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Idea Engineer rework based on TF2

Discussion in 'Capture the Flag' started by _Gobs, Jul 26, 2015.

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  1. _Gobs

    _Gobs Member

    Joined:
    Jun 25, 2015
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    Engineer has been nerfed in the past but with this rework he may become a more accepted class!
    Structures no longer have 3 block difference but a 2 block difference.
    Structures cannot be placed in a 20 block radius around the flag!
    This type of engineer opens up new strategies.



    Armor:
    Same as before.

    Inventory:

    Note: all items have the same description as they currently have (except Supportive Capsule)

    Slot 1:
    Engineer Pickaxe enchanted with sharpness and knockback 1

    Slot 2:
    4 Engineer Steak

    Slot 3:
    Wooden sword (Renamed: Turret Manual Override)
    Ability: Same as before

    Slot 4:
    Entry Teleporter.
    Not destroyed on death but destroyed by 2 hits as any class.

    Slot 5:
    Exit Teleporter
    Not destroyed on death but destroyed by 2 hits as any class.

    Slot 6:
    The Turret has the same building time as it has right now.
    It can be one shotted by any class while the turret is in its building state. (Same when upgrading)

    Turret level 1:
    Fires 1 arrow per 1.5 seconds dealing 4 hearts damage. (not true damage anymore)
    Turret destroyed in 4 hits by any class.
    Upgrades to level 2 after a 4 killstreak.

    Turret level 2:
    Fires 1 arrow per 1.25 seconds dealing 4.5 hearts damage. (not true damage anymore)
    Turret destroyed in 5 hits by any class.
    Upgrades to level 3 after a 10 killstreak.

    Turret level 3:
    Fire 2 arrows per second dealing 4 hearts damage. (arrows may have different targets) (not true damage anymore).
    Destroyed in 6 hits by any class.

    Doesnt get destroyed if engineer dies.

    Slot 7:
    Beacon (Renamed: Supportive Capsule)
    Description: Will provide your team a healing and resistance boost in a 3 to 4 block radius!
    It can be one shotted by any class while the Supportive Capsule is in its building state. (Same when upgrading)

    Supportive Capsule level 1:
    Regeneration and Resistance 1 in a 3 block radius
    Destroyed in 3 hits by any class.
    Upgrades to level 2 after a 6 killstreak.

    Supportive Capsule level 2:
    Regeneration and Resistance 1 in a 4 block radius.
    Destroyed in 4 hits by any class.
    Upgrades to level 3 after a 12 killstreak.

    Supportive Capsule level 3:
    Regeneration and Resistance 2 in a 4 block radius.

    Doesnt get destroyed if engineer dies.


    If the Engineer wants to repair or upgrade his buildings he must right click the turret/Supportive Capsule.
    You can repair your turret/Supportive Capsule for 1 hit every second.
    Upgrading a building takes 2 seconds. (When the building is upgrading it doesn't do anything and can be 2 hit by any class)


    Slot 8:
    Engineer Compass.

    Slot 9:
    Class Selector

    Thank you for reading the entire chunk of text.
    Criticism greatly appreciated.
    Numbers may need a change.
    Let me know by writing a comment.

    @SoCool
    @Tacovice
    @NomNuggetNom
    @Colonel_Graff

    Tag more people in the comments please.
     
    • Like Like x 2
    • Creative Creative x 2
    #1 _Gobs, Jul 26, 2015
    Last edited: Jul 27, 2015
  2. Sir_Inge

    Sir_Inge Well-Known Member

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    The last thing we need is an engineer that snowballs. Sorry, this won't work.
     
    • Agree Agree x 2
  3. _Gobs

    _Gobs Member

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    Please explain why
    Also the numbers can be changed
     
  4. Sir_Inge

    Sir_Inge Well-Known Member

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    It won't work because it gets stronger over time. Dwarf and Necro both have those problems and they're insanely broken.
     
