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TiberiumCrystalKutu
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Response to Team Fortress 2 Crew 2010-03-22 11:39:41 Reply

A message to all those whining about the equaliser being imbalizer:
I know that the equaliser sounds or seems a bit op but I just do not not actually SEE it. Today, I was demoman and I saw a soldier running like mad with the equaliser. So I charged,and killed him with the shield bash 0_O. Secondly, I was sniper with 1 hp and just arrowed a soldier. He put out his equlaiser, started running and when he was in front of me I crit kukried him. Or another one. I was scout and saw a soldier running like mad to me, so I put my pistol and with 3 shots he was dead. I understand that it makes him op but when you see him and he has low hp(the soldier) it is extremely easy to kill him. When he is lurking, well even then I was once a heaavy with 40 and something hp and a soldier came to me so I turned and punched him. You just have to be fast to react(something you either way MUST be at tf2). I cannot see why this hate against equaliser:/

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Response to Team Fortress 2 Crew 2010-03-22 18:44:06 Reply

At 3/22/10 11:39 AM, TiberiumCrystalKutu wrote: A message to all those whining about the equaliser being imbalizer:

Oh screw that, I know you're talking to me.

blah blah blah

I will answer you in the same way I did when you said this IRL: only stupid soldiers will charge in front of you with the Imbalizer.
Smart ones will sneak up behind you, super-fast, and one-hit you (or three-hit you, in case you're a Heavy)..there's not much you can do about that.
It's a cheap way to get more kills even after you have lost a lot of HP, and it doesn't promote team play (if you were wounded in a normal situation you would just go back and call for a medic, but if you have the Imbalizer you just run n' gun until you die-which is really not helpful for your team).
And the worst thing is that you end up with more "stats" if you use it, but you help your team less...exactly the opposite of the Engie, who helps his team a lot, but has a very boring and unsatisfying job...

Also, I know a way to make the Choc bar worth it.
Just speed up the eating animation (maybe have none at all), but after you ate one bar you can't eat another one until you actually lost the current buff (or wait for 10 seconds)-which means that it won't be very good at healing, but it will be pretty good for a fast snack before the battle..

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Response to Team Fortress 2 Crew 2010-03-22 18:46:52 Reply

At 3/22/10 11:39 AM, TiberiumCrystalKutu wrote: I cannot see why this hate against equaliser:/

Because every situation you just mentioned has an insane amount of luck associaed with it, besides the Scout analogy. Trying to out-melee an EQ Solly is like trying to pull a semi-trailer with your balls. It can be done, but not very often.


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Response to Team Fortress 2 Crew 2010-03-22 18:58:37 Reply

I simply CANNOT wait for the Engineer's PDQ to be released. It would seriously make my offensive engineering life easier.


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Response to Team Fortress 2 Crew 2010-03-22 21:29:08 Reply

At 3/22/10 06:58 PM, RandomExploit wrote: I simply CANNOT wait for the Engineer's PDQ to be released. It would seriously make my offensive engineering life easier.

Hmm, definitely would be interesting. It would probably be most effective with another engi - PDQ engi goes and sets up quickly, while the other engi upgrades everything.


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Response to Team Fortress 2 Crew 2010-03-22 22:34:22 Reply

At 3/22/10 09:29 PM, ParadoxVoid wrote:
At 3/22/10 06:58 PM, RandomExploit wrote: I simply CANNOT wait for the Engineer's PDQ to be released
Hmm, definitely would be interesting. It would probably be most effective with another engi - PDQ engi goes and sets up quickly, while the other engi upgrades everything.

What the hell are you talking about?

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Response to Team Fortress 2 Crew 2010-03-22 22:57:26 Reply

At 3/22/10 10:34 PM, HeavyTank wrote: What the hell are you talking about?

This


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Response to Team Fortress 2 Crew 2010-03-23 00:45:21 Reply

This new P.D.Q thing looks pretty cool, it'll definitely encourage co-operative play.


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Response to Team Fortress 2 Crew 2010-03-23 06:00:47 Reply

At 3/23/10 12:45 AM, Greenfrost6 wrote: This new P.D.Q thing looks pretty cool, it'll definitely encourage co-operative play.

