Harness the Power of MAGNETISM - An Engineer Wrench Concept [TF2]

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Great Blue

Great Blue

Күн бұрын

The other weapon design videos I've done have been fun, so why not invent my own? This is a wrench concept based around a fun conversation a friend and I had recently while playing. The stats are a little out there as far as TF2 weapons go, but honestly, exploring wacky concepts is the only way that innovation can happen, so why not try? Let me know what you think of this weapon and whether or not you want to see more videos like this!
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Пікірлер: 410
@recurvestickerdragon
@recurvestickerdragon 2 жыл бұрын
Fun weird side effect: you know a mag-engie's nearby if you ever see a gib or pickup scoot slowly across the ground, maybe toward a wall or door
@exi_m7074
@exi_m7074 2 жыл бұрын
Yeah, so that would probably be funny just to catch an engineer off guard.
@unknownpizzashop3821
@unknownpizzashop3821 2 жыл бұрын
Maybe the items start off slowly then gets faster and faster. Kind of like in cartoons.
@recurvestickerdragon
@recurvestickerdragon 2 жыл бұрын
@@unknownpizzashop3821 I assumed the pull would get stronger the closer it was too the engie, so if you're barely in range, it'll scoot at first, then tumble, then fly
@unknownpizzashop3821
@unknownpizzashop3821 2 жыл бұрын
@@recurvestickerdragon sorry for the late reply but imagine if you had a random chance of getting knocked out, possibly because the ammo is flying towards you at high speeds. May or may not be a good idea tho.
@recurvestickerdragon
@recurvestickerdragon 2 жыл бұрын
@@unknownpizzashop3821 That actually sounds pretty funny. I'd probably wind up as small amounts of damage, but I like the idea of a large ammo crate having like a 1% chance to ragdoll you for a few seconds
@doublesystem9790
@doublesystem9790 2 жыл бұрын
here's an idea i always had: a pizza for the heavy. The way it would work is that it's charge meter is segmented into 6 parts similar to the vaccinator's ubercharge, each part would be a slice which can be eaten for like 60hp or thrown as a small health pack. Instead of recharging over time, it would only recharge by picking up health packs while at full health. Small ones refill 2 slices, medium ones 4, and big ones filling the entire meter. Basically a food item that is more focused on supporting the team but requires some more skill to use well, knowing when to use it and managing health packs. You could still use it to heal yourself, but it'd be really bad at that since you only eat one slice per taunt, so you would have to stand there for a long while to regain all your health.
@pro_homeowner4854
@pro_homeowner4854 2 жыл бұрын
thats a really cool idea
@mikemed1978
@mikemed1978 2 жыл бұрын
That sounds quite nice
@edwinlevi6608
@edwinlevi6608 2 жыл бұрын
I love that
@recurvestickerdragon
@recurvestickerdragon 2 жыл бұрын
Da, this will work
@Real_temmie_undertalo
@Real_temmie_undertalo 2 жыл бұрын
Small ones refill 1, mid fill 3 and big fill all, i think it's a bit more... logic? Dunno, but still your idea is gold
@Spubbily01
@Spubbily01 2 жыл бұрын
If you make a sword for scout, the name has to be "Forge-a-nature"
@redneck2127
@redneck2127 2 жыл бұрын
Basically the soda popper
@kittencorp.3295
@kittencorp.3295 2 жыл бұрын
Isn’t there already some sort of promotional Boston basher reskin that’s a sword? I think it was something you got for preordering some game
@TheWither129
@TheWither129 2 жыл бұрын
@@kittencorp.3295 ye the three-rune blade
@ironicdivinemandatestan4262
@ironicdivinemandatestan4262 2 жыл бұрын
@@kittencorp.3295 The Three-Rune Blade from Witcher II
@SoulBro12
@SoulBro12 2 жыл бұрын
tbh when I first saw this, I thought it was a battle engi wrench that was paired with the widowmaker so you are in the frontlines more likely
@irkkunen4933
@irkkunen4933 2 жыл бұрын
The 20% damage vulnerability would make it bad for battle engineers since it essentially leaves you with 100hp meaning rockets and pipes can instakill you at shotgun range and lower survivability is bad overall for aggressive playstyles.
@BoneyCheeks
@BoneyCheeks 2 жыл бұрын
@@irkkunen4933 105 hp*
@builderbosc
@builderbosc 2 жыл бұрын
@@BoneyCheeks 20% of 125 is 25, so they basically have a base health of 100
@Ro_Yoshi
@Ro_Yoshi 2 жыл бұрын
@@irkkunen4933 well I am pretty sure most of the time you will have a shotgun out
@irkkunen4933
@irkkunen4933 2 жыл бұрын
@@Ro_Yoshi On wearer so you will have it regardless if the wrench is out or not.
@Snst-404
@Snst-404 2 жыл бұрын
Depending on radius and strength of the attraction this could be the engie equivalent of a scout stealing everyones health pack
@recurvestickerdragon
@recurvestickerdragon 2 жыл бұрын
Partner, he NEEDS that metal, y'hear?
@keterpatrol7527
@keterpatrol7527 2 жыл бұрын
@@recurvestickerdragon yes
@okamida8359
@okamida8359 2 жыл бұрын
I think a way to make it better would be to make it so you can only attract one ammo/ health crate at a time, because you can just keep your team around you and attract all the stuff in the map and nobody would ever die. Maybe give the engineer a "radar" to where the crates are and then he can pull it more easily
@Attaxalotl
@Attaxalotl 2 жыл бұрын
*"Hippity hoppity your ammo's my property"*
@protonicprotogen6304
@protonicprotogen6304 2 жыл бұрын
@@okamida8359 just limit the range of which ammo packs can be attracted
@doubledee8677
@doubledee8677 2 жыл бұрын
Instead of attracting pickups around you, I'd rather you "consumed" the pickups at range by right clicking with the wrench while looking at them. Maybe for a reduced gain based on distance.
@Ren-bo7bj
@Ren-bo7bj 2 жыл бұрын
There are many times where I am setting up with a distant dispenser in a spot meant to heal the team and quickly run out of metal to repair and upgrade my stuff. Holding this out and walking around the map to vacuum up metal sources like how the Sonic 3 electric shield attracts rings at a close yet generous radius would make metal management when your buildings are far apart quite a bit easier, might even be worth the risk during calmer moments of the battle.
@smgeezus7186
@smgeezus7186 2 жыл бұрын
Sonic 3 was my immediate analog for this.
@felixbm4014
@felixbm4014 2 жыл бұрын
maybe add a higher max metal capacity? say 225 or 250, think that would be kinda cool and make the wrench a little more viable, you could possibly lower the damage vulnerability to like 10or 15% too.