  5. _Gobs

    _Gobs Member

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    The buildings can easily get destroyed which encourages the Engineer to stay near and care for his buildings.
    Archers can easily take out an Engineer building nest:
    Headshot Engineer, shoot buildings and you are done.
     
  6. Tenshirox

    Tenshirox C a p t u r e F l a g

    Joined:
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    Snowballing is never a good addition to classes and Engineer is okaybutnotreallyokaybecauseEngineerwillalwaysbesatanbecausethenatureoftheclassisliterallyafkingtogetkills at the moment, so this isn't really needed.
     
    • Agree Agree x 1
    • Useful Useful x 1
  7. Recovs

    Recovs Unknown Member

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    Honestly, engineer is fine as it is currently, but a bug that needs to be fixed is when you get stuck in the tp and can't move off it even if its broken.
     
  8. TomD53

    TomD53 Well-Known Member

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    Imo its a good rework....but true damage? Really? I like the way they are easy to destroy, but as people have mentioned above, the snowballing effect is just a no.

    Gud ideas tho. +1
     
  9. xSplits

    xSplits Member

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    Where does it even say snowballs?
     
  10. Sir_Inge

    Sir_Inge Well-Known Member

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    Snowballing is when a class gets stronger either over time or with kills- kind of like a snowball rolling down a hill gets bigger as it rolls. It starts out harmless and annoying and then becomes massive and unstoppable.
     
  11. furtles

    furtles Well-Known Member

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    Snowballing is something that should be avoided when making class ideas. It works in other games, but has no place in CTF. Making the engineer stay near their turret is an awesome concept, but this isn't the way to do it. The current engineer already makes staying near the turret somewhat necessary. AS opposed to a rework, I would like to see a fix where turrets lose health faster when the engineer is not in a certain radius of the turret, and the teleporters are destroyed after so many people teleport.
     
  12. TOM_SAYS

    TOM_SAYS Active Member

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    It's not really necesarry for engineer to change an awful lot. But it definetly needs a nerf! Knockback from the turret arrows should be removed entirely. I agree on the true damage concept for engineer, because it kills classes like; ninja, assassin and mage way to fast. I'd say 2,5 hearts of true damage each hit. Also, turret manual override should come back. But, as soon as the engineer has his sword in his hand, the autofire cancels. (Engineer can only autofire with wielding his pickaxe and manual with his sword).
     
  13. _Gobs

    _Gobs Member

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    Changed up the True damage because it snowballs too hard.
     
  14. Gh0st_92

    Gh0st_92 Active Member

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    (In Heavy voice)

    Pootdispenser here!
     
  15. _Gobs

    _Gobs Member

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    Erecting a dispenser!
     
  16. bostonbruins1251

    Joined:
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    Engineer always has been a class that focuses on owning a specific plot of area on a CTF map, that's been it's game for a really long time, you can use it for control of certain points, strong defense, anti-ninja, or even a strong offensive attack. While you definitely don't change that aspect of Engineer, you're greatly changing the way it'd be played, giving the player the capability to slowly work their way up from useless to powerful might come across to some as a sense of achievement, and fun, but to the people actually playing the game, having an Engineer that's at the tertiary stage is just a hassle. What you don't want is to make Engineer more capable of taking over whole parts of the map, do you understand where I'm going with this? Having an Engineer class that can disperse two arrows per second is brutal, and quite frankly if utilized properly can go back to being used to being a one man offensive, and that's the last thing the class needs, the class should be used for strategic placements, not for domination. That's.. my two cents at least.
     
  17. RaZeragon

    RaZeragon TC Co-Leader | Catgirl Enthusiast

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    Oh my god you're alive
     
    • Like Like x 1
  18. YourAverageSoda

    Joined:
    Jun 4, 2015
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    86
    Ratings:
    +22
    Oh my god you're still alive!!!!!! Hype?
     
    • Agree Agree x 1
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