Engineer's Lost Buildings - TF2's Lost Content #2

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  • เผยแพร่เมื่อ 23 ส.ค. 2020
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    Today on Valve News Network, we take a look at the cut Engineer buildings from Team Fortress 2's lifespan. This includes buildings cut from Jungle Inferno and the canceled Spy versus Engineer update.
    Sources:
    wiki.teamfortress.com/wiki/Re...
    Huge thanks to Moonly for rebuilding these cut features from scratch!
    creators.tf/
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ความคิดเห็น • 404

  • @TylerMcVicker1
    @TylerMcVicker1  3 ปีที่แล้ว +224

    Thanks to Keeps for sponsoring this video! Head to keeps.com/VNN to get this limited time offer of Keeps hair loss treatment!

    • @kabronix9965
      @kabronix9965 3 ปีที่แล้ว

      Mini dispenser 2020????? O nop

    • @supemaekawa
      @supemaekawa 3 ปีที่แล้ว +2

      No

    • @seifelshenawi6211
      @seifelshenawi6211 3 ปีที่แล้ว

      Trollface

    • @TheTundraTerror
      @TheTundraTerror 3 ปีที่แล้ว +4

      Can't grow corn in clay no matter how hard you try. All these "cures" are a scam.

    • @TrueKyanite
      @TrueKyanite 3 ปีที่แล้ว +3

      Wow, I wonder how much money you got to recommend such a product that doesn’t even relate to your channel. I’m disappointed in you Tyler

  • @GCJACK83
    @GCJACK83 3 ปีที่แล้ว +2174

    On the next TF2 cut content: The cut dev team.

  • @BlindingLight
    @BlindingLight 3 ปีที่แล้ว +659

    As an engineer main, i am upset by the fact that I don't have a teeny tiny dispenser to go with my teeny tiny sentry gun.

    • @TKsh1
      @TKsh1 3 ปีที่แล้ว +74

      And cause teeny tiny destruction across the map.

    • @purpleblah2
      @purpleblah2 3 ปีที่แล้ว +54

      Teeny tiny teleporters to Eureka Effect into

    • @BlindingLight
      @BlindingLight 3 ปีที่แล้ว +16

      @@purpleblah2 holy shit that might be even better

    • @666Drazil
      @666Drazil 3 ปีที่แล้ว +25

      imagine the eureka effect + the catapult. Surprise engineer missile

    • @1FenFen1
      @1FenFen1 3 ปีที่แล้ว +16

      @@666Drazil market pardner

  • @cottonlul
    @cottonlul 3 ปีที่แล้ว +278

    Heavy being used in the sponsor made it 10x better

  • @jamesm783
    @jamesm783 3 ปีที่แล้ว +432

    with the right skin, the catapult could fit right into Medieval mode

    • @DarkGamer364
      @DarkGamer364 3 ปีที่แล้ว +67

      It would make Engineer less useless in medievil mode

    • @slicedegg6992
      @slicedegg6992 3 ปีที่แล้ว +40

      Medieval mode compatible buildings would certainly help bring up the engineer’s pick rate in medieval mode

    • @AlexanderRM1000
      @AlexanderRM1000 3 ปีที่แล้ว +9

      I was thinking exactly that, it would be incredibly fun to use in medieval allowing classes other than Demoknight (already overpowered) to get into the castle plus a quick jump to point A or B. Less useful for Red team sadly.

    • @danielsurvivor1372
      @danielsurvivor1372 3 ปีที่แล้ว +4

      @@AlexanderRM1000 Red team could have walls as a new engy building, meaning they can block off castle to make sure you can't just fly into it

    • @AlexanderRM1000
      @AlexanderRM1000 3 ปีที่แล้ว

      @@danielsurvivor1372 You'd always prefer to build your walls in front of a control point though (Demos can already get into the castle and harass snipers but it's honestly not that big a deal), so any wall able to block off the whole upper castle would be absurdly OP. But yeah there would be an issue with the catapult being a lot better on blu than red

  • @PinkFloydBootlegs
    @PinkFloydBootlegs 3 ปีที่แล้ว +846

    Really wish Valve hired community members to add stuff into the game every month or so kinda like CS:GO...