@SirKarpAlot
@SirKarpAlot 2 жыл бұрын
could also do something like extend the range of the dispenser a little bit
@LilyArlatto
@LilyArlatto 2 жыл бұрын
Maybe 250 metal but instead of 20% it's just marked for death (mini-crits, 35%)
@PantheraLeo04
@PantheraLeo04 2 жыл бұрын
It probably shouldn't go past 230 because then you could build a sentry and a dispenser without picking up more metal
@takeyourdamnmeds
@takeyourdamnmeds 2 жыл бұрын
@@PantheraLeo04 gunslinger moment
@godlyvex5543
@godlyvex5543 2 жыл бұрын
I think it should lose the health pack magnetizing and the damage vulnerability. 20% slower swing is already pretty bad, and the benefit is only just about worth it. 20% damage vuln is an extremely harsh downside for a weapon like this.
@plunoniushocanfin224
@plunoniushocanfin224 2 жыл бұрын
Engineer doesn't just have one Taunt kill, the other taunt kill is him slamming his banjo in the ground
@user-uf3nq9up4p
@user-uf3nq9up4p 2 жыл бұрын
He said *melee* taunt kills. The guitar slam is on the frontier justice.
@plunoniushocanfin224
@plunoniushocanfin224 2 жыл бұрын
@@user-uf3nq9up4p ooooooh, I thought he said Engineer only had one Taunt kill. My bad
@Solariscatto
@Solariscatto 2 жыл бұрын
To be fair, unless the banjo explodes that is a melee taunt kill
@D_Bouss
@D_Bouss 2 жыл бұрын
@@Solariscatto the pootis pow is a non-melee taunt kill
@sybiliminalSyntax
@sybiliminalSyntax 2 жыл бұрын
Interesting, though here's a couple tweaks I'd make. 1: The wrench must be out for the magnetism to apply. 2: An extra mechanic, press the reload key to switch the magnet's polarity, which will determine whether you magnetize health or ammo, AND also switch what kind of damage you're more vulnerable to, between bullets/melee and fire/explosions. On that note, the wrench will radiate either a blue or a red aura depending on polarity, which enemies can see and tell which vulnerability Engie has.
@hamaczech13
@hamaczech13 2 жыл бұрын
Instead of the 20% damage vulnerability it could make an magnetic aura around the engie that would draw in bullets towards the player. Practically it would extend the player's hitbox.
@dougthedonkey1805
@dougthedonkey1805 2 жыл бұрын
I feel like that would be really really annoying
@fusroda_2046
@fusroda_2046 2 жыл бұрын
So.... Huntsman's aimbot nature is the counter? Damm poor Engie
@marioicecap2459
@marioicecap2459 2 жыл бұрын
I feel like that would be busted, maybe make all projectiles hit the center of the hitbox? wait that could also be busted, then again, if the vulnerability stays, that engie dies to a fully charged huntsman anyway.
@QTpitarianne
@QTpitarianne 2 жыл бұрын
He mentioned that in the video, but said it would be super annoying so opted for the vulnerability
@danksmemington362
@danksmemington362 2 жыл бұрын
Or maybe just dont have the vulnerability because it'd make it never worth using
@josep754
@josep754 2 жыл бұрын
For a while ive had an idea for a medic secondary, itd be A backpack that storages the damage dealt as uber, uber can be started at any %, when the uber is triggered the medic will quickly heal any teammate including himself in a AoE effect, the higher the % the longer the effect lasts, this is a weapon destined to be a battle med medigun, that encourages the medic to take a more active rol at the cost of uber.
@D_Bouss
@D_Bouss 2 жыл бұрын
So it’s basically a medic banner
@josep754
@josep754 2 жыл бұрын
@@D_Bouss yes, but you can turn it on at basically any time and it beaks the crossbow meta since the other primaries are better for dps
@D_Bouss
@D_Bouss 2 жыл бұрын
@@josep754 good point. It would also for pretty well with the overdose. You would get faster for damage, then exchange your gained speed for heals, then use the heals to survive more while dealing damage.
@RobinRhombus2
@RobinRhombus2 2 жыл бұрын
Here's my idea for a soldier weapon like he already didn't have enough: The Close Up -100% self damage immunity -Increased ramp up (up to 400) -On hit slows opponents by 10% -No knockback to self or enemies -Increased fall off (up to 0) -Shoots ball of light instead of rocket -Looks like an old-timey camera
@srflipp_
@srflipp_ 2 жыл бұрын
That a really extreme concept for soldier. 100% broken but a fun idea. Change ramp up from 400 to 200 would make it more balanced but its your concept so who am i to say anything.
@RobinRhombus2
@RobinRhombus2 2 жыл бұрын
@@srflipp_ Keep in mind that you'd need to be point blank with them as the second slowest class in the game.
@mrdeadmemes
@mrdeadmemes 2 жыл бұрын
@@RobinRhombus2 you know, there's also heavy though who is even slower than soldier and works best close up so i do think this is just better heavy
@chaosonyoutube3551
@chaosonyoutube3551 Жыл бұрын
fancy tauntkill
@theawkwardpotato1973
@theawkwardpotato1973 2 жыл бұрын
Maybe make it an active thing at all times, kind of like what you can do with the spy's cloak except that it would work in a cone in front of you, like the manmelter. Or make it exactly like the manmelter's alternate fire, but instead of drawing in flames to give you crits, it draws in health and/or ammo packs and gibs. (Debatable whether it should draw in health packs). Give it the same negative stats otherwise, but always active? You trade damage and resistance for a utility you can use to get more metal without leaving your relatively safe spot.
@vaeastra
@vaeastra 2 жыл бұрын
Sounds like the TF2 version of the HL2 Gravity Gun. On that note, maybe it should essentially be a gravity gun in a way, right click to pull items towards you, Use to pick them up, or left click to throw at your teammates.
@tellyg7985
@tellyg7985 2 жыл бұрын
in the concepts there was gonna be a scout baseball glove that let you catch n throw projectiles.
@Wee_Laddie
@Wee_Laddie 2 жыл бұрын
I was thinking of some stats of my own for this one, here’s what I came up with: On alt-fire (hold): • Nearby metal from broken buildings and dead players are attracted to the user. • +100% Metal pickup range from Dispensers Vaporises killed enemies. • -20% Firing Speed • This weapon deploys 100% slower Also I may try and do a doodle of this concept myself, is there a preferred place to share my idea when I’m done?
@D_Bouss
@D_Bouss 2 жыл бұрын
I put my custom weapons on r/tf2
@godlyvex5543
@godlyvex5543 2 жыл бұрын
I personally think this is better. Picking up health packs sounds bad for the team, and the 20% damage vulnerability makes it terrible.
