would add a new dimension to gameplay. Just needs a bit of fine-tuning which could be done during testing. +1
     
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  6. obikenobi21

    obikenobi21 Delta Force Jedi

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    My idea behind the grenades was its range is so short that Engineer would need to be in significant danger to be doing that. If a team is letting an enemy engineer just nuke the flagroom they are doing something wrong.

    I'm honestly not sure about those numbers. I was thinking passive regeneration for any ally in a radius, so no cooldown and always there.

    For clarification, there is no longer a turret system. Think of the grenade launcher like a mage spell, you carry it around and launch grenades. And its true, tripwire and grenade does a lot of damage, but I felt that was offset by engineer needing to aim it, and being at direct risk compared to a turret firing them.

    I was thinking that people should be seeing and breaking the tripwires, as the intention was one swing from an enemy breaks them. Therefore I don't know if it needs any restrictions, but that would need to be tested.

    I'm not sure, I was thinking a moderate regen level, enough to stay by it and heal up but not enough to tank a lot of damage.


    Yeah, its probably a bit too tanky, I didn't really think about armor. Taking down a steak or making the helmet leather could fix it. As for its counters, it seems to me like mage, elf, and assassin **** on this engineer. Mage can easily heal up from an inconsistent burst like the grenades and its not affected by the knockback because its also a mid-ranted class. Elf can counter the grenades and has the mobility to close the gap quickly, as well as having pure element to just hit Engineer with. And then this Engie has no sword, and assassin can just speed III dodge everything and kill it. Chemist probably does well as well, and of course archer at longer ranges.

    I wanted this class in between. Think of it like an area control kind of character, except instead of placing a turret and afking he sets up a tripwire, healing station, and manually uses grenades to keep an area locked down. In addition I think the sponge could lead to some interesting options both defensively and offensively. Not as campy as the current engineer, but I wanted to keep the same general idea.

    I assume you're talking about defensively? I agree, its pretty strong, however Pyro does pretty much the exact same thing minus the knockback. Perhaps the damage does need to be reduced in general though.
     
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  7. Versions

    Versions CTF Moderator

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    In my opinion, the armor is fine how it is and even though it may be tanky, you can easily kill the engineer with the counters mentioned by @obikenobi21. Also, since this engineer does not have a sword anymore, it is quite vulnerable to assassin, which basically makes up for the 'tanky' armor and damage.

    Oh, I was just confused because you are using the dispenser for the grenade launcher, which is perfectly fine. I'm just too used to the turret system that engineer currently has I guess.
     
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  8. EmperorTrump45

    EmperorTrump45 Dank Memer

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    LUL 4 heart true damage AoE explosion every 2 seconds with 15 block knockback NOT BUSTED AT ALL

    real talk: I love this rework. it's amazing. damage isn't nuts - aside from the f*cking broken grenades - and there's a lot of utility and 'outplay' potential here with the sponge and tripwire. Sounds very fun and interactive. I'd love to play it (although I don't play anymore so probs not XD)

    Mechanics seem a little clunky tho - particularly the tripwire - so I'd like to see exactly how this would work in game (IMAGINE IF WE HAD A PUBLIC TEST SERVER FOR THIS)

    Healing pillar could be problematic since you could just place a WALL in front of Blackout flagroom or whatever and suddenly there's yknow, a WALL, there. Also having a big, indestructible (I assume it can be killed by enemy Engineers but anyone else?) thing next to your flagroom or the enemy flag would cause several other problems:

    - camping. Would probably piss off the All Important Team Scene & it's just annoying in general
    - extremely OP depending on the regen and range of regen
    - depending on restrictions would make Dwarf unkillable
    - would regen affect mobs? Could be ridiculous with 'new' Necro (UNKILLABLE ZOMBIES)
    - also camping but fr, you could wall off certain areas of the map with this and the tripwire. The structure is much larger than current engineer structure(s) as you've depicted it. Archer is a pretty good free class counter to Engineer rn - but this WALL kinda counters Archer not the other way around luuuuuul

    Question about tripwire. How far apart could it be placed and still be effective?

    Sponges also encourage camping - and are harder to remove than current portals. Could place a sponge and then your pillar & sh*t where you land. Legit all of these tools are only effective if used in the same place/time (would also be broke if you placed a sponge on top of the WALL - to launch into enemy flagroom or whatever, depends on the map). This'll probs still be banned in team matches

    armor's fine tho.

    +0
     
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  9. obikenobi21

    obikenobi21 Delta Force Jedi

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    The healing pillar can be destroyed by the enemy team. Its glass, so it should be fairly fast. That or the design could be changed to something more non-intrusive, maybe something involving armor stands?

    Hmm, Im not sure how regen would effect mobs. I dont think it would effect them at all tbh, doesn't regen hurt undead mobs?

    The tripwire is infinite. Since it has to be uninterrupted any terrain change would stop the tripwire from connecting (so a perfectly flat surface with nothing in a straight line between both hooks). Maybe you could do an insanely large one on Blackout, but since enemies can destroy it I can't imagine its very practical.

    *To use the tripwire you place both hooks and string automatically connects

    I don't know what you mean by are harder to remove than current portals, do you mean break? I think sponges break pretty fast right? And yeah, that was the point of the sponge. I thought it would be cool for an engie to allow more immobile classes like heavy to jump up a couple of blocks and into the enemy flagroom. Its only one sponge which launches you straight up so I don't think it would be extremely gamebreaking, just something to play around. Hopefully it would lead to creative uses rather than being banned but who knows.
     
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