lurker
Hentai Master
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So. I've been playing a lotta Degroot Keep recently in TF2, and personally I've made quite a odvious discovery:
-Medic and Sniper have the advantage of range over most other things, and due to several servers running Degroot with a mod to give constant fire arrows, this can mean one team pinned down (literally) in a hail of burning arrows.
-Whereas melee weaponry is fine and all, some of the classes loose a lot of thier old spark. Pyros pretty much are stuck with either the Rake or standard Fire Axe, heavies got thier gloves and Sandvich, Soldiers with Equalizers, and demoknights/demobombs are all way too common. It's sadly kinda rare to see spys and engies, and scouts are more a revatively easy-to-swat annoyence.
-Classes don't feel like themselves that much. The Pyro can't set people on fire, the Soldier is reduced to a pickaxe swinging numbnuts, and the spy, losing his revolver, is severely outgunned in a defensive situation where most the targets are in a blender of bonesaws and Eyelanders
So, I plan on tossing these weapon concepts to the TF2 fourums in a
ENGINEER-
Ye Olde Building Basher or DaVinchi's Deciple
"Noone knows where the engineer got the creativity to create stuff with a self-created wrench. Or how he made the wrench for that matter. However, then again, the man himself says it best: 'he solves practical problems.'"
Level 5 Wrenchlike Object
Sets Build Order to Blacksmithineer
-25% Health
Essentially, it's similar to the Gunslinger as it allows the Engineer to change his build order. Aditionally, the Blacksmithineer isn't too entirely underpowered in non-Degroot, as with the addition of the weapons he creates being longer-ranged then the tech sentries, you can't sap stuff made of wood, sucker!
The Blacksmithineer Build Order
Socrati's Siege Weapon or Automated Ballistae
In comparison to the original Sentry:
+25% Damage
+50% Detection Range
Immune to Sappers
-50% Fire Rate
-25% Health
-50% Ammo
Cannot be Wrangled
Most of these changes come from it firing crossbow bolts instead of the standard BOOLET.
At Level 2, in comparison to a Level 2 Sentry, the changes to it's advantages and disadvantages are:
Second Crossbow Arm
-25% Fire Rate
-10% Health
Second Crossbow armAt Level 3, it gains a catapult arm nd it's disadvantages in comparison to the rockets are listed below, the other disadvantage changes are (in comparison to a level 3 standard Sentry: )
-10% Fire Rate
-5% Health
Catapult: (Disadvantages in comparison to it's rocket launcher of a Level 3: )
-Arched Fire
+50% Splash
+50% Contact Damage
-50% Fire Rate
-75% Ammo
The Elixer Extractor
+300% Heal Rate
Cannot Be Sapped
Cannot Dispense Ammo
Cannot be Upgraded
"Noone knows what fey mood took hold when the Engie and the Medic discussed replicating the Dispencer at the local pub, however the result was this odd contraption, which fulfills at least half of the criteria tremendiously!"
Fountain, magic drinking pool, whatever ya think it is, the gist is basicly to constantly heal someone so they don't get wax'd too fast in the melee.
Bear Trap
Deals somewhere around Wrench Damage
'Stun' for 3 seconds when triggered
'Bleed' for 6 seconds when triggered
Cannot be sapped
1 Use Only
No random critical hits
Costs 75 Metal
Maxium of 4 per Engie
"What can we say? It's a bear trap. You expecting it to do a tapdance or something?"
Short, sweet, to the point- don't step in these things.
(I can't think that much of a good Slot 4 item, especially as Teleporters aren't too feasible thanks to Degroot Keep's size and the fact if most people using melee gear don't want to run the same distance of a Payload or CP map to chop at people.)
PYRO-
Trogdor Burninator
Level 10 Oil Thrower
Semi-Auto Fire
+75% Damage
180 Degree Burn Radius
-75% Range
-50% Burn Damage
-75% Ammo
No Airblast
"Pyro was sad when they took away his precious and handed him a axe. So pyro made deal with local blacksmith to mix a airtank and the pretty burning black stuff sitting in vats at various castles. Now he'll make everyone pay for taking his presiouses...."
A medievil flamethrower that combines one of the Pyro's airtanks and the concept of burning oil, with the air tank blasting out some of the oil into a wide-area burst around the front of the Pyro. The weapon's mass penalties of range and burn damage are made up by the area around the pyro gaining EXTREME pain from the oil damage when it is first shot out. The burn damage, even with it being -50%, will probably finish them off due to original contact.
SOLDIER-
The Tribblechet
Level 5 Arm Mounted (Crossed out 'Catapult') TRIBBLECHET
"Don't tell the Soldier he mispelled Trebuchet. Don't tell the Soldier that he's actually wielding a catapult. And for the love of all that is holy DON'T TELL HIM TREBUCHETS CAME FROM FRANCE!!!"
Arch Fire
+50% Splash Area
-50% Reload Rate
-80% Clip Size
The Tribblechet is essentially a hand-held catapult, launching explosive cannonballs in a decent arch at the target. The fact the Soldier only carries about 10 of them and can't easily rocket jump with these means this'll turn a Soldier more defensively, unless he's firing down at a target or is able to compensate aim effectively.
