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Femme_Fatale

Refocusing the Pyro and Engineer

Apr 11th, 2016
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  1. One of the things I've noticed is that both the pyro and engineer have the potential to be the classes the either were designed as, or took a new direction in respectively. However, they currently are not, or just require a little more push in those directions. This thread is try and present theoretical ideas to satisfy the potential these two classes have. I'll have a "TL;DR" at the bottom displaying only the stat changes.
  2.  
  3. [spoiler](Probably the biggest reference point for the distances displayed here is that in 2-Fort, the hammer unit distance of "no-mans land" is approximately 2,300 (143.75 feet).)[/spoiler]
  4.  
  5.  
  6. [h1]The Pyro[/h1]
  7.  
  8. The Pyro is a class that is designed to be a support class but is rarely ever played as such in public games. Those who have played pyro for a long time know that the pyro specializes in roaming the map and picking off lone or weakened targets, utilizing its combo style of attacking to overpower enemies on 1v1 matches. However, the Pyro is never played like that to newer, less experienced, or players who just don't want to try hard. We call them, the W+M1 pyros.
  9.  
  10. Additionally, the pyro itself is a weaker class in comparison to most other classes. It relies on damage over time, ambushing, flanking and combos in order to deal enough damage to match the top picks of other classes.
  11.  
  12. My goal is to not only buff the pyro over-all, but to encourage and train the use of the pyro as a support class to newer players. To do this, I want to put emphasis on the pyro's secondary weapons. A general buff to them and encouragement to switch to them more often will give the pyro an all-round good change. I'm still going to touch on the primary weapons, but secondaries are more important here.
  13.  
  14. First, I want to look at the primary weapon. This is mainly to encourage newer players to utilize the other aspects of the pyro.
  15.  
  16. The one main thing I want to do with the main is to implement a sort of "secondary fuel tank". Basically, this is a timer on how long the primary can stay active at full potential. The flames produced cover a max cone volume at the start of the fuel tank, but gradually decrease in volume to 50% smaller volume as the tank decreases. I would say it takes 5 seconds to fully deplete.
  17.  
  18. Replenishing this tank is simple. Airblast or switch weapons.
  19.  
  20. Whether or not the max cone volume at the start should be increased to compensate for the decreased final cone volume is up for debate and is entirely on how playtests work out for it.
  21.  
  22. This mechanic serves one main purpose: to encourage utilizing the other aspects of the pyro. A pyro keeping the primary active loses its effectiveness the longer it is active, so this mechanic doesn't change anything about that. Instead it teaches newer players that keeping it active is an ineffective style of play for the pyro, and that utilizing other aspects of it will make your style of play much more effective.
  23.  
  24. The second idea is across all weapons. The afterburn debuff should deal 6 damage per tick for 5 seconds instead of 3 damage per tick for 10 seconds. Total damage output is the same (60), but it is faster. However it still isn't enough for classes like the scout to worry about it before reaching a point of water or health, but still allows the pyro an increased damage output per second over-all. It also doesn't frustrate players as much, because being on fire longer is apparently more frustrating. (Also ends up buffing cowmangler and huo-long heater.)
  25.  
  26. [spoiler]I additionally want to have the flames have the physics effects generated on them doubled for things beyond the initial launch. But that's just me wanting to airblast my own flames. Because that's possible for some reason.[/spolier]
  27.  
  28.  
  29.  
  30. [b]Phlogistinator (changes):[/b]
  31.  
  32. [list]
  33. [*] 10% increased damage.
  34. [*] Build 'Mmmph' by dealing damage.
  35. [*] Alt-Fire on full "Mmmph': Taunt to gain full health and 2 second invulnerability.
  36. [*] Invulnerable while 'Mmmph' taunting.
  37. [*] No random critical hits.
  38. [*] No airblast
  39. [/list]
  40.  
  41. Really, who thought the controlled crits were a good idea? Also remember that the Phlog. has the highest cone volume of all the primaries for pyro.
  42.  
  43.  
  44.  
  45. [h1]Pyro's secondaries.[/h1]
  46.  
  47. The shotgun and reserve shooter I don't want to touch. Nor do I want to touch the switching speed or any switch speed bonuses. These are all solid at the current moment and satisfy different gameplays (shotgun in particular for pyro vs pyro and pyro vs scout). Instead, I want to focus primarily on the flare gun and alternatives.
  48.  
