What upgrades for engineer in TF2?

Caporegime
Joined
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Just wondering what peole think could be possible for the engineer. Seen some suggestions like a booby trapped sentry that can stun or heavily damage spies that attempt to sap it, decoy sentrys that dont emit sound and muzzle flash but no damage.

Id say they need to address engineers points, if you assist in a build of a sentry or dispenser it should work like a medic healing a guy getting kills, you get points for any kills or healing the sentry or dispenser gets. At the minute in game there seems to be no real reward for assiting another engineer in building up deployables and this could be it.
 
At the minute in game there seems to be no real reward for assiting another engineer in building up deployables and this could be it.

Except massively increasing your chances of victory.

One that was on one of those mock releases was the nail gun. It would replace the pistol and shoot like the syringe gun but your ammo would be your metal. Not very effective against people but it could be used to repair and upgrade buildings from afar.

Out of spite valve wont implement it as they didn't think of it but I thought it would bea decent addition.
 
For the dispenser I just quickly thought up these 2 ideas:

Reveal cloaked/disguised spies in a small radius of the dispenser.

Some sort of magnet which attracts ammo from enemy and turns it into metal (from a sensible visible range)
 
Personally i think the stuff that the engi can build shouldn't be touched. I think the stuff like the sentry gun is overpowered and even a few sentries can keep even a decent team pinned down.

But yeah a nail gun would be awesome. But would only shoot like 3 nails at once then you have to reload, but also it would have a massive spread so would be pretty useless at long range.
Maybe something similar to the scout where the engi can run faster and also have a larger jump. This only lasts for a certain amount time.
The wrench could be updated a little, maybe covered in barbed wire or gold colour. For this a larger chance to a get a critical hit but slower rate of fire. Also can get rid of sappers slightly faster.
 
Ability to build some sort of force field over your turret for say 30 seconds protection.

Activated when you press a button, the downside would be, it cannot fire when the force field is activated.

It would be a catch 22, do you activated to save your turret in that choke point? If you do the enemy can just run past it anyway....

Good idea? or should I shut up?
 
While we're on the subject, did they change the amount of damage that the wrench does overall?

If i spotted a spy coming upto my stuff I never bothered switching to shotgun I'd just whack em round the head a few times before they planted anything now but playing recently I've whacked a spy 4 or 5 times and theyve just walked off!!

So has the spy's HP been upped, the wrench nerfed or have I just been encountering warpy spies? :/

Spy's sappin' mah fun!
 
oxy, good idea, but 30 seconds is ages in tf2, 5-10 seconds would be more realistic



one cool thing would be..

replace his pistol (an underrated weapon) with a laser pointer, when equipped, the sg will follow it and you can force it to shoot at the target (rockets can go full distance)

have to be within a certain range of the SG to use it..
downside, can only shoot where you're aiming, cannot 'think' for itself, and engie loses pistol obv.
 
sECOND IDEA, IM ON A ROLL!!!

ubercharge sentries for a few seconds with a special engi gun. like the blietzkrig gun, would be well funny.

Downside would be the sentry takes double damage or something.
 
How about some other type of sentry gun - like a boink shot but can only fire once every 10 secs?

Or it fires a short range shot gun type ammo. Does a great amount of damage but only in a very short range and can destroyed easier.

:confused::)
 
Alternatives for me would be:
If it Buildings:

Long Range Sentry - Slower rate of fire and due to a moving target, more chance to miss. Great however against snipers, soldiers etc.

Healing Dispenser - Gives out a lot more healing at the cost of no metal being produced. Great for a front line supporting engie.

Double Teleporter: Allows the teleportation of two players (i.e. Heavy & Medic) however, recharge times are significantly reduced and due to the building model being larger, it is much easier to both see and hit.

If its Weapons:

Bolt Action type Rifle: Reduced damage at short range but gives the engineer some long range capability.

Burst Fire/Magnum Type Pistol - Either a pistol that offers burst fire, or a six shooter type weapon that offers a bit more stopping power.

Reduced Damage, Better Healing Wrench - Damage given by the wrench is reduced to enable better healing of buildings.
 
Get over yourself, Valve are better than most at listening to their player base.

Get over myself? I don't claim to think I know better than Valve, it wasn't even my idea. I was just reiterating the mood they gave off pre heavy update. They gave out that "homework" on the tf2 blog then preceded to overlook some great ideas in favour of their own.

I wasn't aware that they had taken community suggested ideas on the scout update until someone here mentioned it a few posts ago.

Anyway...

How about a wrench that could instantly remove sappers but would be slower at repairing and upgrading?

Replacing the tele with an old school FPS style "jump pad" for shooting your team across the map, or launching them onto strategic places rocket jump style.
 
Replacing the tele with an old school FPS style "jump pad" for shooting your team across the map, or launching them onto strategic places rocket jump style.

I had this idea also, but perhaps make it a small trampoline that you can place on the ground to get access to higher places to set up your Sentry.
Might make the spy class weaker though if he could not get access to place sappers.

Or how about a turbine that you place on the ground that when stepped on spins you around and whirls you up in the air. Could be used to reach a higher point or also set at a choke point to create confusion and slow down approaching enemies.
 
transportable sentury / dispenser / teleporter.

Basically i noticed if u want to move up with engineer u have to destroy your teleporter ,sentury , teleporter. So i was thinking if engy could pack hes sentury in a metal box and place is somewhere else. same with teleporter and dispenser.

so basically u will not need to destroy your dispenser/sentury/ teleporter when u want to move up.

consequences: u can upgrade only to lvl 2 ;)
 
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