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Idea Engineer Rework idea

Discussion in 'Capture the Flag' started by ChAoTiC__Knight, Aug 21, 2020.

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  1. ChAoTiC__Knight

    Joined:
    Feb 22, 2018
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    Engineer, as we all know, has almost no place in the meta, and is probably one of the least played classes on casual as well. It is not played by beginners because of its difficulty with using speed pad/regen effectively, and It not played by regulars because of other classes doing what it does even better. Not only this, but it doesnt really fit its name. This possible rework should fix all of these things while creating new, and bringing back old mechanics.

    Armor: Iron helmet (prot 1), leather chest plate (prot 1), leather leggings (prot 1), and iron boots (prot 1)

    Steak: 5

    Weapon: Iron Sword (wooooaaaah it can go on offense)

    Buildings: teleporter, landing pad, refill station, and buff station.

    How the buildings will work in general: buildings will have a certain amount of HP. Hitting with a sword can take it down, but they can also be shot at. (Not head shotting though) Killing the engineer will despawn all buildings placed by this engineer. I am not sure how much HP to give these, but I'm sure once we make the concept we can test that out.

    How the teleports work: the teleporter can only be placed within a 10 block range of your spawn. (Prevents telecapping) If a group of players step on it for 3 seconds those players will be sent to the landing pad. (Yes, you can send an offense push to one location if it is set up) The landing pad can be placed anywhere that is not near a flagroom.

    How the refill station will work: Your welcome medics! (All classes can use this, but I think this will help medics the most) you can have your items slowly restored by holding right click on this building. Holding right click on this building will restore one steak per 5 seconds. Once you are full on steak, there is a 15 second cooldown to get more. (I am not sure how to make this work for chemist though. . .)

    How the buff station will work: this building will give off an aura that gives nearby teammates a resistance/regeneration 2 buff, only for a brief moment unless constantly in the aura. The buff aura cannot be placed on your team's half of the map, preventing op stalemates. (If it cannot be coded that way, enforce it in MMR by stating buff aura cannot be used during stalemates)

    Conclusion: with this change in engineer, it will be a great support class that will be paired up with the medic, keeping each other alive. I think teleporting is a viable thing to have in competitive, and without the turret will not be broken. Engi will need to set up their buildings in one location, and protect it with the rest of the offense. It will bring some new strategies, and a new meta. I am open to any suggestions/feedback, let me know what you think!
     
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  2. oofmonein

    Joined:
    Sep 15, 2017
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    Hello Obama, I like the idea of making the "CTF meta" less medic dependant. I also like the idea of bringing the teleporter back. This would be a good counter against bulk. One thing Im not keen on is the way the refill station works. I feel like 5sec is a long time to wait which you usually dont have while offending. I also dont see a way for carriers to make use of this refill station and I believe a new way of supporting carriers is what ctf needs most right now.
    Overall a solid rework even though regen III might be better imo.
     
  3. ChAoTiC__Knight

    Joined:
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    Thanks man! I think having res 1 and regen 3 would be too OP, but I could be wrong, thanks for the feedback!
     
  4. Forleb

    Forleb Retired CTF Manager
    Retired Staff

    Joined:
    Aug 3, 2020
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    Discord:
    Forleb#0943
    If you know how to steak and left click, Engineer can be just as bad as Archer and Mage when it comes to using everything and not dying. Running away with speed pads and tnt launching at everything you see is far from a skilled concept. Just wanted to put that out there.

    As for the rework, I'm actually liking the sound of this a lot. However, I believe there should be a more geometric limit to the landing pad instead of letting offense just pop up near the enemy flag room; Perhaps make it like 100 blocks (x y & z considered) from the teleporter? The healing station sounds like a balanced investment of time, but I have your concerns as well with how they would code it to identify every class for a steak/pot limit. Personally, I would love to see this rework happen, because the current Engineer is effectively useless aside from being a nuisance in the hands of robots that attack everything they see.
     
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