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Turret Ammo Dispenser Refill
1
#1
-11 Frags +

In the next update, Valve should have engineer buildings aid each other.
(Put a Dispenser next to your Turret and have it produce ammo automatically for the turret.)

Just an idea my friend came up with while playing the game.

In the next update, Valve should have engineer buildings aid each other.
(Put a Dispenser next to your Turret and have it produce ammo automatically for the turret.)

[i][b]Just an idea my friend came up with while playing the game.[/b][/i]
2
#2
4 Frags +

Moved from the request forum.

Moved from the request forum.
3
#3
24 Frags +

So you want engineer to become more boring and automated than it already is?

So you want engineer to become more boring and automated than it already is?
4
#4
12 Frags +

Turret

Turret
5
#5
8 Frags +

If you're away from your gun and it runs out of ammo before it runs out of HP, you're playing against the wrong people.

If you're away from your gun and it runs out of ammo before it runs out of HP, you're playing against the wrong people.
6
#6
5 Frags +

Valve already discusses this in a blog post.

The first was a new building internally known as the Repair Node. We gave Engineers the ability to replace any current building (teleporter entrances and exits were considered one building for this) with the Repair Node instead.Despite the design choices we had available, we were never really able to get the Repair Node to feel balanced for the attacking team. TF2 maps tend to be designed with very specific predicted Sentry placement locations and length of Sentry survivability. The Repair Node distorted old favorite maps and made testing new ones more difficult by exaggerating intentional choke points and creating new choke points where they didn't previously exist.

http://www.teamfortress.com/post.php?id=3539

Valve already discusses this in a blog post.

[quote]The first was a new building internally known as the Repair Node. We gave Engineers the ability to replace any current building (teleporter entrances and exits were considered one building for this) with the Repair Node instead.[/quote]

[quote]Despite the design choices we had available, we were never really able to get the Repair Node to feel balanced for the attacking team. TF2 maps tend to be designed with very specific predicted Sentry placement locations and length of Sentry survivability. The Repair Node distorted old favorite maps and made testing new ones more difficult by exaggerating intentional choke points and creating new choke points where they didn't previously exist.[/quote]

http://www.teamfortress.com/post.php?id=3539
7
#7
0 Frags +
cheezpaiIn the next update, Valve should have engineer buildings aid each other.
(Put a Dispenser next to your Turret and have it produce ammo automatically for the turret.)

Just an idea my friend came up with while playing the game.

Captain 41mil to the rescue!

[quote=cheezpai]In the next update, Valve should have engineer buildings aid each other.
(Put a Dispenser next to your Turret and have it produce ammo automatically for the turret.)

[i][b]Just an idea my friend came up with while playing the game.[/b][/i][/quote]
Captain 41mil to the rescue!
8
#8
0 Frags +

no

no
9
#9
1 Frags +

As a main engineer, I decree this useless.

A_A

As a main engineer, I decree this useless.


A_A
10
#10
1 Frags +

Give 'em a break, if valve tried the idea out it can't be that absurd. It wouldn't work well tho.

Give 'em a break, if valve tried the idea out it can't be that absurd. It wouldn't work well tho.
11
#11
1 Frags +

Demoman shouldn't have pipes, just a second sticky launcher in which he can manage detonating between both sets of sticky traps and overall use upper level management and administration skills to utilize 16 stickies.

Demoman shouldn't have pipes, just a second sticky launcher in which he can manage detonating between both sets of sticky traps and overall use upper level management and administration skills to utilize 16 stickies.
12
#12
1 Frags +
Despite the design choices we had available, we were never really able to get the Repair Node to feel balanced for the attacking team. TF2 maps tend to be designed with very specific predicted Sentry placement locations and length of Sentry survivability. The Repair Node distorted old favorite maps and made testing new ones more difficult by exaggerating intentional choke points and creating new choke points where they didn't previously exist.

VALVE SAID THIS.
AND THEN PUT IN THE WRANGLER

I thought I'd finally learned to stop caring about valve's unfathomable design choices, I truly did.

[quote]Despite the design choices we had available, we were never really able to get the Repair Node to feel balanced for the attacking team. TF2 maps tend to be designed with very specific predicted Sentry placement locations and length of Sentry survivability. The Repair Node distorted old favorite maps and made testing new ones more difficult by exaggerating intentional choke points and creating new choke points where they didn't previously exist.[/quote]

VALVE SAID THIS.
[i]AND THEN PUT IN THE WRANGLER[/i]

I thought I'd finally learned to stop caring about valve's unfathomable design choices, I truly did.
13
#13
1 Frags +

r u dat lazy to not want to click

r u dat lazy to not want to click
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