Meh...150% build rate is not NEARLY enough to convince an engineer to give up his upgrading capabilities...I mean, come on.
You just build stuff a bit faster, so what?
They won't be very useful if they get destroyed...have you ever seen a level one sentry have a long and prosperous career?Didn't think so.
Your teles will be slow as hell, and your dispenser..well, you know.Painfully slow healing and ammo distributing.
I hope it gets scrapped.
Also, that beta tester could be in serious trouble.

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Response to Team Fortress 2 Crew 2010-03-23 06:18:35 Reply

At 3/23/10 06:00 AM, HeavyTank wrote: Meh...150% build rate is not NEARLY enough to convince an engineer to give up his upgrading capabilities...I mean, come on.
You just build stuff a bit faster, so what?
They won't be very useful if they get destroyed...have you ever seen a level one sentry have a long and prosperous career?Didn't think so.
Your teles will be slow as hell, and your dispenser..well, you know.Painfully slow healing and ammo distributing.
I hope it gets scrapped.
Also, that beta tester could be in serious trouble.

You're not thinking as a team player. On certain maps, making sure you can get stuff up quickly is very important. If you run around with the PDQ, you build all your buildings ridiculously quickly, and get another engi with the normal wrench to upgrade your stuff.

Of course, this is clearly aimed at the more offensive engis out there. If you're on the attack, you're more likely to pop up a lv 1 sentry and a dispenser and go rampaging around with the shotgun, if you're actually being a real offensive engi, and not just a defensive one masquerading. The extra speed in popping up buildings can be invaluable if you have enemies coming around the corner, and a good lv 1 can stop a scout coming in and capping the last point if you're the only one left alive on your team for some reason (I've seen it happen before).


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Response to Team Fortress 2 Crew 2010-03-23 06:29:47 Reply

At 3/23/10 06:00 AM, HeavyTank wrote: I hope it gets scrapped.
Also, that beta tester could be in serious trouble.

Yeah, it's a pretty stupid idea...maybe it was made to be combined with another item or something?
As for the beta tester I heard that some clan that was in the beta testing got kicked out or something for having a dude put the stuff on Facepunch.com or something

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Response to Team Fortress 2 Crew 2010-03-23 09:55:17 Reply

At 3/23/10 06:18 AM, ParadoxVoid wrote: You're not thinking as a team player. On certain maps, making sure you can get stuff up quickly is very important. If you run around with the PDQ, you build all your buildings ridiculously quickly, and get another engi with the normal wrench to upgrade your stuff.

Frankly, I don't think that 150% is THAT much faster, and the sentry gun (which is what most offensive engies like to build) buils up pretty quickly anyway...and about other engies upgrading your stuff: it could get annoying to have to upgrade your and your teammate's stuff all the time, don't you think?


Of course, this is clearly aimed at the more offensive engis out there. If you're on the attack, you're more likely to pop up a lv 1 sentry and a dispenser and go rampaging around with the shotgun, if you're actually being a real offensive engi, and not just a defensive one masquerading. The extra speed in popping up buildings can be invaluable if you have enemies coming around the corner, and a good lv 1 can stop a scout coming in and capping the last point if you're the only one left alive on your team for some reason (I've seen it happen before).

Yes, but not nearly as useful as having a lv3 base that actually hold off the entire enemy team thanks to fast frontline teleportation, fast HP and ammo regen and of course the sentry's defensive capabilities.
In other words, the PDQ would only work in certain maps (I bet that you would kick ass with it in Arena), which means that you'll have to switch all the time..
Frankly, I wish there was a button that fast-switched between unlocks when you're in your spawn...

TiberiumCrystalKutu
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Response to Team Fortress 2 Crew 2010-03-23 09:55:36 Reply

At 3/23/10 12:45 AM, Greenfrost6 wrote: This new P.D.Q thing looks pretty cool, it'll definitely encourage co-operative play.

WTF!?
This is not an enguneer unlockable. I prefer calling it R.O.F.E.U.(ridiculous option for engineer update). It is just another wrench. Without upgrading stuff, you can do NOTHING. Also, an offenisive engineer is pretty useless even to think. I have killed almost 500 offensive engineers as any class, even ambassadoring spy. The engineer is supposed to build stuff either to hold a territory, or either to help his team not loose ground when attacking. Who engineer when having buildables would go attack the enemy by himself?