    • @dimitar4y
      @dimitar4y 3 ปีที่แล้ว +61

      TF2: Classic (Before gun mettle skins)
      TF2: Original (whatever shit they made)
      TF2: Community boost (your idea)
      But naaah, why would we hav egood things

    • @guscox9651
      @guscox9651 3 ปีที่แล้ว +17

      Idk... i think a lot of community content creators dont balance competitively enough

    • @dimitar4y
      @dimitar4y 3 ปีที่แล้ว +16

      @@guscox9651 who cares, add even more wacky crazy stuff to outbalance the disbalance

    • @losermcbadface4138
      @losermcbadface4138 3 ปีที่แล้ว +32

      hmmm, End of the Line, Invasion.... They did NOT end too well....

    • @GravityTrash
      @GravityTrash 3 ปีที่แล้ว +10

      The last time that happened the Alien Update occurred
      We don't talk about the Alien Update

  • @jsj0520
    @jsj0520 3 ปีที่แล้ว +84

    I always felt like the mini dispenser would have been an amazing addition, being able to have 2 separate dispensers to supply your team at different locations would be powerful as hell

    • @BitSizedVulpinez
      @BitSizedVulpinez 3 ปีที่แล้ว +6

      I think it'd be cool if it had like... Extra range but less healing or something

    • @VerdeMorte
      @VerdeMorte 3 ปีที่แล้ว +8

      @@BitSizedVulpinez
      Less ammo & metal supply with smaller guage, also if Mini Sentries had just had their health and damage scaled down instead of becoming less useful lvl 1 sentries it may have made sense to make each unrepairable with a set time before self-destruction...

  • @StickMaster500
    @StickMaster500 3 ปีที่แล้ว +458

    What a way to celebrate my birthday with buildings that not even our Engineer can fix or build.
    Hopefully if the Spy vs Engineer Update does happen in the near future, we’ll get weapons like this to spice up Engineer’s gameplay!

    • @dotwFR
      @dotwFR 3 ปีที่แล้ว +9

      Hope it comes out eventually in a gunslinger pda or something

    • @BComet
      @BComet 3 ปีที่แล้ว +19

      Too optimistic.

    • @lukasvokurka9224
      @lukasvokurka9224 3 ปีที่แล้ว +10

      @@BComet I think we will get some bigger update in future. Not because I hope, but I think the Valve is now kinda more caring about TF2 then year ago. I think we will still get only cosmetic updates this year, but in first months we could get major update. Or i am just being very optimistic.

    • @BComet
      @BComet 3 ปีที่แล้ว +4

      @@lukasvokurka9224 Yes you are. They just test a lot of stuff but don't actually ship most of the tested stuff into the game. I bet that there is at least 3 or 4 cancelled updates that are picking dust on Valve hq.

    • @Crackhead_Jones
      @Crackhead_Jones 3 ปีที่แล้ว +11

      ​@@lukasvokurka9224 >Valve is now kinda more caring about TF2 then year ago
      lol no they aren't, there's like 2 active devs on the team and there haven't been signs of a new update in like 3 years

  • @jamesthegoo7600
    @jamesthegoo7600 3 ปีที่แล้ว +110

    The comically small dispenser

    • @SomeGuy_Somewhere
      @SomeGuy_Somewhere 3 ปีที่แล้ว +8

      You could literally hide it in a bush and the other team never find it

    • @BigguBosu117
      @BigguBosu117 3 ปีที่แล้ว +3

      "It's so tiny!"
      The Heavy

  • @loulou-ol2fg
    @loulou-ol2fg 3 ปีที่แล้ว +166

    I recall on a VSH server that there was a building called "the amplifier" that would give mini crits to players near instead of having a dispencer, that could be cool to add in MvM

    • @gatomeong
      @gatomeong 3 ปีที่แล้ว +5

      that would be an awesome upgrade for mvm

    • @cyanidesoup
      @cyanidesoup 3 ปีที่แล้ว +1

      its from the zombie server right?

