Repair Node

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bullet4o1
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Post by bullet4o1 » Wed Mar 03, 2010 3:17 pm

[quote="Cpt. Winky";p="228739"]i want buildings that you can choose to detonate like stick bombs so that if they are sapped, you can asplode them and kill the spy[/quote]

I loved that! We had that in Q3F. But of course we would use the dispenser for the wrong reason and put it on the flag. When someone comes by we would asplode it. :twisted:
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Post by Clay Pigeon » Wed Mar 03, 2010 3:59 pm

bind x det_dispenser
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Post by Dirty Dan » Wed Mar 03, 2010 4:09 pm

Well I'm glad that they had the sense to abandon the idea rather then push it forward despite all that was wrong with it. Lesser developers would do that.
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Post by mr_s » Wed Mar 03, 2010 5:02 pm

[quote="bullet4o1";p="228689"]
They should have a Tier 4 that doesn't allow the Spy to sap. Should take 250 metal to upgrade to from 3.


I posted my idea here: http://forums.steampowered.com/forums/s ... ?t=1172862
[/quote]

provided the health goes down to half of a tier 1 then yes.

otherwise you might as well 1 up the spy

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Post by mr_s » Wed Mar 03, 2010 5:07 pm

[quote="Cpt. Winky";p="228739"]
i want buildings that you can choose to detonate like stick bombs so that if they are sapped, you can asplode them and kill the spy

My second idea was to have a turret that has a higher damage output and range than a lvl3, but it has to be manned by someone and is not autonomous. that way a simple backstab would disable it if you werent careful, but it could do awesome amounts of damage. Actually, if they could import the IFV defense from RA3, that would be awesome.... have the sentry change to fit whoever is manning it, i.e.

Keep the same lvl 1 - 2 sentries, but when upgrading to lvl3, no rockets, just a chariot like seat to man it from

Medic - Sentry heals as a lvl 2 dispensor

Heavy - bigger miniguns which do more damage and a little more knockback

Soldier - essentiall a manned lvl3 sentry, but inverted. 1 minigun and 2 smaller rocket pods.

Demo - Sentry has slightly more health - can detonate stickies from inside turret

Spy - turret can look like a lvl 1 turret

Sniper - turret has slightly increased accuracy

Engineer - nothing (i think this is key because it makes it more fair. someone ELSE has to use it to make it more powerful, so it is a tradeoff. 1 less offensive person for a more powerful sentry.

Scout - Pitching machine addon. Rate of fire should be about 1 ball every 4 seconds or so, arcing only slightly shallower than the normal ball

Pyro - on this one, i have no idea. Maybe a splash damage fireball instead of missiles, but i feel that will either do too much damage, or with a single jarate\enemy pyro, do near to no damage...
[/quote]


this idea would require 1 player to be out of action.

that may be fine on 32 man servers, but on places like warpath that is unacceptable

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Post by Cpt. Winky » Wed Mar 03, 2010 5:35 pm

[quote="Clay Pigeon";p="228750"]bind x det_dispenser[/quote]
no i mean have it explode and deal damage, not just destroy.....or is that what that command does?
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Post by Solgineer » Wed Mar 03, 2010 7:37 pm

[quote="Clay Pigeon";p="228699"]
They just need tier 4 sg that takes longer to successfully sap
(more hp), acquires and engages targets more quickly, has longer range, AND ISN'T KILLED BY 2 DH SHOTS.

Its damage doesn't even need to be raised.
[/quote]
That would seem annoying for a Heavy or Soldier w/ regular rocket launcher. Not only do most engies hide behind and repair Sentries, but they have their dispenser neighboring the sentry. The Pyro and Demo suddenly become the only viable classes.

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Post by Clay Pigeon » Wed Mar 03, 2010 9:11 pm

[quote="Solgineer";p="228816"][quote="Clay Pigeon";p="228699"]
They just need tier 4 sg that takes longer to successfully sap
(more hp), acquires and engages targets more quickly, has longer range, AND ISN'T KILLED BY 2 DH SHOTS.

