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Idea Engineer class rework ideas

Discussion in 'Capture the Flag' started by roket333, Jul 19, 2019.

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  1. roket333

    roket333 New Member

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    I originally planned for this post to just be complaining about Engineer 2.0, but I decided to instead propose new ideas for Engineer that both use his new and old abilities
    [​IMG]
    Here is the new inventory
    A Sharpness 1, Knockback 1 Diamond Pickaxe, 4 steaks, a Turret (dispenser), 64 arrows, a Aura Healer (cake), Ammo Dispenser (anvil), and a Building Recall Device (enchanted book) in the inventory, with the armor being a protection 2 golden helmet, red/blue dyed leather tunic and leggings, and a protection 1 pair of iron boots
    The two red glass panes represent the class selector and compass

    Here is what each thing does
    ------------
    TURRET
    The turret acts similar to the old version, but not entirely
    You still need to load arrows into it for it to fire and it can (obviously) still be destroyed, but here is how they look
    [​IMG]
    You may notice the ones on the left have black stained glass, and that is because I think it would be a good idea if Turrets took a bit of time, maybe 3 to 5 seconds, to become ready to fire, and this is unique only to the Turret, simply because of it's power
    Breaking the stained glass base or dispenser of an enemy turret will destroy it, and the Engineer must wait a few seconds before building a new one
    Every 1 or 2 seconds, the Turret fires and arrow at the enemy nearest to it, which does 1.5 hearts of damage true
    Turrets will have a hard time detecting invisible Ninjas if too far, which means that the turret has half the range (shown below in emerald blocks), however, if an invisible ninja goes in the emerald block range and back out, the turret will keep attacking until they're completely out of range

    Turrets cannot see or fire at invisible Ninjas, except if they go invisible while being shot at
    This is it's detection range (now scrapped)

    [​IMG]
    Of course, the range, damage, firing speed, and so on are just rough ideas, actual values would probably be gotten with in-game testing
    -----------------------
    HEALING AURA
    No different from the current one, it's better than the old health dispenser because it makes the Engineer get out there
    ----------------------------
    AMMO DISPENSER
    The Ammo Dispenser refills some types of ammo, like the Pyro and Engineer's arrows, but not the full amount at once
    This is how it looks
    [​IMG]
    The Ammo Dispenser will accumulate ammo over time, represented by how many slices the cake on top has left, only right-clicking the cake will refill some ammo, and it starts with one ammo refill ready when placed
    An Engineer that uses one of it's charges only gets 8 arrows, this is to reduce camping/turtling
    As with the Turret, breaking any of the two blocks that make up the building will break the whole building, and the Engineer will need to wait a few seconds to build a new one
    -------------------
    TELEPORTER
    The Teleporter does exactly as it says and teleports players on it from the entrance to the exit, but only one-way
    Additionally, players who have the flag cannot use teleporters due to how unfair that would be
    This is how the Teleporters look, entrance on the left, exit on the right
    [​IMG]
    Unlike the old Teleporters, players must wait a second on it in order to be teleported, this is to prevent accidental teleporting
    After each player teleported, the Teleporter must recharge for a second or two, during which time, the Redstone Torch will be off
    The Redstone Torch will also be off if there is no exit
    If multiple players are standing on the Teleporter, it will take them based on how long they've been standing on it, with ones waiting longer being first
    Unlike the other buildings, breaking the in-ground block does break it, and just like the others, the Engineer will need to wait a few seconds to build a new one if their Teleporter is broken, and just like the old ones, if one of the two sides of the Teleporter are broken, they're both removed, however, breaking the Redstone Torch does not break the building
    ---------------------------------------
    BUILDING RECALL DEVICE
    Right-clicking this item anywhere will remove all buildings you've placed
    If a recalled Turret has more than 64 total arrows in it, you will only get up to 64
    A recalled Ammo Dispenser will not keep it's "charges" when re-placed
    -------------------------------
    MOVING BUILDINGS
    This is something I thought of as I was writing this, but it could be useful if you want to, for example, move a Teleporter exit without recalling everything
    Right-clicking one of your buildings with the Diamond Pickaxe only will put the building in your hand
    While moving a building, you cannot attack (now scrapped)
    If you move a Turret, it will keep all of the arrows it originally had, and will need to prepare again, but will only take half as long
    ----------------------------------
    OTHER INFORMATION
    That's it, but if you have a recommendation or a tweak you'd like, let me know and I may update the post with it
    Thanks for reading, and I hope this actually goes somewhere!
     
    • Like Like x 4
    #1 roket333, Jul 19, 2019
    Last edited: Jul 20, 2019
  2. Nohox

    Nohox [MCPVP]

    Joined:
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    I like this classic vibe to your Engineer, much to a contrast of the current one (which honestly is more a Demoman anyway). The fact that they are standing on glass panes is genius, that way destroying is made much easier and can even be done by classes without a pickaxe. Keep in mind though that players on 1.8.9 still see the old single glass pane texture which does not nearly look as neat.

    An ammo dispenser is a great idea and the representation via a cake is ingenious, keep in mind though that in CTF people (still) associate both gold weapons as well as cake with healing, so they might mistake this for a healing station.

    Haven't made my mind up yet with the moving structures bit, as this seems the least CTF-like thing in your proposal. The main gripe I have is that this turret does not seem to be less annoying than the previous incarnations we had. The turret was always Engineers biggest critique point, promoting stationary and camping play - though in the Engineers defense that's what most Engineers across many games do. So I am unsure if their weak point being the glass pane is enough to remedy this image.

    Lastly, the old turret also had a warmup time after being placed down, indicated by the health bar over it gradually filling up. That must have been around 2-3 seconds. Additionally, if Ninjas cannot be detected by turrets, it might become too easy to destroy them. Simply walk up in invis and destroy the turret with your sword, you will take only one hit max. By the way, is it 1.5 hearts true damage, so not accounting the armor you're wearing?

    Overall I like this proposal but it would require some tweaking if to be put directly into the game as-is. :thumbsup:
     
    • Agree Agree x 2
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  3. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

    Joined:
    Jun 28, 2015
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    While I love the idea of bringing back old engi, (new engi is fun but should be its own thing, not having the regenerator+speed AND tnt combo that really makes people despise it rn) There are a few problems with the rework.


    basically my idea but having a charge-up time, like Nohox said, with the inability to shoot invisible ninjas would make it pretty much a joke on offense as its so easy to destroy(especially with no kb on the pickaxe) and as such doesn't really encourage the fast pace of modern CTF. That's my only real issue with it though.


    No offense, but Healing aura could use a buff. What that buff would be? No idea, but having it just being a incredibly short ranged water element is kinda bland.

    While I like the idea of regenerating other things than health (currently something only medic can do) this will very much encourage a camping playstyle when paired with the turret's need for arrows. A flat no from me as long as the other idea stands.

    Much of the playerbase really did not like dealing with teleporters. I have no problems with it but that's just me.

    basically my and every other engi rework idea, not much else to be said here

    Sounds cool, also sounds like existing for the sake of being like the tf2 engi
     
    • Like Like x 2
    • Agree Agree x 1
  4. roket333

    roket333 New Member

    Joined:
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    Thank you two for your feedback, the post has been modified to hopefully fix your concerns
    things added are green and underlined, things removed are red and underlined
     
    • Like Like x 2
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