The Magnetic Horseshoe
Dio The DavidBowiePire Jul 13, 2013 @ 10:17am
Stats be made
My Idea for Stats:
[In MvM as upgrade]15x more money attraction[Can be extendend to 35x]
15% magnetic attraction to fallen weapons[Can be extendend to 35x in MvM]
Alt-fire:[Selecteble like Vaccinator like rainbowsnivy said]gives:sapper imunity,building overheal,sentry ammo filling and dispeners,Sentries will destroy projectiles,Sentries will reflect bullets fire and projectiles
Bullets do same amount of damage from any range to you
Bullets get do more damage to you while in hand[works like the GRU]
When Alt-fire is used you recieve no heal from any source and are marked for death and drains your last weapon you had with ammo
15x less starting mretal
20x max metal carried
10x less ammo and metal from ammo boxess
10x more ammo from dispensers
[In MvM only] Atracts Sentry Bussters to explode on you when at hand instead of your sentry

P.S:Is this more balancend?
Last edited by Dio The DavidBowiePire; Jul 21, 2013 @ 5:22am
Showing 1-15 of 161 comments
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rainbowsnivy Jul 13, 2013 @ 10:46am 
NO. JUST NO.
Stats:
25% chance to attract fallen weapons
10% more ammo gained from ammo boxes
Alt-fire: Drains either your ammo or your Sentries ammo to fill up the other, selected using middle-mouse as with the Vaccinator. (i.e I select to drain my Pistol ammo to fill up my Sentry. Alt-fire does that so long as I am in closeish proximity)
20% slower swing speed
+10% bullet damage vunerability
+10% rocket damage
Corporal True Fruit Jul 13, 2013 @ 11:54am 
What about this?

Stats:
Alt-fire: Allows you to attract medkits,ammo,and weapons to give you materials.
Cons of the Alt-fire: Have to be at a certain distance from it,and it needs to be charged to be used again.

-15% Building Rate

+20% Bullet Damage Vunerability
rainbowsnivy Jul 13, 2013 @ 11:59am 
Originally posted by #WE The True Fruit:
What about this?

Stats:
Alt-fire: Allows you to attract medkits,ammo,and weapons to give you materials.
Cons of the Alt-fire: Have to be at a certain distance from it,and it needs to be charged to be used again.

-15% Building Rate

+20% Bullet Damage Vunerability
Now that is what I call stats. Well done good sir. Have a scribblenautical notebook
Yaxlat Jul 13, 2013 @ 11:59am 
Here's an idea:
When held: Pick up weapons, ammo boxes and ammo from dispensers from 50% further, but also causes bullets fired at you to bend slightly towards you. Effect lingers for a few seconds after weapon switch.
Lunar Ninja Jul 13, 2013 @ 1:17pm 
Originally posted by rainbowsnivy:
Originally posted by #WE The True Fruit:
What about this?

Stats:
Alt-fire: Allows you to attract medkits,ammo,and weapons to give you materials.
Cons of the Alt-fire: Have to be at a certain distance from it,and it needs to be charged to be used again.

-15% Building Rate

+20% Bullet Damage Vunerability
Now that is what I call stats. Well done good sir. Have a scribblenautical notebook :notebook:

How about instead of "attracting" ammo, have it act like the back scratcher: 50% more ammo and metal from ammo crates, 100% less ammo from dispensers
Lunar Ninja Jul 13, 2013 @ 1:20pm 
Originally posted by goozey089:
My Idea for Stats:

[In MvM only]25x more money attraction
25x more fallen weapons attraction
45x percent chance to slow down target on hit
Alt-fire:Gives buildings overheal,sapper imunity,refills sentry ammo that costs all your metal and you can't heal from any source
15x less health
15x less healing from any sources