@CaptainMaionese
@CaptainMaionese 2 жыл бұрын
100% slower? do you understand how slow that is? double the time you would normally require, that would be a nightmare, 2-3 seconds before you can remove a sapper or repair the sentry while being under attack.
@thewindwakinghero7423
@thewindwakinghero7423 2 жыл бұрын
@@CaptainMaionese it sticks to your metal supply
@karlbischof2807
@karlbischof2807 2 жыл бұрын
I think something like +800% dispenser range would be better and have it decrease metal consumption from the dispenser the further away it is. Also u get metal just like how some walls allow anyone to get ammo from dispensers on the other side but no healing. It should also be skill based, so instead of aoe u have to look at the metal and it will only pull as long ur holding down m2. this is to reduce accidentally taking stuff from teammates
@PiydTH
@PiydTH 2 жыл бұрын
Here my Engineer's Secondary Item Concept: "The Battling Dispensery" (Works Like Cozy Camper) Pros: Regenerate ammo and Mental +5 Per seconds on wear Regenerate 3-8 Health per 3 Seconds +25 Max Health +50% Metal Clip Size Cons: -25 Moving Speed on Wearer -50% Healing Rate By Medic or Mad Milk No Overheal on Wearer -15 Melee Weapon Firing Speed on Wearer -35% Weapon Switch Speed
@davidpico1579
@davidpico1579 2 жыл бұрын
You should add: heals nearby teammates
@PiydTH
@PiydTH 2 жыл бұрын
@@davidpico1579 nah That's Too broken, I Designed This for Battle Engi specially
@tellyg7985
@tellyg7985 2 жыл бұрын
-25% might make u move slower than a heavy.
@PiydTH
@PiydTH 2 жыл бұрын
@@tellyg7985 Yes Because those things are Very _Heavy_
@jolanberden4438
@jolanberden4438 2 жыл бұрын
If i could design a weapon for tf2, i'd design a primary for the heavy that could solidify his subclasses into a legitimate subclass rather than a joke one, similar to how battle-engi or demoknight are viewed as legitimate subclasses. Here's what i got: The Soviet Food Reserve This is a primary weapon that exchanges the minigun for a large lunchbox, attached to the heavy as a satchel. It also replaces the heavy's bandolier of bullets in exchange for this weapon, so people can see that you're using it even when you do not have the weapon out. On the satchel's sash, there are also shotgun shells attached to it, hinting at part of its stats. Its stats are as followed: +10% movement speed on wearer +15% secondary weapon damage +15% secondary weapon reloading speed When you pull this weapon out, you can select a lunchbox item to eat or throw infront of you (similar to how an engineer selects a building from his pda). This weapon then goes on cooldown, the duration of which depends on the selected item (same cooldown as the selected item would have). Picking up a health pack while you're at full health will instantly refill this item's cooldown, except when you have a lunchbox secondary that is also on cooldown. This item's passive stats remain even when it is on cooldown. This item should legitimise the fat scout playstyle because it gives you slightly more mobility, more shotgun damage and still gives the heavy the utility of food items (but even more extreme because now the heavy has access to all of them at once!). The 15% extra damage is also very delibirate, because it makes it so that the panic attack could (at maximum) deal 124 damage, preventing it from completely one-shotting light classes.
@nightspawnson-of-luna4936
@nightspawnson-of-luna4936 2 жыл бұрын
*Insert joke about 'What food' here*
@spymatt8521
@spymatt8521 2 жыл бұрын
Taunt kill idea: Engineer raises his wrench up into the air like the eureka effect and the magnetic force is so strong, it pulls a satellite from outer space and squishes everyone near the engineer including him.
@davisdf3064
@davisdf3064 2 жыл бұрын
Perfect
@DadsBud11
@DadsBud11 2 жыл бұрын
I would love to see more of these videos! I like the shorter videos for then I can’t watch a full weapon generator video, and those are great for when I have more time. I love the balance!
@calvingarbacik272
@calvingarbacik272 2 жыл бұрын
How about a throwable consumable for scout/sniper/pyro that does a small amount of explosive damage, mainly intended for blast jumping? I think an explosion about the size of an airstrike midair rocket, dealing about 30-40 damage (half damage for yourself) with the recharge time of the cleaver could be cool
@MrLozone999
@MrLozone999 2 жыл бұрын
Na have it only for the scout because on sniper he can probably get into a broken sniper spot and the deternator (or however you spell it) does the same for the pyro.
@Vizaru
@Vizaru 2 жыл бұрын
you described a grenade, which is something only the demo should have thematically. scout has enough mobility, more would make him more op than he already is, pyro already has flare jumping, sniper should never gain mobility tools
@calvingarbacik272
@calvingarbacik272 2 жыл бұрын
@@Vizaru idk about only the demo having grenades, you're probably right there, but I was thinking that having a one-time-use cooldown mobility tool for the sniper could be a decent side grade to the one-time-use cooldown jarate, as they both function as a bit of a "get out of jail free card." I know that scout has plenty of mobility already, but I just really like blast jumping as an idea and don't think it should be completely restricted to soldier, pyro and demo.
@icarusterra1846
@icarusterra1846 2 жыл бұрын
How about a Sniper Rifle built out of a typewriter (cleverly called the Snipewriter), which has 26 total shots, with each shot having a certain letter loaded in the gun. Upon hitting a player, it checks wether or not the player’s name has that letter. If it does, it does bonus damage. If it doesn’t, its damage is reduced. (Side note, it always gets the bonus damage if the player has no English letters in their name. Moreso to punish people who think they can completely avoid the damage bonus by not having any English letters)
@Warpzel65
@Warpzel65 2 жыл бұрын
I can imagine all the servers filled with people named a sigle letter
@theovermind6041
@theovermind6041 2 жыл бұрын
mr. qwertyuiopasdfghjklzxcvbnm is gonna get one shot by an uncharged bodyshot now
@garrettbates9124
@garrettbates9124 2 жыл бұрын
Sounds unbalanced as hell, but a writing themed weapon concept for sniper sounds fun. Maybe instead it's an SMG with 26 shots and each one deals damage according to the letter of the alphabet it's in (1st shot deals 1 damage, last deals 26)
@MrLozone999
@MrLozone999 2 жыл бұрын
@@garrettbates9124 i like this better (no offense)
@davisdf3064
@davisdf3064 2 жыл бұрын
The perfect meme weapon for snouper
@exi_m7074
@exi_m7074 2 жыл бұрын
There’s something I would like to possibly add. The engineer using the magnetic wrench could use enemy Dispensers and Teleporters. Also an alternative to the farther placement, you could an ability, right clicking with the wrench would cause a small shockwave that launches the engineer up and disables nearby buildings, for about 50-75 metal, giving more Mobility options, something that engie doesn’t have yet, and also letting an Engineer possibly rush in and disable sentries that could kill them. An alternative wrench for Battle Engies.