  49. First of all, for mobility, the increased velocity/distance gained from flare jumping should be increased. Exact amount I'm not certain, but 25% increase should be good.
  50.  
  51.  
  52. [b]Flare Gun (changes):[/b]
  53.  
  54. [list]
  55. [*] 35 base damage.
  56. [*] 50% damage ramp-up maxing at 1024 hammer units.
  57. [*] 100% mini-crits versus stationary players.
  58. [*] 100% critical hit versus burning players.
  59. [/list]
  60.  
  61. The damage ramp-up and stationary targets promote the use of the support use of this weapon. Putting pressure on long distance enemies is a tactic that the pyro normally cannot due, but is pivotal to the role of a support class. The flare gun's hard to aim nature tied with this allows the pyro to focus on long distance enemies that are focusing on an objective or harassing the enemy team themselves, like the sniper or an engineer in his nest.
  62.  
  63.  
  64. [b]Detonator (changes):[/b]
  65.  
  66. [list]
  67. [*] 30 base damage.
  68. [*] 18-32 flare detonation.
  69. [*] 25-30 flare explosion.
  70. [*] 100% mini-crits versus burning players.
  71. [*] 15% damage increase per additional player hit.
  72. [/list]
  73.  
  74. I did not put any ramp-up or stationary increase for this one due to the detonation making it easier to hit at longer range than the flare gun. The damage increase per player hit is the one stat that that can easily be modified, though 10% I think is the lowest I would go. I wouldn't go any higher than 20% either.
  75.  
  76.  
  77. [b]Scorch Shot (changes):[/b]
  78.  
  79. [list]
  80. [*] 25 base damage.
  81. [*] Flare knocks back enemies on hit.
  82. [*] 50% damage ramp-up maxing at 1024 hammer units.
  83. [*] 100% critical hit versus all players under the effects of a non-healing buff or debuff.
  84. [*] All players connected via medic gun beams are hit.
  85. [/list]
  86.  
  87. For the Scorch Shot, I removed the automatic explosion once it hit a ground. This just encouraged players to not get good at aiming with the Flare Gun or even the proper timing with The Detonator. Removing that entire function and focusing it on more of the support role the pyro should be is where I wanted to go.
  88.  
  89.  
  90.  
  91. [h1]The Engineer.[/h1]
  92.  
  93. For the engineer, my goal is allowing different styles of play beyond just camping at the nest or roaming the outskirts of the map plucking off players.
  94.  
  95. Like with the pyro, I'm going to achieve this goal by focusing on the engineer's secondary. Or lack there-of. This, along with the PDA, is probably the most bland aspect of the engineer, there are very limited options available and consequently, restricts players in how they play the class.
  96.  
  97. The idea behind these secondaries is that the engineer rarely ever uses its secondary for combat. So, having them fulfill other uses allows the engineer to cover a wide variety of gameplay styles.
  98.  
  99.  
  100.  
  101. [b]Discus (new secondary):[/b]
  102.  
  103. [list]
  104. [*] Fires a projectile (speed of a baseball) that travels 250 hammer units before disintegrating.
  105. [*] Once the projectile lands/stops/disintegrates, the engineer teleports to its location. If it hits a wall, building or enemy player, right behind the projectile. If it hits a floor or stops mid air, right above it.
  106. [*] Can fire once every 20 seconds.
  107. [/list]
  108.  
  109. The Discus I want to use to give the engineer a sort of "get away" option. The Discus isn't meant to do anything extravagant, but can be the life or death in simply getting around a corner to get away and reach that health pack. While I understand there's the Eureka Effect, and if you reduce the animation time by 1 second it'd become more viable; there's a difference between these two in that you aren't left vulnerable for a short period of time with the Discus, but in contrast it is not a guaranteed get away.
  110.  
  111.  
  112. [b]The Toolbox (new secondary):[/b]
  113.  
  114. [list]
  115. [*] +30 max health and metal.
  116. [*] 10% decreased ammo and metal pick-up from ammo crates and buildings.
  117. [/list]
  118.  
  119. This focuses on the really heavy combat engineer. The additional metal is balanced out by the decreased ammo gain. I feel that although Widowmaker engies probably will not like this, stock shotgun engies do. The biggest concern I have is if 30 is too powerful in that stock sentry and dispenser can be built without resupplying at once. If so, then debuff it to 25.
  120.  
  121.  