(More ideas to come when I can think of them...)
-Medic and Sniper have the advantage of range over most other things, and due to several servers running Degroot with a mod to give constant fire arrows, this can mean one team pinned down (literally) in a hail of burning arrows.
-Whereas melee weaponry is fine and all, some of the classes loose a lot of thier old spark. Pyros pretty much are stuck with either the Rake or standard Fire Axe, heavies got thier gloves and Sandvich, Soldiers with Equalizers, and demoknights/demobombs are all way too common. It's sadly kinda rare to see spys and engies, and scouts are more a revatively easy-to-swat annoyence.
-Classes don't feel like themselves that much. The Pyro can't set people on fire, the Soldier is reduced to a pickaxe swinging numbnuts, and the spy, losing his revolver, is severely outgunned in a defensive situation where most the targets are in a blender of bonesaws and Eyelanders
So, I plan on tossing these weapon concepts to the TF2 fourums in a
You must be registered to see the links
thread later for others to use, but wanted to see what ULMF thought of em first.ENGINEER-
Ye Olde Building Basher or DaVinchi's Deciple
"Noone knows where the engineer got the creativity to create stuff with a self-created wrench. Or how he made the wrench for that matter. However, then again, the man himself says it best: 'he solves practical problems.'"
Level 5 Wrenchlike Object
Sets Build Order to Blacksmithineer
-25% Health
Essentially, it's similar to the Gunslinger as it allows the Engineer to change his build order. Aditionally, the Blacksmithineer isn't too entirely underpowered in non-Degroot, as with the addition of the weapons he creates being longer-ranged then the tech sentries, you can't sap stuff made of wood, sucker!
The Blacksmithineer Build Order
Socrati's Siege Weapon or Automated Ballistae
In comparison to the original Sentry:
+25% Damage
+50% Detection Range
Immune to Sappers
-50% Fire Rate
-25% Health
-50% Ammo
Cannot be Wrangled
Most of these changes come from it firing crossbow bolts instead of the standard BOOLET.
At Level 2, in comparison to a Level 2 Sentry, the changes to it's advantages and disadvantages are:
Second Crossbow Arm
-25% Fire Rate
-10% Health
Second Crossbow armAt Level 3, it gains a catapult arm nd it's disadvantages in comparison to the rockets are listed below, the other disadvantage changes are (in comparison to a level 3 standard Sentry: )
-10% Fire Rate
-5% Health
Catapult: (Disadvantages in comparison to it's rocket launcher of a Level 3: )
-Arched Fire
+50% Splash
+50% Contact Damage
-50% Fire Rate
-75% Ammo
The Elixer Extractor
+300% Heal Rate
Cannot Be Sapped
Cannot Dispense Ammo
Cannot be Upgraded
"Noone knows what fey mood took hold when the Engie and the Medic discussed replicating the Dispencer at the local pub, however the result was this odd contraption, which fulfills at least half of the criteria tremendiously!"
Fountain, magic drinking pool, whatever ya think it is, the gist is basicly to constantly heal someone so they don't get wax'd too fast in the melee.
Bear Trap
Deals somewhere around Wrench Damage
'Stun' for 3 seconds when triggered
'Bleed' for 6 seconds when triggered
Cannot be sapped
1 Use Only
No random critical hits
Costs 75 Metal
Maxium of 4 per Engie
"What can we say? It's a bear trap. You expecting it to do a tapdance or something?"
Short, sweet, to the point- don't step in these things.
(I can't think that much of a good Slot 4 item, especially as Teleporters aren't too feasible thanks to Degroot Keep's size and the fact if most people using melee gear don't want to run the same distance of a Payload or CP map to chop at people.)
PYRO-
Trogdor Burninator
Level 10 Oil Thrower
Semi-Auto Fire
+75% Damage
180 Degree Burn Radius
-75% Range
-50% Burn Damage
-75% Ammo
No Airblast
"Pyro was sad when they took away his precious and handed him a axe. So pyro made deal with local blacksmith to mix a airtank and the pretty burning black stuff sitting in vats at various castles. Now he'll make everyone pay for taking his presiouses...."
A medievil flamethrower that combines one of the Pyro's airtanks and the concept of burning oil, with the air tank blasting out some of the oil into a wide-area burst around the front of the Pyro. The weapon's mass penalties of range and burn damage are made up by the area around the pyro gaining EXTREME pain from the oil damage when it is first shot out. The burn damage, even with it being -50%, will probably finish them off due to original contact.
SOLDIER-
The Tribblechet
Level 5 Arm Mounted (Crossed out 'Catapult') TRIBBLECHET
"Don't tell the Soldier he mispelled Trebuchet. Don't tell the Soldier that he's actually wielding a catapult. And for the love of all that is holy DON'T TELL HIM TREBUCHETS CAME FROM FRANCE!!!"
Arch Fire
+50% Splash Area
-50% Reload Rate
-80% Clip Size
The Tribblechet is essentially a hand-held catapult, launching explosive cannonballs in a decent arch at the target. The fact the Soldier only carries about 10 of them and can't easily rocket jump with these means this'll turn a Soldier more defensively, unless he's firing down at a target or is able to compensate aim effectively.
(More ideas to come when I can think of them...)