@wun_zee3599
@wun_zee3599 2 жыл бұрын
Soundsmith had an interesting idea for a weapon Flintlock and Rapier. He gave more details in his Mann's Guide video for the big earner if you wanna check it out but i think it's worth checking out.
@Idiotboyism
@Idiotboyism 2 жыл бұрын
It sounds like it's a version of the gravity gun for TF2, using the same physweapon stat to pull things in. Definitely makes it safer for Engines to turtle but it keeps them squishy
@cafuneandchill
@cafuneandchill 2 жыл бұрын
I think that if it would also allow to throw magnetized objects, just like the Gravity Gun, it would allow for some interesting support gameplay, like throwing ammo cases to teammates
@Idiotboyism
@Idiotboyism 2 жыл бұрын
@@cafuneandchill That's what I had assumed too, using the wrench like a gravity gun to toss things to team mates but maybe that would be too greif-y as well, at least for the other team
@gamingv1nce7
@gamingv1nce7 2 жыл бұрын
I love this concept! BTW Here's a Scout Weapon i've been thinking on for a while. Scout Weapon Concept: The Sharp-Shot New Scattergun For Each Pellet Hit:2 Seconds of Bleed would be inflicted (As well as the bleed damage increasing by 5% with each pellet connected) +25% Clip Size +20% Accuracy -15% Reserve Ammo -20% Pellets (8 Pellets instead of 10)
@tricksterzyro3230
@tricksterzyro3230 2 жыл бұрын
I like seeing blue slowly get more used to drawing, and kind of develop an "artstyle"?
@gearhooves5996
@gearhooves5996 2 жыл бұрын
I have an idea, maybe instead of the magnet working passively the player would have to hold down right click, causing the engineer to stand still and do like a loop of the eureka effect teleport animation and would stop when right click is released, also maybe it could have some sort of magnet type sound play when using the ability as well
@sud1881
@sud1881 2 жыл бұрын
If your going to stand still for a second to pick up nearby stuff just walk over and get it. Sure you can pickup further behind cover but that’s really gimmicky.
@shawurma9426
@shawurma9426 2 жыл бұрын
THE CENTER OF ATTRACTION: When weapon is active: UPSIDES: Right clicking on health and ammo pickups teleports (or pulls) them infront of user and disappear 15 seconds later if not used *health and ammo packs teleport (or are pulled on RMB) not on user but next to user, so teammate can pick it up as well, and also because just increasing health and ammo pickup range is dull, boring, stupid, lame and etc.* Dispenser range increased by idk% *which makes sense as your wrench pulls metal out of it magnetically* DOWNSIDES: Idk about this one but: Splash rockets or pipes or stickies, not further than 100HU (or whatever distance) away do full damage (ofc with falloff or rampup) *this one kinda makes sense, you basically pull rocket towards you, without terrorizing source engine, and this makes turtling your sentry much harder as you can't really be near it, because Splash damage classes can 1 or 2shot you with splash damage much easier now* INSERT SWING SPEED PENALTY HERE A funny taunt kill idea: eureka effect taunt starts and loops for 4-5 sec(without lightning strike), while the engineer pulls people near him, then if they're so close, they're bumping eachother, people who bumped get stunned and when the taunt ends, all stunned players and engineer scream and get sucked into a small black hole, while the wrench floats for a second in air shakes a bit and falls onto the ground P.S. new downsides: Pickup range is affected by how low user is on thing he tries to teleport *effective pickup range becomes larger, as the health/ammo decreases, so you can't always be full on metal/health* Pickup has "idk how much" seconds cooldown *obviously so you can't spam collect things all over the map if there's 5 different large kits in you FOV*
@ninthdoctor7918
@ninthdoctor7918 2 жыл бұрын
I would personally either have a larger damage vulnerability on wearer or actuallyreduce the ammount of metal ammount, encouraging users to pick their metal usage wisely and try to find more to keep your buildings supported
@Banana8D910
@Banana8D910 Жыл бұрын
When I saw this I felt and still feel like it should manually attract (move) buildings by crouching so you dont need to completely rebuild something to repair a sentry or teleporter or move it a medium distance
@Caragoner
@Caragoner 2 жыл бұрын
I absolutely love this series and I'm only like 20 seconds in. I definitely think this would be awesome as a series
@electro12kto43
@electro12kto43 2 жыл бұрын
What about a melee weapon for the heavy that gives him a passive walk speed increase and the ability to double jump when he it has it out, along with a massive damage reduction on it and a huge decrease in primary ammo? Just a random idea I had to make fat scout viable.
@MrLozone999
@MrLozone999 2 жыл бұрын
Wait, as a primary it could be paired with the Buffalo steak.
@Albert-yu1cg
@Albert-yu1cg 2 жыл бұрын
give the heavy a hedge trimmer for a primary, with limited range and reduced ammo consumption
@MrLozone999
@MrLozone999 2 жыл бұрын
@@Albert-yu1cg ok, but double jump?
@thelegend8570
@thelegend8570 2 жыл бұрын
Attracting projectiles sounds like just the right amount of batshit insane.
@ARandomNope
@ARandomNope 2 жыл бұрын
I had an Engineer PDA idea myself, focused on buffing the dispenser at the cost of the engie's other buildings: " +25% Building health (All buildings) +50% larger dispenser range Player health regeneration from dispensers is increased by 25% Player ammo regeneration from dispensers is (increased/decreased) by 10% (currently undecided) -25% dispenser metal gain (so for example, a dispenser will only gain around 30 metal at level 1, 37/38 metal at level 2, and 45 metal per refill at level 3) The wearer is marked for death when inside any dispenser's range. Sentry and Teleporter level max have been decreased by 1 (Teleporters and normal sentries can only be upgraded to level 2, while mini sentries cannot be built) " As a bonus, in MVM, instead of a disposable sentry, you get a disposable dispenser instead, this dispenser has a shared health and healing/ammo pool, it replenishes health and ammo at the same rate of a level 1 dispenser. It does not give metal to nearby engineers. Once it heals 1000 total health and/or 400% ammo, the disposable will self-destruct. The disposable will die anyway if a bot destroys it.
@readyorgormotti4695
@readyorgormotti4695 2 жыл бұрын
You've made the ultimate turtling wrench. Congratulations.
@timelessfriends6404
@timelessfriends6404 2 жыл бұрын
Wonder when Valve is gonna catch on, that is sick.