  122. [b]Scavenger (new secondary):[/b]
  123.  
  124. [list]
  125. [*] 10 base damage.
  126. [*] 50% decreased clip size.
  127. [*] On hit: Gain 5 metal.
  128. [/list]
  129.  
  130. Now this, in contrast to The Toolbox, is definitely for the Widowmaker, allowing the engineer to gain an additional shot, potentially 2, for the Widowmaker.
  131.  
  132.  
  133. [b]Scrap Heap (new secondary):[/b]
  134.  
  135. [list]
  136. [*] 175 max metal.
  137. [*] Regenerates 2 metal per second.
  138. [/list]
  139.  
  140. I thought that the engineer having a portable metal regeneration box would be an interesting idea. An engineer would no longer have to rely on picking up metal boxes or camp at a dispenser all the time, however at the same time, the engineer can not rely on this alone as it doesn't generate metal fast enough. Same thing can be said for combat engies too.
  141.  
  142.  
  143.  
  144. [h1]The PDA[/h1]
  145.  
  146. My idea for the PDA is not any stat changes, but rather complete building changes.
  147.  
  148. The problem with changing the engineer with the ideas I have set up is that it is incredibly hard to balance the engineer's buildings. New buildings generate a drastically different play-style that can change the environment in ways unprecedented. In this, much of what I've suggested are just mechanical replacements, in that their functional ideas are what is necessary. Their stats can, and most definitely should, be more balanced when it comes to testing.
  149.  
  150. This PDA is designed for an engineer who wants to get more into the thick and thin, doesn't have to rely on having a singular nest, and can hide their buildings in difficult to notice locations while not reducing their value to the team.
  151.  
  152. For most of these buildings, their health, build cost, build speed, upgrade rate and repair rate are all the same as the default, unless specified. I find that these are a little harder to properly balance without extensive in-game testing, which obviously cannot be done with an idea only on paper.
  153.  
  154.  
  155.  
  156. [h1]The Advanced Plan (new PDA):[/h1]
  157.  
  158. [b]Teleporter (building #3):[/b]
  159.  
  160. [list]
  161. [*] Costs 150 metal to build.
  162. [*] 25 second build time.
  163. [*] No exit teleporter.
  164. [*] 25% slower recharge rate.
  165. [*] Teleports player to the engineer's position [spoiler](or where he was 1 second ago)[/spoiler].
  166. [*] Teleports the engineer to building #2.
  167. [*] Recharge rate independent of active status.
  168. [*] Displays distance engineer is from teleporter to those looking at it.
  169. [*] No Telefrags.
  170. [/list]
  171.  
  172. Lvl 1:
  173. [list]
  174. [*] Only active when engineer is alive and within 2,000 hammer units of building #3 or within 750 hammer units of building #2.
  175. [/list]
  176.  
  177. Lvl 2:
  178. [list]
  179. [*] Only active when engineer is alive and within 2,750 hammer units of building #3 or within 1,000 hammer units of building #2.
  180. [/list]
  181.  
  182. Lvl 3:
  183. [list]
  184. [*] Only active when engineer is alive and within 3,500 hammer units of building #3 or within 1,500 hammer units of building #2.
  185. [/list]
  186.  
  187.  
  188. Now, this teleporter is, once again, mainly for the combat engineer in mind. However, it is one that is designed to work with the rest of the buildings, as you'll see later. The engineer is required to keep an active mind about his own buildings, but not as much as a nest. With no exact exit, the teleporter is only functional for as long as the engineer is alive, and as long as engineer is within a moderately safe distance.
  189.  
  190. It is especially useful for combat engineers, as all of the sudden they now have reinforcements on their side if they are in the middle of combat. The teleported player will be facing the direction the engineer was. Also, the engineer will be able to see his distance from his own buildings.
  191.  
  192. This is balanced in a way that killing the engineer removes the ability for the team to teleport, but it is not entirely easy to kill the engineer because of the team being able to teleport to the engineer.
  193.  
  194. If you are wondering about one-hit kill instances when you teleport ... is that any different from having the teleporter camped? I would say it is better as the enemy isn't prepared for you to appear out of thin air.
  195.  
  196. The active status distance I feel is the stat that can easily change to balance this teleporter out.
  197.  
  198.  
  199. [b]Beacon (building #2):[/b]
  200.  
  201. [list]
  202. [*] 16 second build speed.
  203. [/list]
  204.  
