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Idea Engineer rework Idea

Discussion in 'Capture the Flag' started by Male__123, Feb 18, 2018.

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  1. Male__123

    Male__123 Well-Known Member

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    First thing I'd like to say this is just a quick concept/idea, if this gets positive feedback and improvement ideas I'll try and make everything more detailed with pics and detailed explanations



    Alright so,

    Inventory:
    All slots and amount of items stay the same.

    Changed item abilities in inventory:
    All the same except for the turret. (The turret is not placed, meaning you have the turret in your inventory, you right click it and it will change between one of the 2 modes)
    When right clicking, it will determine whether your turret will be a defending or attacking turret. The mode has to be determined before placing the turret. Default mode is attacking mode.

    Concept: There will be 2 different modes for the turret and there'll be added ways to break it. The modes are defending mode and attacking mode.


    Whilst in defending mode:
    The placed turret will not damage any players but will attack other placed turrets from the opposite team.

    What this does: Attacking other turrets whilst in defense mode will not break them instantly, but instead will damage them over time until they are finaly broken.
    They will break in 24-30 shots, the turret will be 4 - 5 hits stronger than a turret in attack mode.
    The attack speed is decreased by 22%

    While in attacking mode:
    The placed turret will attack only players in a 22 block radius and the attack speed is decreased by about 20%
    Other turrets will not be attacked.
    The overall HP is also reduced to 18-25 HP

    Changes for the different modes:
    The mode of the turret has to be determine before placing the turret, it cannot be changed after the turret has been placed. A cooldown of 5-10 seconds between breaking a turret and placing another is added.

    Also, a about 10 block restriction between 2 turrets
    Other changes:

    - Archers will also be able to damage the turrets. (1 attack damage per shot and a increased 2 attack damage per shot if it's in Headshot range)

    Mage will be able to damage turret (1 attack damage per shot from any spell except ice and regen)

    - Turrets won't be able to shoot invisible ninjas

    - eating from the regen thing will give you slowness 1 for the duration of the regeneration


    Why I chose to make these changes

    - Regen cake: like a sugercrash and balance purposes.

    - the different modes: These will make players think if they want to be supporting and tactical or just attacking but with the risk of the turret breaking faster. I feel like this would balance things out. Also, trying to break a turret is a pain in the bottom

    - the long ranged damages: Mainly so that there's a chance to break the turret without having to run into many many players that are camped around a regen cake and a turret firing at you. Also balance

    - Ninja not being hit: The sole purpose of a ninja being invis is for it to be stealthy. I feel like the turret removed that ability.

    -Webs thrown at a turret will cause a 5-10% decrease in firing speed



    This might seem a bit trippy lol but id appreciate feedback and improvement ideas, or if this idea is just stupid xd


    Added/changed things:
    - "refill cooldown reduced from 20-30 seconds to 7ish seconds
    - About 10 block restriction between 2 turrets
    - Throwing a web at the turret will decreae firing speed by 5-10%
     
    • Useful Useful x 2
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    #1 Male__123, Feb 18, 2018
    Last edited: Feb 18, 2018
  2. maniwo

    maniwo Member

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    As an addition to the breaking of those turrets I would also suggest that Medics can "freeze" them with their webs. Like Mage, giving them a short moment of cool down.
     
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  3. Male__123

    Male__123 Well-Known Member

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    Well I mean they can be spammed, So a fire rate decrease of an additional 5-10% imo
     
  4. CommunistBelgian

    CommunistBelgian Well-Known Member

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    Hi Male, first of all very interesting idea. I like the general concept.
    I absolutely agree with the ninja invisibility rework you are proposing, engineer is terrible to play against.
    I also like the switching between defensive and attacking position, however in a situation like the following I would rather see switching possible without having to respawn.

    Situation:
    A blue team's engineer is camping a strategical spot in the middle of the map, covering a large area and forcing people to take a different route. You, as a red engineer want to destroy his turret and take over his position. Which means you want to switch from defensive to attacking turret in a short amount of time, hence you will have to deal with the engineer as well. However if you'd constantly have to rebuild the turret and wait for it to refill, the other engineer will be able to re-setup as well and you'd have to redo everything. And in this scenario I'm not even including support from either side.

    On the other hand, if you'd combine a defensive with an attacking turret you are basically invulnerable in a map where it's hard to instakill the engineers and considering the engineers will most likely have some support around them.