So what do you think?Oh and sorry if there is any grammer wrong english is not my mother launguage.
The alt-fire seems a bit OP, even with the no healing and all ammo taken... try something along the lines of a engineer backscratcher, but with ammo instead of health packs, also more bullet damage also makes sense,
Matthew.h626 Jul 13, 2013 @ 1:34pm 
while active: fallen wepons, MvM credts& ammo boxes are atrected to you (5-6ft)
marcked for deth while active, enemy rockets in range can't miss
-10% damage
+5%metle from building rubble
+5%metle from fallen wepons
on tant: complety drane enemy ammo at point blank range leaving only meli
but long loude tant
Last edited by Matthew.h626; Jul 13, 2013 @ 1:36pm
Rotzlöffel  [developer] Jul 14, 2013 @ 5:54am 
How about his:

Altfire changes magnetic function repel/attract:

repel-mode:
+ 25% less bullet damage
+ 25% less rocket damage
- metal/money/weapons gonna push off from the player

attract-mode:
+ metal/money/weapons gonna be attract from the player
- 25% more bullet damage
- 25% more rocket damage

Last edited by Rotzlöffel; Jul 14, 2013 @ 5:54am
Pipantarctic Jul 14, 2013 @ 7:21am 
Repel idea? Sounds good, but it would be too useless, since primary use of Engineer's ammo comes from dispenser, than ammo crates. But, it would be good for combat engies.
Sevy Jul 14, 2013 @ 8:14am 
The answer is yes
Primobile Jul 14, 2013 @ 9:28am 
well this is pretty awesome
Originally posted by Rotzlöffel:
How about his:

Altfire changes magnetic function repel/attract:

repel-mode:
+ 25% less bullet damage
+ 25% less rocket damage
- metal/money/weapons gonna push off from the player

attract-mode:
+ metal/money/weapons gonna be attract from the player
- 25% more bullet damage
- 25% more rocket damage

:jarate::jarate::jarate::jarate::jarate::jarate::jarate::jarate::jarate::jarate::jarate::jarate:
Lying Cake Jul 14, 2013 @ 1:57pm 
Stats:
+100 more metal
When Taunting All Nearby Weapons Dropped By Enemies(or friends) will come to you and give ya metal
-20% damage
NO CRITICAL HITS
If An Enemy Is Shooting at you and youre taunting your wrench will take the bullets for metal
-25% speed when you have upper than 201 metal
I hope senpai frags me Jul 14, 2013 @ 4:47pm 
Originally posted by Wilson,Gentleman Scientist:
Stats:
+100 more metal
When Taunting All Nearby Weapons Dropped By Enemies(or friends) will come to you and give ya metal
-20% damage
NO CRITICAL HITS
If An Enemy Is Shooting at you and youre taunting your wrench will take the bullets for metal
-25% speed when you have upper than 201 metal :dshound::dshound::dshound::dshound:
How about when you taunt,yeah you get the bullets,but rockets lock on to you,pipes fly towards you and melee does more damage? So that way you wouldnt taunt every two seconds to become immortal to bullets. Also,maybe slap a slower fire rate on it,or some other big negatives,because having 50% extra metal is pretty OP if you ask me,even if it does slow you down. Engie doesnt really move around that much.
yourusernameisbad Jul 14, 2013 @ 5:34pm 
Well, I might as well give my ideas.
-25% damage
-10% build rate
no random crits
As you repair your buildings, you gain charge (charge takes about 30 repairing hits to fill).
On alt fire, you destroy projectiles in a small radius (about short circuit radius) for 5 seconds.
You get one free mini-crit for each projectile killed.


thoughts?
The Perfect Chet (Gandalfian) Jul 14, 2013 @ 8:27pm 
Originally posted by #WE The True Fruit:
What about this?

Stats:
Alt-fire: Allows you to attract medkits,ammo,and weapons to give you materials.
Cons of the Alt-fire: Have to be at a certain distance from it,and it needs to be charged to be used again.

-15% Building Rate

+20% Bullet Damage Vunerability
I think instead of +20% bullet Damage Vunerability it should be... Alt-fire has a possibility of attracting junk (junk being bullets, grenades, ect.)
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