  205. Lvl 1:
  206. [list]
  207. [*] Fires a spherical pulse every 12 seconds that travels 750 hammer units in 3 seconds.
  208. [*] Friendly players hit by this pulse recover/regenerate 15% health, ammo, metal, ubercharge and cloak. Removes negative status effects.
  209. [/list]
  210.  
  211. Lvl 2:
  212. [list]
  213. [*] Fires a spherical pulse every 9 seconds that travels 1,000 hammer units in 3 seconds.
  214. [*] Friendly players hit by this pulse recover/regenerate 15% health, ammo, metal, ubercharge and cloak. Removes negative status effects.
  215. [/list]
  216.  
  217. Lvl 3:
  218. [list]
  219. [*] Fires a spherical pulse every 6 seconds that travels 1,250 hammer units in 3 seconds.
  220. [*] Friendly players hit by this pulse recover/regenerate 15% health, ammo, metal, ubercharge and cloak. Removes negative status effects.
  221. [/list]
  222.  
  223.  
  224. The beacon is an interesting idea in that its beneficial effects can change drastically. Like-y so.
  225.  
  226.  
  227. [b]Beacon (building #2, alternative idea):[/b]
  228.  
  229. [list]
  230. [*] 16 second build speed.
  231. [/list]
  232.  
  233. Lvl 1:
  234. [list]
  235. [*] Fires a spherical pulse every 12 seconds that travels 750 hammer units in 3 seconds.
  236. [*] Friendly players hit by this pulse receive a buff for 3 seconds that gives a 15% increased movement speed, firing speed, reload speed, damage reduction and negates critical hits. Reveals cloaked spies.
  237. [/list]
  238.  
  239. Lvl 2:
  240. [list]
  241. [*] Fires a spherical pulse every 9 seconds that travels 1,000 hammer units in 3 seconds.
  242. [*] Friendly players hit by this pulse receive a buff for 3 seconds that gives a 15% increased movement speed, firing speed, reload speed, damage reduction and negates critical hits. Reveals cloaked spies.
  243. [/list]
  244.  
  245. Lvl 3:
  246. [list]
  247. [*] Fires a spherical pulse every 6 seconds that travels 1,250 hammer units in 3 seconds.
  248. [*] Friendly players hit by this pulse receive a buff for 3 seconds that gives a 15% increased movement speed, firing speed, reload speed, damage reduction and negates critical hits. Reveals cloaked spies.
  249. [/list]
  250.  
  251. [spoiler]Negative effects are possible, but I feel that negative effects would be hated by the community more than positive effects, and the engineer is a class designed to support his team directly, regardless if you go battle engineer or not, putting those teleporters and dispensers down for your team is important.[/spoiler]
  252.  
  253. The Beacon I really like. Instead of a player huddling around a dispenser which is usually easily to surprise attack around the corner, the team is in the midst of the enemy getting a general boost to overcome and survive. It is not meant to replenish the team fully like a dispenser, but give them a better chance at survival in defending or capping a point. Your team will still have to hunt out for medic packs and ammo kits if they are low as they are vulnerable for a much longer time if they rely on this.
  254.  
  255. The best part of the Beacon? Hiding it. If players don't need to be right next to it, you can put it in hidden locations. In this, I would like the beacon to appear about the height of a dispenser, but just a small rod with a circular platform in front of it (the teleporter location for the engineer, also a good spot to put the sapper). Also, the pulse could be invisible to the enemy team, this is up for debate.
  256.  
  257. While I understand that giving ubercharge to a medic is significantly more powerful than anything else, it's balanced by the fact that destroying this could destroy the team's ability to teleport if the engineer is too far away, or teleport entirely if the engineer is dead. Additionally, all the ammo, metal and health stats are significantly lower than a dispenser, but can be healed at any range. Pros and cons which can be balanced out with proper testing.
  258.  
  259.  
  260. Now I come to the bulk of the engineer's upgrades: The Sentry Gun.
  261.  
  262. There have been many players who have had this idea. The biggest problem with it is that it is probably one of the hardest things to implement and balance for Valve. I'm talking about the Mecha Sentry Gun.
  263.  
  264. Basically this is a sentry gun that, at all 3 levels, becomes equipped to the engineer, and changes his stats slightly, all the while shooting at the enemy. How these are built are that they are placed on the ground like a normal sentry, but are inactive for as long as they are on the ground. When you pick them up, you do the equip animation which takes 3, 4 or 5 seconds per level respectively. The same is applied for when you put them down.