ON THE OTHER HAND

If VALVe could find something that makes the engineer a combat class but with very limited building abilities(e.x. a way to have more hp and attack and firepower but only being able to deploy one dispenser lv2) it would be good.

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Response to Team Fortress 2 Crew 2010-03-23 10:30:45 Reply

At 3/23/10 09:55 AM, HeavyTank wrote: Frankly, I don't think that 150% is THAT much faster, and the sentry gun (which is what most offensive engies like to build) buils up pretty quickly anyway...and about other engies upgrading your stuff: it could get annoying to have to upgrade your and your teammate's stuff all the time, don't you think?

I suppose you're right but, it's not a completely useless upgrade, if they decide to go with something like that. And it's not exactly as if it's the worst idea Valve's come up with...

*cough*Bonk*cough*
At 3/23/10 09:55 AM, TiberiumCrystalKutu wrote: Who engineer when having buildables would go attack the enemy by himself?

I do, because I'm awesome. Managed to get a couple of dominations out of it too, once. It's amazing how quickly a lv1 sentry will kill people if they're too preoccupied with you jumping around and blasting them with your shotty :P


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Response to Team Fortress 2 Crew 2010-03-23 11:56:55 Reply

Just having a look at the PDQ now. While it's an interesting idea, I just can't part away with the building upgrades. If I was to try and be an offensive Engineer, it might not be bad then but I'm more defensive when it comes to Engineer as stated a while ago.

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Response to Team Fortress 2 Crew 2010-03-23 12:22:50 Reply

At 3/23/10 10:30 AM, ParadoxVoid wrote: I suppose you're right but, it's not a completely useless upgrade, if they decide to go with something like that. And it's not exactly as if it's the worst idea Valve's come up with...

No, it's not the worst, but I think that it might be better if they DOUBLED the build speed AND let you upgrade stuff to level 2.

*cough*Bonk*cough*

yeah...


I do, because I'm awesome. Managed to get a couple of dominations out of it too, once. It's amazing how quickly a lv1 sentry will kill people if they're too preoccupied with you jumping around and blasting them with your shotty :P

Although we can all agree on offensive Engie being more fun, it's also safe to say that you are being less useful to your team as a support/defense class, which is what the Engie is..
If you build a semi-hidden LV1 sg and harass the enemy while it shreds them apart, you might get a few kills and a few lulz out of it, but your team will be slowed down by the lack of teleporters, and of course they'll have a hard time defending anything without a lv3 sg and dispenser...
Which is why VALVe should release some unlocks focused solely on making offensive engineering a viable AND helpful tactic..

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Response to Team Fortress 2 Crew 2010-03-23 12:46:31 Reply

I realised that VALVe needs to make something for the engie update that locks the enemy faster. I was on dustbowl as pyro and 2 engies had their sentries in open spaces near point A so I jumped from the small bridge and while they were finnishing a scout I started circling them and burning them. After I burned them and their engies, I realised I had lost only 1 hp. So a sentry with greater knockback and lock speed instead of damage is useful.
Also, I am not a pretty good engie myself because I just join the server and always see a snetry harrassing the enemy team. When round starts over I build my sentry on the same spot and it akways gets assraped by demomen(without a single sg kill). Why this happens?

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Response to Team Fortress 2 Crew 2010-03-23 13:11:13 Reply

At 3/23/10 12:46 PM, TiberiumCrystalKutu wrote: I realised that VALVe needs to make something for the engie update that locks the enemy faster. I was on dustbowl as pyro and 2 engies had their sentries in open spaces near point A so I jumped from the small bridge and while they were finnishing a scout I started circling them and burning them. After I burned them and their engies, I realised I had lost only 1 hp. So a sentry with greater knockback and lock speed instead of damage is useful.

Yeah, like I said quite a long time ago, a sentry with a energy beam or something that deals continuous (but less) damage and locks on instantly would be a nice replacement..

Also, I am not a pretty good engie myself because I just join the server and always see a snetry harrassing the enemy team. When round starts over I build my sentry on the same spot and it akways gets assraped by demomen(without a single sg kill). Why this happens?

