Wednesday, March 28, 2012

The Invisibility Generator

The White Noise GeneratoLinkr
Allies near this this device are fully cloaked while perfectly still. They shimmer while moving, and fully decloak while taking any action. Swing a melee weapon, spin up, scope, taunt, even reload, and you lose your cloak. Medics are excepted from this rule--they can heal while cloaked but cannot activate an ubercharge.

Except for the WNG itself, buildings are not protected by its cloak. The WNG is invisible to enemies at ranges exceeding 150HU, except for spies, who can always see it.

Jarate and mad milk short it out for five seconds unless it's repaired.

Level 1:
100HU of cloaking coverage
20s on decloak cooldown
5HPPS healing

Level 2:
150HU of cloaking coverage
15s on decloak cooldown
7HPPS healing

Level 3:
200HU of cloaking coverage
10s on decloak cooldown
10HPPS healing

Saturday, March 17, 2012

The Teleporter Ray

The Teleporter Ray
Engineer Secondary

Fires a projectile that deals 30 damage
Alt-fire: Teleport to your projectile's location

The gun's projectile basically builds a 100 x 50 x 50 teleport cage when it explodes. There's a team-colored glow and particle effect and shortly after the projectile explodes the Engineer arrives in its place.

The projectile and subsequent teleportation effect should be relatively slow: the weapon doesn't allow Engineers to move much faster than they already can over long distances, but it could potentially allow them to show up in places where nobody would expect them.

I had the idea that it would insta-kill on arrival, which someone pointed out basically makes it an OHK detonator. Unless you miss, at which point you just disoriented yourself near an enemy you thought was worth risking the OHK, i.e. someone unlikely to move out of the way, i.e. a Heavy. And if you do miss, he's going to turn you into chum.

Wednesday, March 14, 2012

The Kritzenjammer

The Kritzenjammer
Level 5 Medigun
On Damage Assist: Fill secondary bar
When secondary bar is full: Medic drops critz-pill
Uses Kritzkrieg ubercharge
On Wearer:-25 health

Concept Art

I've had an idea like this rolling around since critical pumpkins were introduced back in 2009. In this case, it's sort of an analog to the alt-fire Medkit idea people have propped up a couple times on this forum; only in this case the Medic drops a 3.2 second critical pill periodically.

I'm not sure if these stats are the best fit for the mechanic, and I'm pretty sure that adding this ability to the regular Kritzkrieg and just dropping 25 health isn't enough of a separation. How to fix it is the conundrum.

Monday, March 12, 2012

Why Aren't Medics Overpowered


In the last few months, I've heard something I never thought I'd hear: "Are Medics Overpowered?" Speaking as someone who plays as the Medic frequently, this is a pretty surprising allegation, because the class is challenging and frustrating. A lonely Medic is fodder, often an easy target to a ravening Soldier or Scout. So the idea that someone might consider the Medic to be overpowered seems shocking on its face, and users in the SPUF forum seem to agree.

However, the guys who start these conversations have a pretty obvious answer, one that should give their detractors pause: it is no unquestionable fact that the Medic is widely considered the most powerful character in the TF2. Developers, game critics, and players agree that he will change the course of the game and that fate favors the side with a stern Kraut riding Medigun.

Now, figuring out how the Medic can be important enough to be the factor in figuring out whether a team is going to win or lose without being important requires that his playstyle and role be examined within the game environment. It is not that hard, really: the Medic is the game's only healing class. He does something that no other class does.

The other eight classes more or less play a variation on a theme: dealing damage to minimize enemy presence. A team will do a certain amount of damage per second, based on what their mix of classes are, how good the individual players are, and how long individual players can interact with enemies. The team has a finite amount of attention, which must be split between every available target. The fewer the available targets, the more attention each individual target warrants.

An ally who dies or retreats for health creates "downtime", time when they're neither dealing nor absorbing damage. It's a natural side effect of gameplay, as people must die for the game to progress. A Medic automatically has some standard downtime (since he'll almost never be dealing damage), but presumably the amount of potential damage he generates by preventing allies from dying more than makes up for that.

Being overpowered, of course, depends on the definition of overpowered. An overpowered enemy might be one who can accomplish a great deal for relatively little effort, or an exploit which allows a team with a certain composition to win every time. A medic multiplies the skill of his teammates, allowing them to live longer and deal more damage in a match, but the less effective his allies are, the less effective he is.

Saturday, March 10, 2012

Nailbomb Launcher Unlock


The Hurt Locher
Level 10 Nailbomb Launcher

Nailbomb Stickies shoot straight ahead.
-60% splash

Nailbomb stickies, rather than exploding in large splashy explosions, fire a tight configuration of nails straight out. The Demoman owner sees a team-colored line shooting straight out, identifying their effective range.

Nailbomb stickies automatically hurt people walking over them for about 10 damage.

Nailbomb stickies minicrit on headshots.