    • @randizer
      @randizer 3 ปีที่แล้ว +8

      It's from the blackwonder server, and it gave crits iirc

    • @davey5867
      @davey5867 3 ปีที่แล้ว

      That's from Wonderland SG server, type /amp in console and you can set it as amplifier

    • @ToyFreddyGaming1987
      @ToyFreddyGaming1987 3 ปีที่แล้ว

      It could make a fun alternative to the dispenser

  • @Avossk
    @Avossk 3 ปีที่แล้ว +80

    I wanna play around with the catapult so bad, hurling myself into a crowd of enemies with a Widowmaker in hand sounds like it'd be a lotta fun

    • @shawermus
      @shawermus ปีที่แล้ว

      Kbtm has reworked speed pad and catapult for gunslinger. You should check it out.

  • @CrackedVinyl21
    @CrackedVinyl21 3 ปีที่แล้ว +54

    Just by the name "recon", I would guess it would be a building that would show you where enemies on the other team are within its radius. Upgrading it would increase this range.

    • @delila5034
      @delila5034 3 ปีที่แล้ว +3

      I sounds to me more like it'd allow you to retrieve your buildings from anywhere at any time, like the Rescue Ranger but without needing metal and a direct line of sight.

    • @eric718_
      @eric718_ 3 ปีที่แล้ว +2

      That being it's ability, would show why it was cut pretty easily.

    • @lastyear5291
      @lastyear5291 3 ปีที่แล้ว +1

      judging by SpyScanTime I think it was to help Engie with Spies by scanning them

    • @pedropablotobon1017
      @pedropablotobon1017 ปีที่แล้ว +2

      i think they dissmissed it cause you will just put it next to the sentry and no single Spy will be able to get close to you and you may even be able to know if the enemy will made a push even without them starting it so i think i get why they didn´t even started the model cuz it was already too OP

  • @sonicitnyre
    @sonicitnyre 3 ปีที่แล้ว +15

    Imagine having a dispenser and a mini dispenser on nvm, little dispenser for everyone and the big one to keep your metal up

    • @Mondayz408
      @Mondayz408 3 ปีที่แล้ว +2

      Actually big dispencer1 for everyone and little dispenser for you becuase you can just upgrade your metal storage

  • @Trustytom62
    @Trustytom62 3 ปีที่แล้ว +30

    I generally don’t feel so strongly when observing cut content, but I am genuinely happy the repair node was cut. I cannot imagine how much more grindy and choked up maps could get with the addition of an item that incentivizes turtling.

  • @thegrayseed2792
    @thegrayseed2792 3 ปีที่แล้ว +125

    The speed pad sounds neat ngl, useful when you just don't have time to build Tele exit and the frontline is near.

    • @DWG_
      @DWG_ 3 ปีที่แล้ว +6

      I thought about it. The module could be a circular pad with a dissilpinary action sticking out of the ground, or the jump pad would be a square pressure pad that when enemys stepped on it, they would get flung back

    • @dogman15
      @dogman15 3 ปีที่แล้ว +2

      There are speed pads in the PASS Time maps.

    • @TheGuyWho3415
      @TheGuyWho3415 3 ปีที่แล้ว

      Can try it out on creators servers. I don't like it, it doesn't feel right.

    • @Warriorcat_Youtube
      @Warriorcat_Youtube 3 ปีที่แล้ว +7

      It would be a useful building when you are down to a point in defense where a tele wouldn't help, but a speed boost would

    • @BigguBosu117
      @BigguBosu117 3 ปีที่แล้ว

      @@Warriorcat_TH-cam Like defending the last point.