@AmaroqStarwind
@AmaroqStarwind 2 жыл бұрын
A primary weapon for beginner spies, which is somewhere between his revolver and the Scout’s/Engineer’s pistol, both in terms of damage but also rate of fire. Also has a larger magazine and increased reserve ammo capacity. Overall damage and accuracy would be reduced, but it would have increased aim assistance, and it would have less damage fall-off with increasing distance. Random critical hits would be more frequent, but they would only be mini-crits. The weapon would also glow (and produce a laser sight, offsetting the increased spread temporarily) when your next shot will be a random mini-crit, letting both you and your enemies know that it’s about to get real. Both the laser sight and your mini-crits will be lost when you reload, switch to a different weapon, or cloak/disguise. Lastly, reloading before your magazine is empty will cause you to temporarily lose whatever ammunition was still in the magazine (it will slowly regenerate in your reserve.) When the weapon is equipped, you will take increased damage, but will have resistance to knockback, bleed and crits (which will become merely mini-crits.)
@ArmadiusC
@ArmadiusC 2 жыл бұрын
I would make something like this ~When you left-click with Center of Attraction on an ammo pack. it will pull the pack to the engineer's location (loc. that user left clicked) moved ammo packs will reappear on their original point after some time. The gravity pull will recharge over 7.5 seconds +Construction hit speed boost increased by 30%. +15% faster-firing speed. - Raises explosive vulnerability by 15% - -25% damage penalty On the gameplay side whenever you need an ammo pack but it's just too far away or near the enemy engineer nest, you can just pull it to yourself with this item and use the metal as freely as you want. You can even pull some ammo for your heavy across the map to crush the enemy team's Conga line. But don't forget even it moves it's still an ammo pack that can be picked up by anyone for e.g "Clumsy" Scouts, Enemy engineers that really want that sweet metal scrap, or some spy cloaked and ready to troll you.
@nram3930
@nram3930 2 жыл бұрын
I saw a bunch of comments about this being an Alt-fire sort of situation, and I think that's a better idea than just having a passive magnet. If not for nothing but avoiding stealing health packs from your team. I like the idea of engine being able to become a bullet sponge to both refresh metal (from the bullets in his face!) And protect his sentry/team. Really reward setting up and ambushing, and maybe even letting engie be a meat shield for a bit. This is kinda getting away from the "timesaver" mentality, but it's pretty neat. So some thing like: Passive: - metal capacity increased to 250 - 20% slower firing speed Alt fire (hold): - Attract nearby ammo, metal, and health kits (the sort of main thing from the video) - increased hitbox size by 30% (cause you'd be pulling bullets towards ya) - 75 increased health (you can't do anything while holding this weapon, might as well be able to tank a few shots) - getting shot gives you metal! (1 to 1 ratio - health to metal? I think that considering how expendable metal is that's actually pretty alright) - 15% decreased movement speed while active (this is to make this less of an escape tool, and make spy more of a hard counter with a backstab. It's a weapon you are meant to run in, take a bunch of damage, get some one to chase you, and swap over to your primary to finish your enemy off after your sentries ol' bullets had a nice field day with them.)
@bac0ntoast
@bac0ntoast 2 жыл бұрын
I think this does fit somewhere in the engi's metagame, where the southern hospitality does not. It acts as another substitute from the jag-effect to eureka effect/stock during the time you're setup. You could use this instead of stock/eureka effect for passive bonuses at the expense of needing to be more careful as you can repair slower and die quicker. Pretty well balanced imo as an engi main but im not a game dev so who knows :P
@paperclipps551
@paperclipps551 2 жыл бұрын
I had an idea for a flamethrower for Pyro that plays off the idea of a thin nozzle for the flames to come out of. Its more focused on precision, the flames hitboxes are smaller and move in a smaller area, but deals more damage and afterburn which slowly increases overtime the longer the flames are held directly on the target, so no rapid spins like a madman. Due to the thinner nozzle, air-blast has a smaller hit-box, which makes it harder to reflect things, but reflected projectiles are now full crit rather than mini-crit.
@streetlampgaming872
@streetlampgaming872 Жыл бұрын
I would absolutely love this as a series
@legospartan3.042
@legospartan3.042 2 жыл бұрын
I seen this concept on bunch of custom weapon servers, it's pretty silly idea but this one you made is bit more different and I'm kinda fascinated with it
@GiRR007
@GiRR007 2 жыл бұрын
considering some people thing engi is a bit weak an alternative could be to just make it so once the engi gets metal its just immediately applied to his buildings. Would make him more connected with his buildings in a way.
@getsu0
@getsu0 2 жыл бұрын
i feel like slower firing speed is too harsh for an engineer wrench, I'd just give it a stat similar to the old eureka effect like "20% slower upgrade rate", and possibly the eureka effect's current slower construction hit speed boost as well. This would mean 10 hits to upgrade a building instead of 8.
@4per8
@4per8 2 жыл бұрын
ive had this idea for a while now of a medigun that instead of healing absorbs health from enemies and instead of ubercharge you can shoot out heath packs
@ChannelMiner
@ChannelMiner Жыл бұрын
I know im late but center of attraction should also let you heal and refill from dispensors from further away (just you, not team-mates)
@serketenglish5963
@serketenglish5963 2 жыл бұрын
About the mini-rant you had about physics majors: I am not a physics major, and my only experience with electromagnets is from Elementary School. An electro magnet is just what you drew; copper wire around a piece of (probably) ferrous material. Electricity goes in, magnetic waves grow out. The way you wrap it doesn't really matter as long as the wire doesn't overlap (maybe. if I had to guess it could go bad when electricity is added). The big thing to mention, and the only real property that makes electromagnets stronger, is how many times the wire wraps around the centerpiece. More wraps, stronger magnetic field. Given our general knowledge of The Engineer, your hodge-podge wrappings of the wire is literally perfect.
@LeoYoshi54321
@LeoYoshi54321 2 жыл бұрын
I've always had an idea for a Spy knife that can't backstab. Something like: +Upon a successful backstab, applies a debuff to target (Mad Milk, Jarate, Gas, Slow down(?)) +Debuff explodes in a radius to nearby teammates (Maybe as big as a Direct Hit explosion?) +Can backstab while disguised +25 max health -Backstabs deal no damage -35% damage penalty -50% cloak duration (? might be too harsh) Model would change depending on what liquid is loaded currently (White for Mad Milk, Yellow for Jarate, Green for Gas, Silver for Slow down) Reloading changes which liquid is loaded Don't know how it'd be balance-wise and how much it'd disrupt Spy's pick potential (Might have to be run with the Ambassador or the Diamondback to cover the lack of backstabs)
@DummyWhisper245
@DummyWhisper245 2 жыл бұрын
i have two other concepts that would be interesting: a engineer building that makes a mini sentry buster that chases enemy players, and a melee that would have the ability to remove all sappers in a given area at the cost of metal when alt-firing
@sergioandresquirogavelarde6816
@sergioandresquirogavelarde6816 2 жыл бұрын
i think this idea would be interesting, but feel like this could go better for a mini sentry wrench, (so like wrangler or expanding to a wrench if you may)
@GamingZ_enith
@GamingZ_enith 2 жыл бұрын
2:53, can we talk about that double crit on that poor spy?
