☼Django☼ Jul 6, 2014 @ 10:11pm
Valve please buff the eureka effect!
It is impossible to keep your sentry alive from sticky spam because you are healing your sentry so little everytime you hit it. It also takes forever to build! My suggestion would be restore the building rate and take away some damage penalty. Do you guys have any other ideas?
Showing 1-15 of 18 comments
< >
Paul Estrada Jul 6, 2014 @ 10:16pm 
+1

The old Eureka Effect was good and not overpowered.
☼Django☼ Jul 6, 2014 @ 10:17pm 
I think people got mad with the fact that you couldn't pick up your sentry though
Ace42 Jul 6, 2014 @ 10:19pm 
EE was "ok, but circumstantial" before; now it's just "bad".

I think "can't walk when carrying buildings" as a penalty could be reinstated; that allows you to use the Rescue Ranger to move them in a pinch, or to rotate them if you misplace them, etc - but not haul them around.

Change "can teleport to spawn / exit" to "can teleport to spawn / TP Entrance".

Ditch the repair / upgrade time penalty, it's pointless.

Maybe make it so you can teleport taunt with it while carrying buildings.
☼Django☼ Jul 6, 2014 @ 10:22pm 
teleport to your entrance is pretty dumb though
Ace42 Jul 6, 2014 @ 10:25pm 
Originally posted by Agent_42.:
teleport to your entrance is pretty dumb though

It's actually far more useful than teleport to your exit, because your entrance takes you to your exit anyway.
Black Market Healer Jul 6, 2014 @ 10:26pm 
Rescue Ranger + Short Circuit + Eureka Effect
There.
Black Market Healer Jul 6, 2014 @ 10:27pm 
Originally posted by Ace42:
Originally posted by Agent_42.:
teleport to your entrance is pretty dumb though

It's actually far more useful than teleport to your exit, because your entrance takes you to your exit anyway.
Won't your entrance normally be at the spawn for your teammates to use?
UNBREAKABLE Jul 6, 2014 @ 10:27pm 
Originally posted by Black Market Healer:
Rescue Ranger + Short Circuit + Eureka Effect
There.
This loadout works pretty well for me.

Originally posted by Ace42:
Originally posted by Agent_42.:
teleport to your entrance is pretty dumb though

It's actually far more useful than teleport to your exit, because your entrance takes you to your exit anyway.
It is dumb though. Most of the time your entrance is at spawn, and you already have the option to teleport to spawn built into the wrench.
Last edited by UNBREAKABLE; Jul 6, 2014 @ 10:29pm
Ace42 Jul 6, 2014 @ 10:30pm 
Originally posted by Black Market Healer:
Won't your entrance normally be at the spawn for your teammates to use?

Precisely, which means teleport to spawn currently means the same as teleport to exit anyway. The difference being that being able to teleport to entrance gives you an extra point you could theoretically use as a waypoint; whereas teleport to exit gives you nothing at all unless you're too lazy / incompetent to keep your spawn point teleporter entrance up.
☼Django☼ Jul 6, 2014 @ 10:32pm 
oh gosh Ace42 idk what to say, the whole point of the tele to exit was to reduce the time for the tele to regenerate and allow your team mates to use it.
UNBREAKABLE Jul 6, 2014 @ 10:34pm 
Originally posted by Agent_42.:
oh gosh Ace42 idk what to say, the whole point of the tele to exit was to reduce the time for the tele to regenerate and allow your team mates to use it.
Actually the whole point is allowing the Engineer to do stuff outside of his nest, and quickly come back to it anytime. The current Eureka Effect was a stab at an old engie unlock Valve originally scrapped: http://wiki.teamfortress.com/wiki/Instant_Teleport
Black Market Healer Jul 6, 2014 @ 10:39pm 
Originally posted by Ace42:
Originally posted by Black Market Healer:
Won't your entrance normally be at the spawn for your teammates to use?

Precisely, which means teleport to spawn currently means the same as teleport to exit anyway. The difference being that being able to teleport to entrance gives you an extra point you could theoretically use as a waypoint; whereas teleport to exit gives you nothing at all unless you're too lazy / incompetent to keep your spawn point teleporter entrance up.
And your teammates need to hunt for your entrance so they can use the teleporter. No way man.
Ace42 Jul 6, 2014 @ 10:41pm 
Originally posted by Agent_42.:
oh gosh Ace42 idk what to say, the whole point of the tele to exit was to reduce the time for the tele to regenerate and allow your team mates to use it.

Which means its whole "point" is worthless unless you desperately need to get to the exit urgently in the narrow window of time between "end of taunt" and "time it would take to wait for a TP to spin up".

Being able to have a third location as a free teleport location opens up more play options; for example being able to quickly move between positions A & B on Gravelpit.

Originally posted by Black Market Healer:
And your teammates need to hunt for your entrance so they can use the teleporter. No way man.

And how's that any different to Engineers not building an exit at all because they're camping intel on CTF? There's nothing stopping an Engineer plonking the entrance at spawn as per usual; the difference is that this offers up additional options.
Last edited by Ace42; Jul 6, 2014 @ 10:43pm
Black Market Healer Jul 6, 2014 @ 10:48pm 
Originally posted by Ace42:
And how's that any different to Engineers not building an exit at all because they're camping intel on CTF? There's nothing stopping an Engineer plonking the entrance at spawn as per usual; the difference is that this offers up additional options.
And sacrifice your team's ability to quickly get to the heat of battle when they respawn. As for the Gravelpit situation, there's something called divide your forces.
Ace42 Jul 6, 2014 @ 10:52pm 
Originally posted by Black Market Healer:
And sacrifice your team's ability to quickly get to the heat of battle when they respawn.

Not necessarily - who said you're the only Engi on the team? Who said they're all going to queue up to the same teleporter at the same time? Who said they're going to use it anyway?

There's lots of situations where Engies don't give their team an ability to quickly get to the heat of battle when they respawn anyway - for example when Engies are on defence and thus won't leave the CP to tend to teleporters.

As for the Gravelpit situation, there's something called divide your forces.
Not sure what your point is - that an item opening up new possibilities and shaking up the meta-game is a bad idea?
Showing 1-15 of 18 comments
< >
Per page: 15 30 50
Date Posted: Jul 6, 2014 @ 10:11pm
Posts: 18