    Apart from this ^^ +1 from me
     
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  5. DeDondo

    DeDondo Member

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    yesi think if u add it and maybe a percent increase with
     
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  6. Male__123

    Male__123 Well-Known Member

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    Thanks for the feedback hehe :stuck_out_tongue:

    I can definitely understand you, here are my ideas to fixing this:

    Situation 1: Like you said, removing or depleting the "refill time" would be the solution. But I think completely removing it would lead to another engineer trauma. So I propose there still be a "refill time", but only 5-10 seconds.


    Situation 2: Adding a 7ish block restriction between turrets and regen cakes, So the situation that you explained won't occur.
     
    #6 Male__123, Feb 18, 2018
    Last edited: Feb 18, 2018
  7. CommunistBelgian

    CommunistBelgian Well-Known Member

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    Thats an insanely long distance... (2) but your solution for 1st situation sounds decent
     
    • Agree Agree x 2
  8. Male__123

    Male__123 Well-Known Member

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    Oh lol true now that I think about it, updated answer :stuck_out_tongue:
     
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  9. Spades_

    Spades_ Former CTF Mod

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    It's about time for an engineer change imo. Your changes for ninja and archer are something that I'm personally a huge fan of. Although, when I was reading through your thread, I notice that the turret attacks players at a 22 block radius? If someone can let me know if that's longer, shorter, or about the same as current engineer it would help me out.

    The most interesting part of your thread has got to be the defense and offensive based turrets. Not too sure how I feel about that one, but I guess I'd have to see it first. Overall, you have well thought out change, that isn't really a buff or a nerf, but rather just a balancing change; I appreciate that.
    +1
     
    #9 Spades_, Feb 18, 2018
    Last edited: Feb 18, 2018
  10. super_mii2

    super_mii2 Well-Known Member

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    I dislike some of the changes.

    Turret Changes:
    -Seems needlessly complicated and defense mode is really, really bad if it only counters other engineers
    -Solution, keep the two modes but change defense mode’s function. As well as this, make turrets vulnerable to mage, and elf projectiles.
    -Perhaps a simpler change such as defense mode would have more hp but unable to hit ninjas or hit other classes much less often.

    Ninja Change
    -Hard disagree. Engineer at is really a class used to crowd control ninja’s which otherwise saturate many games. Removing this quality would make engineer lose its niche in small games.
    -Solution, Ninjas are vulnerable to turret, but assassin’s aren’t. This makes camping with the flag much harder as well. Give some more rep to an underpowered class too.

    The archer change is great, and should be expanded to all other classes with projectiles except ninja and medic (as eggspam/webspam on turrets would be broken lol)

    Regenerator change is pretty good too, and I’d like to add a Miner Fatigue I debuff to hurt the Engi’s ability to cake fight.

    Turret is okay, but I wouldn’t mind more health (maybe 1.5-2 of a normal person) for a 10-20s cooldown after breaking a turret. (Repairing a turret could give engineers slowness I as well as the fact that they are vulnerable to assassins)

    Cool rework but I wish teleporters were touched on. I think a rework is welcome but most people are overrating engi’s prowess. (Still loses hard to archers, chemists and heavies on well-made maps) Map makers need to be more vigilant to not make dumb engi points.

    If I understand what radius means, 22 blocks would be pretty OP

    10 Block restriction is overkill. The web change imo will be inconsequential for the most part.
     
    • Agree Agree x 1
  11. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

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    The “defensive turret” idea is kind of lack luster With its only purpose being to destroy other turrets. Its hecka situational & sounds more like “I’m angry about engineers lets make something that completely counters them without having to do any work”
    Anyways, How about instead you could have the defensive ability being instead it could destroy projectiles in the given area consuming like 1 Health for every 1 or two projectiles (Archer or elf arrows, damage spells, ice, eggs, snowballs, Epearls etc) in like a 5-10 block radius. This still makes hostile turrets useless in the range, allowing you to break them easier & also gives the ability more usage against other classes like mage, while still giving up offensive power.
     
    • Agree Agree x 1
  12. super_mii2

    super_mii2 Well-Known Member

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    Totally Agree with the first para. Second para removed a niche that elf has and that I'd think it would be better if elf kept, while making Engi even more powerful by buffing it's versatility
     
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