@MrLozone999
@MrLozone999 2 жыл бұрын
Yea, it seems like everyone looked right through it.
@marioicecap2459
@marioicecap2459 2 жыл бұрын
I have a concept for this wrench: Basic stats: +300% Building pick up range +100% dispenser range -20% firing rate -10% damage vulnerability On Reload: Change function of push and pull, simular to the eureka effect On Alt-fire: Depending on the mode, projectiles, health and ammo packs will be repelled or attracted to the engineer, at the cost of 5 metal per second. The power of repel is 25% of the air blast, and the power of attract is 100% of the air blast (if the air blast is 100% effective). During Alt-fire: -10% movement speed
@GamingZ_enith
@GamingZ_enith 2 жыл бұрын
Here are some edits I would make to it. pros: +200% building place range. +400% building pick-up range (this is because of how magnetism actually works everytime you double the distance between an object and a magnet, the pull force is 4 times weaker.) Cons: 25% slower firing speed alt-fire to spend 30 metal to pull ammo and health toward yourself for 10 seconds.
@pedrocantovitz5247
@pedrocantovitz5247 2 жыл бұрын
Make it simple: On mouse click 2: ammo, health packs and metal from Dispenser come to you with an "scout speed" and great range Cons: You lost health when doing it Receive less health from dispensers and medic
@snowwhitch2514
@snowwhitch2514 2 жыл бұрын
I've got an idea for a engi pda, the stats would look like this (pros :regens 5 metal every 10 seconds, dispenser produces more metal and can store more metal, +25 hp on all buildings Cons: -25% metal gained from ammo crates, +15% metal needed to upgrade/repair a building, -5% healing from all sources. Taunt: pressing 'taunt' with this weapon out will have engi place it one the ground and for the next 10 seconds it provides +5 hp every second, during this time the engi is unable to build new buildings.) Name: the building dispenser
@Buster_real
@Buster_real 2 жыл бұрын
Interesting idea, but I think the stats could be made better. For example, you could replace the passive magnetism and defense decrease with something like this: holding right-click at nothing in particular makes Engineer hold the wrench in front of him and produce a beam that has finite range (+/- 1.5 x sentry range); the beam will attract all ammo pickups and building gibs to the user, but when the beam is cancelled, the pickups drop where they were; the beam is also visible to the enemies and marks user for minicrits. That way getting ammo/metal is more convenient and can also be used to get ammo for teammates, while also revealing user's location to the enemy and making the user an easier target. It might also be a better idea to remove swing speed decrease and replace it with either higher repair/upgrade cost, or the beam costing metal when being used.
@zsolttiborkozari1375
@zsolttiborkozari1375 2 жыл бұрын
Idk if anybody had this idea before but i do got a weapon concept for demoman. It's a stickibomb launcher that shoots mines. The bombs can stick to the ground and if an enemy goes nearby it will explode automatically. You still whould be able to manually detonate it but it whould do slightly less damage and it also had reduced bombs that you can shoot and the arm time can be increased a bit idk it might be a good concept. An automatic area denial weapon for demoman so he could focus more on direct combat with the granade launcher.
@artisanmain
@artisanmain 2 жыл бұрын
Nice idea, but the health pickup is kinda weird because Scout with a candy cane, he will probably die a lot but still you’d steal all of them health drops
@deciduous2296
@deciduous2296 2 жыл бұрын
I feel like bonus stat along the line of (max metal holding capacity increased by 25%) would be really neat on this weapon.
@amazingplasma
@amazingplasma 2 жыл бұрын
I had this idea for a new Pyro Primary called the Jetter and you can change the name if you want, but basically what the Jetter does is priotize airblasting rather than fire damage, I was thinking of a potential reduction of airblast cost, fire damage penalty, and if you get an airblast kill, you get +20 ammo back into your flamethrower which caps to about 200
@Slenderquil
@Slenderquil 2 жыл бұрын
One weapon idea I've always had in mind is a firehose for Pyro. Instead of a flamethrower, you'd be able to shoot out a high pressure stream of water. It would be strong from really close range, doing good damage and pushing the enemy back like an airblast, but falloff would effect both damage and the amount of knockback. It would also do things like putting out fires and making units wet (finally a reason to use the neon anhilator outside of pyroshark). The main downside is that it goes through ammo even quicker than pyro normally does. Right click would be a tame stream of water, doing no damage, having little fallback, putting out fires, and getting enemies wet, but it wouldn't go through much ammo at all. It would be a really interesting alternative weapon for the Pyro, especially being an alternative to their primary.
@zaidikhwan4979
@zaidikhwan4979 2 жыл бұрын
Just use the gas passer to wet people if valve would buff it
@sofipandarights
@sofipandarights 2 жыл бұрын
This is actually a similar'ish concept to the Swifty Swiper we have on the cTF2w server except it's a secondary based on like the wrangler where you have to use metal to pull things in so you can't repair and pull stuff in at the same time
@polterguy0937
@polterguy0937 2 жыл бұрын
Engineer PDA(s): *The pyrotechnics' pad:* Replaces *Sentry* with Flame thrower sentry. Probably Does slightly less damage than the pyro. Can't air blast. Builds and upgrades faster Less health for gun. Has a *dispenser* that heals slightly slower, but can instantly remove debuffs. Has less health than regular. *The explosive trigger:* Replaces *sentry* with mortar that shoots grenades. Does less damage than demo but has a larger blast radius. more range. Builds and repairs slower. *Dispenser* may give a slight resistance to explosives? Maybe gives more ammo faster? (not metal) *The Pro-tech (protecc) PDA:* Replaces *sentry* with a one way shield like medic's in MvM. But instead of *deleting* projectiles, it lowers the damage of something flying through it (maybe by 10-30%?). But it can only lower one damage type at a time *like Vac*. The more damage it lower the more "ammo" it uses up. Slower build, repair and upgrade time. *Dispenser* could just be given more range and a slight health boost Slower build, repair and upgrade time. *teleporter* Idk, maybe like a bear trap that causes bleed. It could be slightly visible like a friendly spy to the enemies? (like there is a slight colored outline that's just enough for you to see if you're looking close.) IDK I'm bad at weapon design
@specterknight873
@specterknight873 Ай бұрын
I think that the wrench should have a PDA like effect where you choose what packs you want to be pulled torwards you. Also there should be an option to be able to stick a mini sentry to meta walls but it cannot be repaired
@belliebun4529
@belliebun4529 Жыл бұрын
I think it would be awesome if it intrinsically drew in metal gibs, but also allowed the engie to manually select an auxiliary pickup, like health or ammo packs, to magnetize kinda like how the vaccinator works.