  265.  
  266. I thought about separating the sentry and the engineer and thought that might make things too complicated. So for all instances, the engineer and sentry gun equipment, are considered as one entity. If you kill the engineer, the sentry gun gets destroyed. In this, you cannot repair the sentry as it has no health for as long as it is equipped. You also cannot equip a sentry unless it has full health. A spy cannot sap the sentry when it is equipped, but he can still backstab you and destroy the sentry that way. The sentry has its own ammo supply which can be replenished by picking up ammo boxes.
  267.  
  268. [spoiler](As an aside, is the default sentry gun's range 1024 Hu or 1100 Hu? I found two different sources. Wiki says 1100 but [url=https://developer.valvesoftware.com/wiki/TF2/Team_Fortress_2_Mapper's_Reference] the Mapper's Reference[/url] says 1024.)[/spoiler]
  269.  
  270.  
  271. [b]Sentry Gun:[/b]
  272.  
  273. Lvl 1:
  274. [list]
  275. [*] Becomes attached to the engineer's head when equipped.
  276. [*] +25 health on equip.
  277. [*] 10% decreased move speed on equip.
  278. [*] 512 hammer units targeting range [spoiler](50% of default sentry range)[/spoiler].
  279. [*] 180 degrees targeting angle [spoiler](can't target behind the engineer)[/spoiler].
  280. [*] 75% faster sentry rotation speed.
  281. [*] 6 base damage per bullet.
  282. [*] 6 shots per second.
  283. [*] 12 shots per second wrangled.
  284. [*] When using wrangler, engineer becomes shielded, can't move and has 450 health.
  285. [/list]
  286.  
  287. Lvl 2:
  288. [list]
  289. [*] Engineer can't use Primary when equipped.
  290. [*] Engineer rides the sentry when equipped.
  291. [*] +65 health on equip.
  292. [*] 15% decreased move speed on equip.
  293. [*] 718 hammer units targeting range [spoiler](75% of default sentry range)[/spoiler].
  294. [*] 180 degrees targeting angle [spoiler](can't target behind the engineer)[/spoiler].
  295. [*] 50% faster sentry rotation speed.
  296. [*] 8 base damage per bullet.
  297. [*] 8 shots per second.
  298. [*] 20 shots per second wrangled.
  299. [*] When using wrangler, engineer becomes shielded, can't move and has 600 health.
  300. [/list]
  301.  
  302. Lvl 3:
  303. [list]
  304. [*] Engineer can't use any weapon when equipped.
  305. [*] Engineer rides the sentry inside when equipped.
  306. [*] Engineer fully controls sentry [spoiler](sentry does not auto-target nor auto-shoot)[/spoiler].
  307. [*] +100 health on equip.
  308. [*] 35% decreased move speed on equip.
  309. [*] 10% slower engineer rotation speed.
  310. [*] 8 base damage per bullet.
  311. [*] 8 shots per second.
  312. [*] 50-150 damage for rockets, firing once every 3 seconds. [spoiler]Rocket damage is affected by fall-off.[/spoiler]
  313. [/list]
  314.  
  315. [spoiler]If the Mecha Sentry Gun is too powerful, there are very simple methods to debuffing it.
  316.  
  317. [list]
  318. [*] Sentry gun cannot fire if engineer has not come into contact with a Beacon pulse within the past 15 seconds.
  319. [*] Engineer receives reduced healing (scaling higher per level). 5%, 15%, 30% per level respectively.
  320. [/list]
  321.  
  322. Do note that the engineer can still move around with the sentry equipped and still gains its stat changes with the Beacon pulse debuff idea above, the sentry just simply cannot fire.[/spoiler]
  323.  
  324. Now, this is really different. Each level of sentry provides a different style of combat sentry play. You no longer have the area denial that is so signature to the engineer, and instead get increased damage. In fact, that is something that all these sentry levels have. They all have their area denial trait of them removed for more interaction from the player.
  325.  
  326. One can have a level 1 which is a much weaker mini-sentry that you can wear. It looks like a smaller version of the gunslinger and goes on your head. This focuses on mobility and roaming. Excellent for combat engineer styles of play.
  327.  
  328. A level 2 sentry effectively works like a mobile heavy. It doesn't deal as much damage, doesn't have as much health, but moves faster, and doesn't have damage fall-off nor inaccuracy. Excellent for wrangler sentry styles of play.
