Declined [JB] Allow access to buildings when rebelling (1 Viewer)

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jcal

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Simple change to how engineer on red works. When the engineer is given rebel status they will be given the ability to build buildings. to balance it out mini sentry's will replace the normal sentry if the engineer doesn't have the gunslinger equipped.
 
I think I suggested this long ago and nobody wanted it.
 
If its possible to execute and it not having any bugs as to where engis could just build straight of the bat, I would be all for it. Considering they spawn without Metal, so they cant instantly build a sentry when they pick up only a small ammo pack.
 
How will dispensers function though, can an engineer just hide in the crowd, quickly build a dispenser around a corner where a blu can't instantly destroy it and now suddenly all of RED has ammo?
It sounds fun in practice but there are so many problems lol
 
Yeah, I'm sorry but I'll have to agree with Walter on this one. It will just cause more delay or will potentially allow for unintentional rebelling from REDs that don't want to rebel but they walked too close to the dispenser...

So unless we could limit RED Engies' building abilities to only sentries/mini-sentries and teleporters I'll have to say no.
 
I think this would be really cool. Imagine sneaking off, building an exit then sneaking back into the crowd and getting reds to escape. Or setting your own mini sentry ambush for the warden to walk into, would create some fun and interesting gameplay scenarios.
 
how would dispensers and teleporters work? it would be kinda overpowered because one engineer could teleport multiple people into armory or a ammo spot.
 
Rebel engineers having access to dispenser would be way too broken. If it was even possible for the plugin, only teleporters would be the only thing i'd support.
 
Most classes just can't deal with buildings efficiently, especially at range, meaning that it would encourages blue team to use soldier/demo more which would definitely lead to more free kills. Buildings also have crit immunity so it just completely negates blue team's main advantage too, which makes it even more difficult for them. And this isn't even starting on the horrors of minis + wrangler...
 
How will dispensers function though, can an engineer just hide in the crowd, quickly build a dispenser around a corner where a blu can't instantly destroy it and now suddenly all of RED has ammo?
It sounds fun in practice but there are so many problems lol
I'd like to add that I'm all for this, IF :
-reds cant upgrade their buildings, keeping teleporters at level 1 to teleport reds but at a pace where blus can keep up
-and if dispensers can heal but not give more ammo because that will just be failround galore
 
I think this idea isnt great. Teleporters for red just make it 10x easier for reds to escape and 10x harder for Blus to keep up. There's typically 4-7 Blus and about 15-20 reds on average. Now imagine an Engie sneaks off and now 5 have already teleported away. You don't know where, and at this point they could be anywhere. Failrounds happen enough as is, we don't need to make rebelling easier.
 
too much work to make this fair tbh, but would be cool if you could build after the warden died
 
Nerfing the sentry's to a fair stage is possible without much work (probaly). BLU has crits so it wouldn't take that much to destroy the sentry, and I could potentially increase all damage towards sentries by X%. Dispenser would just be broken I think, giving all around it ammo isn't a good mechanic for jailbreak, so in my opinion we'd have to disable it. Teleporters could be an interesting mechanic, needs testing I suppose.

This is what I could change about sentries easily without requiring any modification to plugins or the introduction of new plugins (probably):
  1. Always force mini-sentry regardless of wrench
  2. Reduce sentry damage
  3. Reduce sentry firing speed
  4. Reduce sentry radius
  5. Reduce sentry build rate
 
Perhaps nerfing the engineers metal gain might also work
Nerfing the sentry's to a fair stage is possible without much work (probaly). BLU has crits so it wouldn't take that much to destroy the sentry, and I could potentially increase all damage towards sentries by X%. Dispenser would just be broken I think, giving all around it ammo isn't a good mechanic for jailbreak, so in my opinion we'd have to disable it. Teleporters could be an interesting mechanic, needs testing I suppose.

This is what I could change about sentries easily without requiring any modification to plugins or the introduction of new plugins (probably):
  1. Always force mini-sentry regardless of wrench
  2. Reduce sentry damage
  3. Reduce sentry firing speed
  4. Reduce sentry radius
  5. Reduce sentry build rate
I also believe that overall metal gain should be nerfed for engineers on top of these
 
This is an admittedly cool idea but there are a lot of problems that would come with. As said by others, RED Engineers could build a teleporter to armory or an ammo secret. I'm going to agree with Cowboy on Dispensers as well, it would provide too easy of an ammo source for other REDs.
 
I think this idea isnt great. Teleporters for red just make it 10x easier for reds to escape and 10x harder for Blus to keep up. There's typically 4-7 Blus and about 15-20 reds on average. Now imagine an Engie sneaks off and now 5 have already teleported away. You don't know where, and at this point they could be anywhere. Failrounds happen enough as is, we don't need to make rebelling easier.
guys please read this, Teleporters will be just used to delay the round by using the eureka effect...

vote isnt gonna pass anyway but still....
 
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This sounds like it would be cancer to balance
To balance this, you would have to probably remove dispensers giving ammo altogether, nerf sentries to minis, change teleporters in some way, all to make engineer slightly better in delaying the round
 
Interesting idea, but would be a nightmare to balance, and let alone to get to work.
And the potential of accidental rebelling, unless the dispenser is made to not work for non-rebelling Red's, is too hard or impossible to avoid.
And for those talking about sentries, This would not happen, cause if this happened then Blu's would potentially be allowed to get sentries as well, which would cause a whole set of new problems.
Teleporters are possibly the easiest to deal with, but still annoying none the less.
Overall, not the best idea, but not the worst. My vote is a definite No
 
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