Engineer upgrades...

Flame throwing sentry - for auto spycheck. Downside is the flame burns though ammo quickly.

.50 Cal Pistol - %100 crit at close range - lower clip capacity and overall ammo

Medi Wrench - heal players and double repair on built items - 1/2 damage to enemies and %0 crits
 
Mobile sentry would be a cool idea, but it would have to walk slower at least.
 
Level 4 sentry
level-4-sentry-valdis-matas.jpg
 
I think if you gave the engi the Deagle from CS:S that would be awesome.
 
LOL at Level 4 Sentry!

I posted this list elsewhere, but my friends and I had discussed Engie upgrades and came up with this list:

Wrench -> SPANNER or IMPACT WRENCH

Same effects:

-50% crits
-25% damage
+33% Repair/Build Time

SPECIAL EFFECT: Building Armor:

An upgrade for Dispensers, Teleporters, and Level 3 Sentries. Adds 100 HP "overcharge" to the building's health. Does not protect against sappers (I.E., sappers work against the original HP, all other weapons work for the overcharged HP)

As a bonus, Armored equipment does splash damage in ratio to the amount of armor on the equipment when it blows up (either from damage or self destruct)...

...downside is that the equipment slews/dispenses/teleports 20% slower.

So it's good for forward equipment. Armor costs 200 metal for Sentries and Dispensers, 100 for teleporters.

Only the SPANNER/IMPACT WRENCH can repair armor; regular wrenches only repair regular HP.

Building armor is incrimental; I.E., the first whack gives 15HP overcharge, the second gives 15 more, etc, etc, until fully built.

This encourages Engies with spanners to teamplay even more than usual.


Pistol -> TAZER or RAILGUN

RAILGUN is from TFC (or TFF... I get 'em mixed up, with the small amount of time I've played) You can charge them up for more damage; railgun shots ricochet depending on how long they've been charged.

The TAZER has 15 cartridges; if they hit the opposing player they're "paralyzed" for 3 seconds. Does no damage otherwise. Has half the range of the flare gun. Spies who are hit are paralyzed, but it does not drop their cloak or de-costume them.

Final caviat; the cartridge must charge 10 seconds. Cartridges charge the moment they're loaded, even if the weapon isn't drawn. An early fired cartridge has no effect.



Rifle -> AUTOSHOTTY

10 cartridges for full load. Half the ammo carried, no "pulling the reload slide" between shots. Play left for dead, get an autoshotty. You know what I'm talking about.

-10% damage per pellet, wider pellet dispersal. Some of the cartridge's fill and explosive is used to operate the gun, causing less impact on target.



PDA UPGRADE -> Add THE BARRICADE

barricade.gif


I posted this elsewhere, but THE BARRICADE is Model D, the narrow one with the humorously blinking light.

THE BARRICADE has 100HP, is as tall and wide as a dispenser, and is transparent to Sentry Guns. Has a 75% to-hit for the other team, meaning if you fire at or through it, 75% of the damage is absorbed by the barricade, 25% is transmitted to whatever would have been hit behind it.

It cannot be sapped (what are you going to sap, the light bulb?), but before you hate me Mr. Zaw, both the Spy* and the Pyro can light it on fire. It burns at the same rate as people. Costs 150 metal to build.

(* I imagine teammates seeing the spy take his cigarette out and putting it against the barricade.)
 
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Flame throwing sentry - for auto spycheck. Downside is the flame burns though ammo quickly.

.50 Cal Pistol - %100 crit at close range - lower clip capacity and overall ammo

Medi Wrench - heal players and double repair on built items - 1/2 damage to enemies and %0 crits

this would be perfect
 
Flame throwing sentry - for auto spycheck. Downside is the flame burns though ammo quickly.

.50 Cal Pistol - %100 crit at close range - lower clip capacity and overall ammo

Medi Wrench - heal players and double repair on built items - 1/2 damage to enemies and %0 crits

I think this is a bit too overpowered. Spies balance out Engies, and this is coming from an admitted Engineer. Having a sentry that spychecks itself it a bit too overpowered.

Think like a spy: You're mission is to destroy that sentry. It's got a turtling Engineer so even though "technically" it burns through ammo faster, that Engineer with the Dispenser keeps the sentry alive.

You get to stand far away, and using your pistol, try to kill the Engineer before he sees you and kills you. Now, wait until the sentry runs out of fire. NOW you get to sap it and wait for it to die.

All this time everyone on the other team is scrambling to kill you... and unless the sentry runs out of ammo in less than 10 seconds, sucks to be you on any instaspawn server too.

Spychecking takes a pyro who could be attacking and demotes him to Engineers assistant. This requires the team to balance the Spy threat against the gain from having a forward Pyro. It's teambalancing.

Just some thoughts.





On a side note, Team Fortress Forever allows you to repoint a sentry after you've built it. I'd like this ability.
 
On a side note, Team Fortress Forever allows you to repoint a sentry after you've built it. I'd like this ability.
It's from TFC. Though it worked abit differently. And it's Fortress Forever, not TFF. ;) Valve didn't let them call it Team Fortress Forever because they were still working on TF2 and stuff like that. bla bla bla.
And in my eyes, the usual pub demoman is more of a problem than a spy (I am not talking about good spies).


-Calle
 
How about the ability to pick up and move buildings? The downside perhaps would be moving significantly slower or something llike that.
 
How about the ability to pick up and move buildings? The downside perhaps would be moving significantly slower or something llike that.

You walk the speed of a Heavy with his gun spinning and the equpment takes a second to reactivate when you drop it... I like it!
 
You walk the speed of a Heavy with his gun spinning and the equpment takes a second to reactivate when you drop it... I like it!

Hmm that's really cool, now what would happen if you died in the process? And there has to be some downside ;) not just speed... I can see people guarding engies to move their sentry, that'd get nuts w/lvl 3's instantly in some spot
and man I imagine sentries being incredibly heavy too hehe
 
I imagine if you died in the process that the gun would take massive damage from being improperly installed.

I imagine the "lift up" phase to take 5 seconds, and the "put down" phase to take 5 seconds, time that the enemy can shoot up the sentry and/or Engineer.

The gun is not active from the moment you lift to the moment you drop.

So, it's not really useful except when you realize that you should have built the sentry 3 feet to the left and that it's painfully vulnerable where it's at, as it would be faster and less stressful to just 'splode the gun and rebuild it forward.
 
The gun is not active from the moment you lift to the moment you drop.

lets have a moving engi with his sentry on, so he can move his winsentry anywhere and be like superpower engi and stuff also carring his dispenser like a pack sack oh man that be nice
 
Good point on the Flamethrower. The unit, as I envision it, would be used at door ways and such. It would burn constantly in a single direction for a short amount of time. When destroyed, it does the same splash damage as a critical rocket or sticky. So an Engie would be less likely to stand around wacking it to keep it burning.

Another thought on the mobile sentry idea. The sentry (LVL4) runs a track. The track length can be added for addtional metal. The track takes damage in sections and has the same HP as teleporters. If any section of the track is destoryed the sentry stops moving (breaks the ciruit).
 
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