  329.  
  330. A level 3 sentry is much more powerful at damage output than a heavy because of rockets, but is significantly less mobile. Also really easy to backstab. Excellent at defensive styles of play.
  331.  
  332. But one thing I'm uncertain of: should the engineer be able to jump at levels 2 and 3 sentry?
  333.  
  334.  
  335.  
  336. [h1]Spy.[/h1]
  337.  
  338. [b]Hacker (Sapper):[/b]
  339.  
  340. [list]
  341. [*] 50% decreased sapping speed.
  342. [*] Once fully sapped, building changes team, belongs to the spy that successfully sapped it, and has 50% less health.
  343. [*] Can't sap teleporters.
  344. [/list]
  345.  
  346. Because I can. [spoiler](Alternatively you can have it sap the teleporter, but never destroy it. Just disable it till an engineer comes and destroys the sapper.)[/spoiler]
  347. [/list]
  348.  
  349.  
  350.  
  351.  
  352. [h1]TL;DR[/h1]
  353.  
  354. [h1]Pyro:[/h1]
  355.  
  356.  
  357. [b]Character:[/b]
  358.  
  359. [list]
  360. [*] Increase distance reached from flare jumping by 25%.
  361. [*] Afterburn stat change from 3 damage per tick for 10 seconds for a total of 60 damage to 6 damage per tick for 5 seconds for a total of 60 damage.
  362. [/list]
  363.  
  364.  
  365. [b]Primary Weapon (All):[/b]
  366.  
  367. [list]
  368. [*] Increase flame cone volume by 25%.
  369. [*] Apply a secondary fuel tank that lasts for 5 seconds with a bar above the ammo supply to display it.
  370. [*] Press and hold fire: Deplete secondary fuel tank.
  371. [*] As the tank is depleted, decrease the cone volume of which the flames occupy, up to 50% less volume at a fully depleted tank.
  372. [*] Alt-Fire or Weapon Switch: Replenish tank. [spoiler](Does not remove airblast)[/spoiler]
  373. [*] Increase physics effects generated on flames beyond the initial launch by 100%.
  374. [/list]
  375.  
  376.  
  377. [b]Phlogistinator (changes):[/b]
  378.  
  379. [list]
  380. [*] 10% increased damage.
  381. [*] Build 'Mmmph' by dealing damage.
  382. [*] Alt-Fire on full "Mmmph': Taunt to gain full health and 2 second invulnerability.
  383. [*] Invulnerable while 'Mmmph' taunting.
  384. [*] No random crits.
  385. [*] No airblast.
  386. [/list]
  387.  
  388.  
  389. [b]Flare Gun (changes):[/b]
  390.  
  391. [list]
  392. [*] 35 base damage.
  393. [*] 50% damage ramp-up maxing at 1024 hammer units.
  394. [*] 100% mini-crits versus stationary players.
  395. [*] 100% critical hit versus burning players.
  396. [/list]
  397.  
  398.  
  399. [b]Detonator (changes):[/b]
  400.  
  401. [list]
  402. [*] 30 base damage.
  403. [*] 18-32 flare detonation.
  404. [*] 25-30 flare explosion.
  405. [*] 100% mini-crits versus burning players.
  406. [*] 15% damage increase per additional player hit.
  407. [/list]
  408.  
  409.  
  410. [b]Scorch Shot (changes):[/b]
  411.  
  412. [list]
  413. [*] 25 base damage.
  414. [*] Flare knocks back enemies on hit.
  415. [*] 50% damage ramp-up.
  416. [*] 100% critical hit versus all players under the effects of a non-healing buff or debuff.
  417. [*] All players connected via medic gun beams are hit.
  418. [/list]
  419.  
  420.  
  421.  
  422. [h1]Engineer[/h1]
  423.  
  424.  
  425. [b]Discus (new secondary):[/b]
  426.  
  427. [list]
  428. [*] Fires a projectile (speed of a baseball) that travels 250 hammer units before disintegrating.
  429. [*] Once the projectile lands/stops/disintegrates, the engineer teleports to its location. If it hits a wall, building or enemy player, right behind the projectile. If it hits a floor or stops mid air, right above it.
  430. [*] Can fire once every 20 seconds.
  431. [/list]
  432.  
  433.  
  434. [b]The Toolbox (new secondary):[/b]
  435.  