Your doin it rong.
Your sentry has to be where the enemy won't expect it to be (at least the first time)...you never build a sentry on the same spot as before since now the enemy will be prepared...

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Response to Team Fortress 2 Crew 2010-03-23 13:23:05 Reply

Meet the Scout faster, like he wasn't fast enough. TF2 theme is really funny when sped up.


"The trust of the innocent is the liar's most useful tool." -Stephen King

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Response to Team Fortress 2 Crew 2010-03-23 20:33:05 Reply

At 3/23/10 12:46 PM, TiberiumCrystalKutu wrote: I realised that VALVe needs to make something for the engie update that locks the enemy faster.

But the whole 'big weakness' of a sentry is that it takes some time to lock onto an enemy. That's what makes stab-sapping possible, and how a quick scout can get away with the enemy intel on 2fort even if there's a sentry up there.

Have you listened to the developer commentary? I think they go into more detail there, or it might be in one of the blog posts, I can't remember.


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Response to Team Fortress 2 Crew 2010-03-23 20:38:19 Reply

At 3/23/10 08:33 PM, ParadoxVoid wrote: But the whole 'big weakness' of a sentry is that it takes some time to lock onto an enemy. That's what makes stab-sapping possible, and how a quick scout can get away with the enemy intel on 2fort even if there's a sentry up there.

That's what most of the unlocks are for...replace a big weakness with another one..
(in my example's case, less damage but instant lock-on)...

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Response to Team Fortress 2 Crew 2010-03-23 23:04:09 Reply

At 3/23/10 08:38 PM, HeavyTank wrote: That's what most of the unlocks are for...replace a big weakness with another one..
(in my example's case, less damage but instant lock-on)...

Maybe initially, but not anymore. Now it seems to be more about changing the playstyle of a class, rather than changing weaknesses. For example, the demoman is now a close-combat class when equipped with the Eyelander, as opposed to before when he was anything but.


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Response to Team Fortress 2 Crew 2010-03-24 03:45:00 Reply

My current idea is VALVe releasing let's say new buildables and a shotgun replaceable,

BUT aside of them, VALVe should give a power-suit for the engie.
That power suit would replace all other items(the engie has to build it at the start of a round with 600 metal).
When he enters this suit he cannot exit.
Suit attributes should be:

-250hp
-for weapons a lv2 sentry's machine gun(with decreased knockback)
-10% walking speed
-He can deploy instantly a lv2 dispenser but only this until the dispenser dies.
-He can only be healed by dispensers, but he is able to remove sappers instantly with right click on a sapped building.
-(The dispenser is taunt-made in front of the engi, let's say he just throws a small box on the ground that becomes dispenser).
-His machine gun has no ammo but overheats.
He cannot be backstabed but if a spy saps him his gun overheats 50% faster, he is 20% slower and he gets 20% more damage. He can only be unsapped if he waits 30 seconds or a fellow engie breaks his sapper. Also, if the spy saps him and shoots him he has 40% more damage on him so we should not lower spy effectiveness.
-And if headshoted he goes to 1 hp but not dies instantly.

So how do you thnk of my idea?

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Response to Team Fortress 2 Crew 2010-03-24 04:50:50 Reply

At 3/24/10 03:45 AM, TiberiumCrystalKutu wrote: I like the whole mech idea but...
-10% walking speed

Wut. Seriously, 66% speed for Heavy already feels like a tortoise, let alone something walking at 10% speed. Also, 1 HP left for headshots? That's pretty bullshit, since it's extremely unfair towards Snipers.


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Response to Team Fortress 2 Crew 2010-03-24 05:31:43 Reply

At 3/24/10 04:50 AM, ParadoxVoid wrote:
At 3/24/10 03:45 AM, TiberiumCrystalKutu wrote: I like the whole mech idea but...
-10% walking speed
Wut. Seriously, 66% speed for Heavy already feels like a tortoise, let alone something walking at 10% speed. Also, 1 HP left for headshots? That's pretty bullshit, since it's extremely unfair towards Snipers.

I said -10% walking speed=90% of as fast as engie is now. Also, if you have the rifle, it is quite easy to just re-shoot him once but anyway you can remove the headshot thingie.

