Team Fortress 2 Megatopic + Trade: SCREAM FORTRESS? MORE LIKE JUNGLE INFERNO!

Poll

HOW'S THE INFERNO?

IT'S FIRE
79 (69.3%)
IT'S A DUMPSTER FIRE
35 (30.7%)

Total Members Voted: 114

Author Topic: Team Fortress 2 Megatopic + Trade: SCREAM FORTRESS? MORE LIKE JUNGLE INFERNO!  (Read 2348952 times)

new medigun idea


The Berlin Wall
Level 48 Medigun
MOUSE1 sustains heal on one target while MOUSE2 sustains heal on another
Sustained overheal gently tethers patient to user
Sustained overheal grants 2.5 ammo regeneration per second on patient
Can overheal to 175% maximum class health
+25% heal rate
Cannot ÜberCharge
-10% movement speed on patients and user when overhealed
-33% overheal build rate


op as forget, amirite

the idea was to allow the medic to butt buddy 2 classes and have them absolutely wreck stuff while not being able to leave the medic by himself

it not having the ability to uber called for some regular gameplay changes; hence the ridiculous ammo regen, +25% overheal of usual, and +25% heal rate

the movement penalty and overheal rate hit was to make the medigun true to its name considering it now makes you (assuming you're the medic) able to control two 525 hp heavies with ammo regen that provide a much more tough meatshield against sentry nests and pushing last with demos spamming stuff from behind you

still needs some tweaking but I guess that's why you shouldn't type stuff as soon as you wake up

EDIT: changed color this to this because readability for everyone not using the steam forum skin like I am
« Last Edit: October 27, 2013, 08:45:06 AM by Jairo »

EDIT: changed color this to this because readability for everyone not using the steam forum skin like I am

MOUSE1 sustains heal on one target while MOUSE2 sustains heal on another

this is probably unreadable in your post on not ultra high contrast screens too

this is probably unreadable in your post on not ultra high contrast screens too
shiet

I can't see what color my post is in default forum so this is kinda difficult


i like how the offer system has NEVER worked for me.

I can imagine a sapper called the Bon Sapetit


I had a idea for a sapper, so here it is

Freezevirus.bat
Level 1 USB Drive
On sap, sentry is disabled for 5 seconds
Sapper takes 5 hits to remove
Sentry cannot be damaged
Sentry has 50% chance to remove sapper on it's own after time (2.5 seconds)

This idea was pretty much made for spies to get past sentries, without the worry of the Engineer removing it and the sentry firing at you. The sentry isn't damaged on the sapper (which looks like a USB drive) when placed, it just temporarily disables it OR the sentry can remove the sapper/USB drive on it's own, kinda like it has a antivirus, after 2.5 seconds. The full time however if it does not break free is 5 seconds, as mentioned.

What do you think? Is it good?
« Last Edit: October 27, 2013, 01:11:59 PM by KillerCop311 »

I had a idea for a sapper, so here it is

Freezevirus.bat
Level 1 USB Drive
On sap, sentry is disabled for 30 seconds
Sapper cannot be removed
Sentry cannot be damaged
Sentry has 50% chance to remove sapper on it's own after time (15 seconds)


disabling for 30 seconds is too loving strong

it should be removable, just make it take like 5 hits or something

disabling for 30 seconds is too loving strong

nerfed to 5 seconds, chance to get free is 2.5

it should be removable, just make it take like 5 hits or something

done

a virus is a pretty cool idea though

-snip-
What I think there also needs to be is a sapper that doesn't give the Engineer a notification, But saps slower.
would be good against engineers who like to neglect keeping their sentry close.

What I think there also needs to be is a sapper that doesn't give the Engineer a notification, But saps slower.
would be good against engineers who like to neglect keeping their sentry close.
Or possibly an AoE sapper that you can throw?
for those pesky sentry walls

or a sapper that takes longer to place but temporarily turns the sentry against its own team