  436. [list]
  437. [*] +30 max health and metal.
  438. [*] 10% decreased ammo and metal pick-up from ammo crates and buildings.
  439. [/list]
  440.  
  441.  
  442. [b]Scavenger (new pistol secondary):[/b]
  443.  
  444. [list]
  445. [*] 10 base damage.
  446. [*] 50% decreased clip size.
  447. [*] On hit: Gain 5 metal.
  448. [/list]
  449.  
  450.  
  451. [b]Bottomless Box (new secondary):[/b]
  452.  
  453. [list]
  454. [*] 25% decreased max metal.
  455. [*] Regenerates 2 metal per second.
  456. [/list]
  457.  
  458.  
  459.  
  460. [h1]The Advanced Plan (new PDA):[/h1]
  461.  
  462.  
  463. [b]Teleporter (building #3):[/b]
  464.  
  465. [list]
  466. [*] Costs 150 metal to build.
  467. [*] 25 second build speed.
  468. [*] No exit teleporter.
  469. [*] 25% slower recharge rate.
  470. [*] Teleports player to the engineer's position (or where he was 1 second ago) facing the same direction as the engineer.
  471. [*] Teleports the engineer to building #2.
  472. [*] Recharge rate independent of active status.
  473. [*] Displays distance engineer is from teleporter to those looking at it.
  474. [*] Engineer sees his distance from building #2 and #3.
  475. [*] No Telefrags.
  476. [/list]
  477.  
  478. Lvl 1:
  479. [list]
  480. [*] Only active when engineer is alive and within 2,000 hammer units of building #3 or within 750 hammer units of building #2.
  481. [/list]
  482.  
  483. Lvl 2:
  484. [list]
  485. [*] Only active when engineer is alive and within 2,750 hammer units of building #3 or within 1,000 hammer units of building #2.
  486. [/list]
  487.  
  488. Lvl 3:
  489. [list]
  490. [*] Only active when engineer is alive and within 3,500 hammer units of building #3 or within 1,500 hammer units of building #2.
  491. [/list]
  492.  
  493.  
  494. [b]Beacon (building #2):[/b]
  495.  
  496. [list]
  497. [*] 16 second build speed.
  498. [/list]
  499.  
  500. Lvl 1:
  501. [list]
  502. [*] Fires a spherical pulse every 12 seconds that travels 750 hammer units in 3 seconds.
  503. [*] Friendly players hit by this pulse recover/regenerate 15% health, ammo, metal, ubercharge and cloak. Removes negative status effects.
  504. [/list]
  505.  
  506. Lvl 2:
  507. [list]
  508. [*] Fires a spherical pulse every 9 seconds that travels 1,000 hammer units in 3 seconds.
  509. [*] Friendly players hit by this pulse recover/regenerate 15% health, ammo, metal, ubercharge and cloak. Removes negative status effects.
  510. [/list]
  511.  
  512. Lvl 3:
  513. [list]
  514. [*] Fires a spherical pulse every 6 seconds that travels 1,250 hammer units in 3 seconds.
  515. [*] Friendly players hit by this pulse recover/regenerate 15% health, ammo, metal, ubercharge and cloak. Removes negative status effects.
  516. [/list]
  517.  
  518.  
  519. [b]Beacon (building #2, alternative method):[/b]
  520.  
  521. [list]
  522. [*] 16 second build speed.
  523. [/list]
  524.  
  525. Lvl 1:
  526. [list]
  527. [*] Fires a spherical pulse every 10 seconds that travels 750 hammer units in 3 seconds.
  528. [*] Friendly players hit by this pulse receive a buff for 3 seconds that gives a 12% increased movement speed, firing speed, reload speed, damage reduction and negates critical hits. Reveals cloaked spies.
  529. [/list]
  530.  
  531. Lvl 2:
  532. [list]
  533. [*] Fires a spherical pulse every 8 seconds that travels 1,000 hammer units in 3 seconds.
  534. [*] Friendly players hit by this pulse receive a buff for 3 seconds that gives a 16% increased movement speed, firing speed, reload speed, damage reduction and negates critical hits. Reveals cloaked spies.
  535. [/list]
  536.  
  537. Lvl 3:
  538. [list]
  539. [*] Fires a spherical pulse every 6 seconds that travels 1,250 hammer units in 3 seconds.