@3ormorecharacters182
@3ormorecharacters182 2 жыл бұрын
Sandwich for heavy: the messy eater +major speed boost on heavy and allies in a certain radius around heavy +heals heavy to max overheal once -heavy cannot stand still while sandwich is active -after eating the messy eater heavy hands are too greasy to hold his minigun, killing three enemy’s or waiting for the sandwich to recharge will mitigate this -recharge time doubled My idea for this sandwich is a large eclair type food item and when heavy eats it his hands are covered in chocolate until the sandwiches effects end. The speed boost comes from the heavy and his friends slipping on the chocolate/grease.
@GogiRegion
@GogiRegion 2 жыл бұрын
Wait… I’m an asshole physics major! This is my time to shine! Funnily enough, by not labeling which side of the electromagnet is positive and which is negative, you avoided people being able to tell you that it was wrong. I’d assume that you’d want the magnet to be aligned with the horseshoe magnet so that it has stronger attraction. To determine if it would be like that, you’d have to know both which side is positive and negative as well as which direction the wire is wrapped since those both affect polarity.
@julianarbogast7261
@julianarbogast7261 2 жыл бұрын
Ah yes. Electricity...
@halomaniac138
@halomaniac138 9 ай бұрын
I think a better idea for the taunt kill would be, first the engi grabs anybody in front of him and stuns them, then while he holds the wrench with his right hand up against them, he throws an ammo pack in front of them, then the ammo pack gets magnatised to the wrench and kills anybody in its way
@darthvaderreviews6926
@darthvaderreviews6926 2 жыл бұрын
Ok, here's a weapon design: *A spy "watch" that is actually an hourglass enabling them to create fake holograms.* -While raised, records your actions for up to 3 seconds. (the remaining recording duration can be seen via the sand in the hourglass, when it's fully drained your time's up) Raising the hourglass can't be seen on your third person character model. -When released/recording duration ends, you will become invisible (for the normal 9 seconds), and create a hologram which will act out your recorded movements on a loop. This duplicate will remember everything about what you did, including what weapons you had equipped, any disguises, etc, and mimic your inputs during recording -The hologram is indistinguishable from a regular player visually, and will seamlessly pick up where you left off. It has 125 health, *unless* you disguised as a friendly class, in which case it uses that class' health. If it is destroyed, it fake dies akin to the Dead Ringer. Holograms vanish when you end your invisibility. -Holograms have normal collision, except during their first second of lifespan. During this first second, bullets/projectiles pass through them and they don't collide with players. -When the watch begins recording, you _cannot_ cancel its effect, reactivating the watch just makes you end the recording, fire off your hologram and go invisible. This means if you enter a third person animation like a taunt while the watch is recording, when the 3 second timer is up you will cancel the animation, become invisible, and leave behind a hologram finishing your taunt. Invisibility can be ended prematurely, though. -Ending invisibility prematurely drains the cloak meter to 0 -Ammo pickups don't regenerate cloak Far from an original idea but I think this is a reasonably practical take on the concept. Obviously the stats would not be laid out quite like this, but I wanted to be thorough explaining how the concept would work.
@spider19990506
@spider19990506 2 жыл бұрын
The only think I'd change about this, is switing what color of the magnet is on top with the team colora
@evansarver2989
@evansarver2989 2 жыл бұрын
Holy cow engineers would be the new trolling scouts who take all the health packs.
@theseus0467
@theseus0467 2 жыл бұрын
Fun battery fact! The battery you had *would've worked* if you simply added brown and white slits in the middle as a copper-zinc battery for every stack of copper, zinc, and salt water soaked paper produces 1 volt, meaning if you split it correctly there would've been over a dozen volts.
@markpatterson1373
@markpatterson1373 2 жыл бұрын
Balance idea: Extended range for picking up building gibs but not ammo packs because your team will hate you a lot. Building placement range actually kinda limits number of spots for everything because you need to be slightly further to place it And I see this is pretty balanced stat Also 150% dispenser range, because it deploys metal too
@somesandman8328
@somesandman8328 2 жыл бұрын
Fun video + turbo dismount music in the background= yes
@vortex_115
@vortex_115 2 жыл бұрын
i think instead of the damage vulnerability you shouldve replaced it with the engineer getting a bigger hitbox when held, so it makes it so projectiles and bullets are getting drawn to the engineer, and also the funny sniper moments of "why did it just headshot him" and "i was aiming for the other guy but ok"
@LittleBigBwner
@LittleBigBwner 2 жыл бұрын
I think a more neutral color for the wrench and then swapping the order of colors on the magnet (Blu on top and Red bottom if you're on Blu and vice-versa if you're on Red) would be neat
@phantom_jay13
@phantom_jay13 2 жыл бұрын
i really like this comment! And I'd really love to see more of/a series of this and idea is that the wire for the battery thing could be copper/orang, at least for the red. IT'll fit in the each teams color scheme, and copper is more known fro wiring and batteries and whatnot. Althoug the yellow wire for blu team could be electrum or something
@Loyde06
@Loyde06 2 жыл бұрын
I think this weapon concept would work better on the secondary. fire : pick up ammo pack from afar (like picking up buildings with the rescue ranger) alt-fire : repel nearby enemy projectile (like an air blast) This would be a good alternative to the Wrangler to protect your building from enemy projectiles. Or it could be used by battle Engineers to fight Soldiers and Demoman head on without being unfair like the Short-circut
@guilhermef.cabral8252
@guilhermef.cabral8252 2 жыл бұрын
uh uh let give some rebalance ideas heres the stats hold (m2) to bring nearby ammo packs/building scraps +25% more metal on ammo packs/building scraps crit against wet targets -90% metal from dispensers/cart -20% firing speed building bonus reduced by 20%
@baghetti8631
@baghetti8631 2 жыл бұрын
Fun fact there's a weapon like this in ctf2w but instead it's an alternative to the wrangler
@AngelSamael
@AngelSamael 2 жыл бұрын
You could probably just forgo the whole attraction thing entirely and just make the Engineer's pick-up hitbox bigger so if the Engineer walks past a metal-box he'll just pick it up instantly as if he had walked over it. This would remove janky physics from the equation and would allow the effect to be used on respawning pick-ups without the potential issues attracting them would cause. You could still have a visual effect where any metal picked up this way instantly zips towards the engineer.