Its damage doesn't even need to be raised.
[/quote]
That would seem annoying for a Heavy or Soldier w/ regular rocket launcher. Not only do most engies hide behind and repair Sentries, but they have their dispenser neighboring the sentry. The Pyro and Demo suddenly become the only viable classes.[/quote]

Pyro and demo are already the only viable classes for uber engy nest busting. You can get away with a heavy if the nest is near a corner or other cover so the heavy can get in range.

Soldiers are for kritzkrieg.



[quote="Cpt. Winky";p="228775"][quote="Clay Pigeon";p="228750"]bind x det_dispenser[/quote]
no i mean have it explode and deal damage, not just destroy.....or is that what that command does?[/quote]

That is what it did in tfc. The game would warn you that a spah was using your dispenser. So you hit X and gibbed him if he was still in range.
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Re: Repair Node

Post by Etrigan » Thu Mar 04, 2010 9:45 am

Oh boy, I cannot wait for the engineer update and I hope they don't destroy the class either with its updates.

While playing, I was thinking a medic should be able to heal a dispenser that is damaged if an engineer was not around or possibly if a medic is nearby while healing a player, its effect beam can heal it a little bit so it can withstand another bombardment of demoman spam.

Have a small chance for the sentry to put out an electric current so if a nearby enemy is near, they are electrocuted and be out of commission for about 5 seconds or so.

Hopefully we can kill munny or dirty easier since they are just a pest as a spy anyway.

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Re: Repair Node

Post by El_Hefe » Thu Mar 04, 2010 12:41 pm

mobile lvl 4 guns... (not an upgrade to the main guns)

after lvl 3 is done make it to where he upgrades to something like wheelbarrow arms on and he can pick it up and move it slowly. The gun would be temporarily disabled until put on the ground, but also when the engy is moving it around he'd be very prone to back stabs cause he couldn't turn around so he'd need an escort to help move the gun :?: :idea:

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Post by Cpt. Winky » Thu Mar 04, 2010 1:54 pm

thats a cool idea. it would certainly make having only one engineer a viable option.
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Post by Gizanked » Thu Mar 04, 2010 3:09 pm

epic set-up would be a 2 engy system with 1 engie replacing its SG with the node, still keeping the tele and dispenser. node behind the other engy with your disp there on his sg. yeah it'd be only 1 sg system between having a lvl 3 disp and a gun and an engy wacking on it, it would take quite a bit
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Post by Solgineer » Thu Mar 04, 2010 3:24 pm

[quote="El_Hefe";p="228990"]
mobile lvl 4 guns... (not an upgrade to the main guns)

after lvl 3 is done make it to where he upgrades to something like wheelbarrow arms on and he can pick it up and move it slowly. The gun would be temporarily disabled until put on the ground, but also when the engy is moving it around he'd be very prone to back stabs cause he couldn't turn around so he'd need an escort to help move the gun :?: :idea:
[/quote]
I like this idea, but what I think would be cooler is if the PDA also doubled as a GPS and you sent it coordinates to a place and it would slowly move there, like a Heavy revving the Minigun. Trick is, if it sees an enemy then it automatically stops and shoots, then continues moving afterwards.

!B a T m A n!
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Post by !B a T m A n! » Thu Mar 04, 2010 5:25 pm

my idea was that an engi could choose different sg combinations for different areas

one level 3 sg
or
one level 1 and a level 2
or
three level 1's
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Post by metacide » Thu Mar 04, 2010 5:49 pm

[quote="Solgineer";p="229034"]
I like this idea, but what I think would be cooler is if the PDA also doubled as a GPS and you sent it coordinates to a place and it would slowly move there, like a Heavy revving the Minigun. Trick is, if it sees an enemy then it automatically stops and shoots, then continues moving afterwards.[/quote]

That would make it neat. If it were just a gun/wheelbarrow... well thats really just a Heavy :lol:
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