  540. [*] Friendly players hit by this pulse receive a buff for 3 seconds that gives a 20% increased movement speed, firing speed, reload speed, damage reduction and negates critical hits. Reveals cloaked spies.
  541. [/list]
  542.  
  543.  
  544. [b]Sentry Gun:[/b]
  545.  
  546. [list]
  547. [*] Alt-Fire: Equip sentry gun.
  548. [*] Deactive when not equipped.
  549. [*] 3, 4 or 5 second equip animation time per level respectively.
  550. [*] Can't equip unless sentry is fully repaired.
  551. [*] Can only upgrade and repair on the ground.
  552. [*] 50% decreased ammunition.
  553. [*][spoiler](Potential debuffs:
  554. [*] Sentry gun cannot fire if engineer has not come into contact with a Beacon pulse within the past 15 seconds.
  555. [*] Engineer receives reduced healing (scaling higher per level). 5%, 15%, 30% per level respectively.)[/spoiler]
  556. [/list]
  557.  
  558. Lvl 1:
  559. [list]
  560. [*] Becomes attached to the engineer's head when equipped.
  561. [*] +25 health on equip.
  562. [*] 10% decreased move speed on equip.
  563. [*] 512 hammer units targeting range [spoiler](50% of default sentry range)[/spoiler].
  564. [*] 180 degrees targeting angle [spoiler](can't target behind the engineer)[/spoiler].
  565. [*] 75% faster sentry rotation speed.
  566. [*] 6 base damage per bullet.
  567. [*] 6 shots per second.
  568. [*] 12 shots per second wrangled.
  569. [*] When using wrangler, engineer becomes shielded, can't move and has 450 health.
  570. [/list]
  571.  
  572. Lvl 2:
  573. [list]
  574. [*] Engineer can't use Primary when equipped.
  575. [*] Engineer rides the sentry when equipped.
  576. [*] +65 health on equip.
  577. [*] 15% decreased move speed on equip.
  578. [*] 718 hammer units targeting range [spoiler](75% of default sentry range)[/spoiler].
  579. [*] 180 degrees targeting angle [spoiler](can't target behind the engineer)[/spoiler].
  580. [*] 50% faster sentry rotation speed.
  581. [*] 8 base damage per bullet.
  582. [*] 8 shots per second.
  583. [*] 20 shots per second wrangled.
  584. [*] When using wrangler, engineer becomes shielded, can't move and has 600 health.
  585. [/list]
  586.  
  587. Lvl 3:
  588. [list]
  589. [*] Engineer can't use any weapon when equipped.
  590. [*] Engineer rides the sentry inside when equipped.
  591. [*] Engineer fully controls sentry (sentry does not auto-target nor auto-shoot).
  592. [*] +100 health on equip.
  593. [*] 35% decreased move speed on equip.
  594. [*] 10% slower engineer rotation speed.
  595. [*] 8 base damage per bullet.
  596. [*] 8 shots per second.
  597. [*] 50-150 damage for rockets, firing once every 3 seconds. [spoiler]Rocket damage is affected by fall-off.[/spoiler]
  598. [/list]
  599.  
  600.  
  601. [h1]Spy.[/h1]
  602.  
  603. [b]Sapper (Hacker):
  604.  
  605. [list]
  606. [*] 50% decreased sapping speed.
  607. [*] Once fully sapped, building changes team, belongs to the spy that successfully sapped it, and has 50% less health.
  608. [*] Can't sap teleporters.
  609. [*] [spoiler](Alternatively you can have it sap the teleporter, but never destroy it. Just disable it till an engineer comes and destroys the sapper.)[/spoiler]
  610. [/list]
  611.  
  612.  
  613.  
  614. [h1]Conclusion[/h1]
  615.  
  616. The goals for the pyro were to give an over-all buff while encouraging and training newer players to utilize the pyro as a support class that roams the map picking off lone or weak targets with the pyro's combo feature with a focus on changing how the primary weapons function and buffing the flare gun and alternatives.
  617.  
  618. The goals for the engineer were to diversify his potential playing styles by giving him much needed alternatives for the secondary and PDA. Much of the secondaries are focused on combat engineer styles of play, whereas The Advanced Plan PDA can be used for both defensively and offensively, even without the gunslinger.
  619.  
  620. Feel free to discuss on these changes and alternatives in a polite manner. A good analysis and portrayal of information are what is necessary to get this idea off the ground.
  621.  
  622. Thank you for your time, and have a nice day.
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