@Svenn_
@Svenn_ 2 жыл бұрын
My idea for a magnet wrench would be that same ability of attracting ammo and gibs, but also maybe +50% Max metal reserves on wearer at the cost of -25% metal from all sources
@mxg03
@mxg03 2 жыл бұрын
1. The word you were looking for is "Cobbled" 2. A medigun that deals damage instead of healing. You attach it to an enemy and match their run speed. The uber is just stock uber for you only.
@Okagemi
@Okagemi 2 жыл бұрын
I think the damage vulnerability should be replaced with this effect: When deployed, the engineer gains bonus movement speed towards his buildings, but also actively loses movement speed (eventually until it slows you outright) when walking away from them. This effect will balance out if he is between two buildings (resulting in a net gain of 0 movement speed). I think this would allow the Engineer to have an interesting movement/mobility mechanic that prevents him from running away too easily WHILE using his melee weapon. It would keep him closer to his nest while it's being attacked, which would also make it easier to nab the Engineer with splash damage. As a result, the Engineer may have to abandon a nest before it's attacked by something like a Demo-Medic combo or else he risks sinking with the ship. This type of wrench seems to incentivize rebuilding after destruction rather than encouraging the sustain of said buildings (hence the -15% swing speed). Outside of that, I also think that it should break sappers in 1 swing rather than 2. This may sound overpowered, but a Spy should still be able to effectively disable and damage a sentry while the Engineer is removing sappers. Maybe even have a slightly higher swing speed penalty to compensate for it (Maybe 20-25% instead of 15%?).
@maxwell4508
@maxwell4508 2 жыл бұрын
I only have one thing I'd like to see on this. Flip the magnet for the red version. So that the red doesn't go immediately after the red handle
@Googolplexed
@Googolplexed 2 жыл бұрын
In my humble opinion, you should’ve centered the design around a single-colored (probably team color) bar magnet. Then you could’ve called it “The Monopole” and included a humorous description about harnessing an impossibility of magnetic fields to drag scrap metal across the ground (or about how it only attracts). I think that route would make it fit in with the other wrenches, plus it would totally fit engineer’s character to build a wrench expressly to piss off physicists.
@samdaman2939
@samdaman2939 2 жыл бұрын
Now that karma charger is gone I am glad that this is a series. Weapon consepts are very important for the TF2 community.
@keterpatrol7527
@keterpatrol7527 2 жыл бұрын
Wait, karma charger is gone?
@samdaman2939
@samdaman2939 2 жыл бұрын
@@keterpatrol7527 yep. He quit and deleted his account.
@keterpatrol7527
@keterpatrol7527 2 жыл бұрын
@@samdaman2939 Uh sir, you messed up my espresso. This is a depresso, sir
@ComputerPersonAlexStrawberri
@ComputerPersonAlexStrawberri Жыл бұрын
A weapon that has a simi-similar purpose that the Eureka Effect has. Also, you should probably add a holster or deploy speed penalty to the weapon too.
@braedenmu5380
@braedenmu5380 2 жыл бұрын
Suggestion the Phaser Watch Let’s the user walk through enemy players and buildings Cloak does not drain until used -100% charge from dispensers 30% damage vulnerability while active Leaving phase while inside an enemy Will cause you to explode if they have more health than you
@bizbug2687
@bizbug2687 2 жыл бұрын
Weapon concept: A wrench made to remove sappers. With alt-fire you can remove the sapper from your building, from this you can place it on another building, friendly or enemy. It also has these stats: +25% repair rate, -33% Hits to break sappers, -33% damage penalty.
@larrythelama3814
@larrythelama3814 2 жыл бұрын
I was thinking for the taunt kill instead of the lighting striking down on you, the engi would still raise the wrench but something random would come towards the wrench
@getsu0
@getsu0 2 жыл бұрын
I'd invert the colour on the poles, also the whole thing being a solid metal piece is sort of odd. Maybe some antenna like the eureka effect since it's not too important their design is distinct, and the taunt could at least bait people into thinking it's a eureka effect taunt and maybe running into the engineer and killing both. The taunt is an amazing idea though.
@solarknight3942
@solarknight3942 2 жыл бұрын
(Critique on the stats, overall I think the idea is pretty good) -20% firing speed would make the weapon pretty much unusable. I think you don't even need it to be attack speed lowered you can just lower 2 other building related stats like -15% construction speed and -15% repair rate like the Eureka Effect. Especially if you're gonna have a damage vulnerability where splash damage which already counters Engineers is way stronger against him as he tries to keep his buildings alive.
@GeorgeCowsert
@GeorgeCowsert 2 жыл бұрын
I personally think the Engineer's wrenches should be used exclusively to modify the sentries, adding more variety in what the engie can build. Meanwhile the PDA should be used for secondary/weird effects like the Eureka effect teleport or modifying the other buildings. Just feel like the PDA should be used for something.
@toonibo6262
@toonibo6262 2 жыл бұрын
Perhaps there could be a series of a hypothetical Team Fortress 3 involving weapon design, map design, character design, etc.? The idea would be that it would just be a series of sort of ideas and concepts you would come up with if you were making a hypothetical sequel to TF2
@Drunken_Hamster
@Drunken_Hamster Жыл бұрын
I would've made it look more like a tuning fork than a pipe wrench. just seems like it'd be easier to electro-magnetize, plus you could do the thing where a spark travels up in pulses between the forks. As far as stats goes, I hate damage vuln, so I'd either reduce it or make it only apply either when active, or when hauling. To compensate, I'd make the firing speed even slower; however slow it needs to be to equal 1 whole swing per second.
@TimesChu
@TimesChu 2 жыл бұрын
What if, instead of being a passive effect or AOE, you used alt-fire to make a cone of magnetism in front of you. It'd be represented by wavy circles that zero in on the engineer that everyone can see, and any metal objects get pulled in. Ammo and health pickups, dropped weapons and building scraps, but also rockets and pills. This way, it's super obvious where the engi is so he can't just hide behind cover because everyone can see this huge visual effect, BUT I think it would add an interesting mechanic of pulling danger away from your buildings and towards yourself. I also think that it should attract the robo-sandwich but not the regular sandwich, because it's funny.
@SqwimpyTF
@SqwimpyTF 2 жыл бұрын
This would be a great wrench for Engi's who wants some use of The Rescue Ranger but wants to keep a shotgun.
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