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Response to Team Fortress 2 Crew 2010-03-24 05:40:25 Reply

Also, some days before the engineer update, the engineer speaks to all his teammates promising that he won't desert them (without dispensers and teles) and that he will never abandon them :D

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Response to Team Fortress 2 Crew 2010-03-24 06:46:03 Reply

At 3/24/10 05:31 AM, TiberiumCrystalKutu wrote: I said -10% walking speed=90% of as fast as engie is now. Also, if you have the rifle, it is quite easy to just re-shoot him once but anyway you can remove the headshot thingie.

By that logic he would have -250 HP, when he's only got 125 health to begin with. :/ You used dashes to signify the beginnings of points.

Anyway, he's probably a bit OP, tbh. Maybe building him uses 200 metal, and then every second it drains more metal from the engi's resevoir. That would mean he'd occasionally have to jump out to pick up ammo, which opens up the weakness of the weapon?


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Response to Team Fortress 2 Crew 2010-03-24 09:04:44 Reply

At 3/23/10 11:04 PM, ParadoxVoid wrote: Maybe initially, but not anymore. Now it seems to be more about changing the playstyle of a class, rather than changing weaknesses. For example, the demoman is now a close-combat class when equipped with the Eyelander, as opposed to before when he was anything but.

Yeah, you're right, but I don't see how VALVe can completely change the playstyle of the engie without messing up the other classes...I mean, offensive or defensive, he still builds stuff.
The demo change was a pretty awesome one, but I dunno if they can pull it off a second time..

At 3/24/10 03:45 AM, TiberiumCrystalKutu wrote: My current idea is VALVe releasing let's say new buildables and a shotgun replaceable,

Sentry replacement-shotgun (or wrench) and pistol replacement.That would be pretty good.


BUT aside of them, VALVe should give a power-suit for the engie.

W-w-w-w-wait, whaaaat?

That power suit would replace all other items(the engie has to build it at the start of a round with 600 metal).
When he enters this suit he cannot exit.

That's a pretty weird start...and building it would be extra-tedious...especially when you have to do it every time you respawn..

Suit attributes should be:

-250hp

gfdsdfgh

-for weapons a lv2 sentry's machine gun(with decreased knockback)

lul

-10% walking speed
-He can deploy instantly a lv2 dispenser but only this until the dispenser dies.

I see

-He can only be healed by dispensers, but he is able to remove sappers instantly with right click on a sapped building.

Not bad, not bad

-(The dispenser is taunt-made in front of the engi, let's say he just throws a small box on the ground that becomes dispenser).

That fits perfectly the style of the game.

-His machine gun has no ammo but overheats.

I dunno about that..infinite ammo is a bit too much for me.
Also, it would be better if he just had, say, 300 ammo, and can only be healed by a small amount by large ammo packs, and can only recover ammo by going near HIS dispenser..

He cannot be backstabed but if a spy saps him his gun overheats 50% faster, he is 20% slower and he gets 20% more damage. He can only be unsapped if he waits 30 seconds or a fellow engie breaks his sapper. Also, if the spy saps him and shoots him he has 40% more damage on him so we should not lower spy effectiveness.

Good idea

-And if headshoted he goes to 1 hp but not dies instantly.

So how do you thnk of my idea?

Well, I still don't know how would that work out in-game, but it's certainly a very good idea...
Maybe a more "conservative" version would be better...like the one Abe is wearing in the pic.

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Response to Team Fortress 2 Crew 2010-03-24 09:11:51 Reply

At 3/24/10 09:04 AM, HeavyTank wrote:
Well, I still don't know how would that work out in-game, but it's certainly a very good idea...
Maybe a more "conservative" version would be better...like the one Abe is wearing in the pic.

Well, I had been thinking it more as a Big Daddy-like suit:/

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Response to Team Fortress 2 Crew 2010-03-24 09:15:42 Reply

At 3/24/10 09:11 AM, TiberiumCrystalKutu wrote: Well, I had been thinking it more as a Big Daddy-like suit:/

Yah, I know what you're talking about, but it would be a bit too much.
Plus, the engie wouldn't be short anymore ;)