  • @masterofthecontinuum
    @masterofthecontinuum ปีที่แล้ว +4

    I remember that during the June 11, 2014 Patch, dispensers cost 70 metal when using the gunslinger. This was reverted the same day and was an undocumented change. I had always wondered if this was an experiment with implementing the mini dispenser whose code leaked out into an official update. It would make sense given that 70 metal would allow you to build a normal sentry and a dispenser with a full metal reserve. And given that the mini dispenser was actually being fiddled with behind the scenes makes me suspect this even more. Such a shame we never got the spy vs. engineer update.

  • @LeafMaltieze
    @LeafMaltieze 3 ปีที่แล้ว +20

    Mini Dispensers should have happened. There's no reason they shouldn't have. I'm so disappointed.
    The Building Repair Node should be balance-able. All it does is repair buildings. If 2 engineers can sit next to a level 3 Sentry 1 whacking away at it non-stop, while the other wrangles it, and that isn't OP, then I really don't see how this thing can be as OP as it was made out to be. Here's my thoughts on how it could work. It replaces the Dispenser. It can't dispense metal to any player. The Repair Node, can hold 300 ammo. Every 4 seconds (or if it is fully filled with metal, then every time it is hit with a wrench) it releases a wave costing 20 metal that will heal/fill any building caught in that wave for the equivalent of 25 metal worth of health and ammo. The wave heals/fills for less the farther away from it is from the affected building, and the effect is lowered by 20% for buildings that aren't your's. So if they were immediately next to it, they would be fully affected, but every 20 hammer units or so it lowers by 5 metal. The advantage is that it can heal multiple buildings, it can do it from a range, and you don't have to be there to do it, so you can go BattleEngie, but it will not be as effectively as it would if you just hit that building yourself. You can keep a sentry filled with ammo without needing to be right next to it, but it won't be healed, or filled any faster than if the engineer where directly hitting it themselves.

    • @PancakemonsterFO4
      @PancakemonsterFO4 3 ปีที่แล้ว +1

      Sounds like a good idea, especially after the Rescue Ranger nerf

    • @joshgab7827
      @joshgab7827 3 ปีที่แล้ว +3

      The repair node wasn't removed because it was op it was removed because you had to sacrifice one of your buildings, but since all of engi's buildings are important to team play and other stuff. But yeah it would have been nice to see

    • @LeafMaltieze
      @LeafMaltieze 3 ปีที่แล้ว +1

      @@joshgab7827 I must have missed where that was said in the video. Just remember that it was "impossible to balance."

    • @joshgab7827
      @joshgab7827 3 ปีที่แล้ว +1

      @@LeafMaltieze well im pretty sure one was along the lines of that so we're probably both correct

  • @ThySirBlue
    @ThySirBlue 3 ปีที่แล้ว +54

    Well, he does talk about these cut concepts every year, guess it was about time

    • @ThySirBlue
      @ThySirBlue 3 ปีที่แล้ว +2

      Proletariat the one and only

    • @ThySirBlue
      @ThySirBlue 3 ปีที่แล้ว +1

      Walloh I frequent Skial and EGC

  • @buzzsburner.8286
    @buzzsburner.8286 3 ปีที่แล้ว +13

    The 'second bananna' btw is a reference to vaudevillian speech, pertaining to a 'top bananna' (the funny man) and the 'second' and sometimes third and fourth etc. 'Banana' (the joke setup man, the 'straight man'), and in this case the heavy was a side note in the pyro update. The joke is also that it's a literal banana

  • @CssHDmonster
    @CssHDmonster 3 ปีที่แล้ว +18

    that feel when the tf2 content is most successful but also no new content is coming for the foreseeable future

  • @ClayGunslinger
    @ClayGunslinger 3 ปีที่แล้ว +25

    This is almost sad to watch. I've always wanted to see different PDA's, dispensers, teleporters, sentries, and other kinds of bulidings.
    Sure we got the gunslinger, but what about the ability to build 2 sentries?
    Or even 2 teleporters at the cost of another building slot?
    Hell, what about decoy buildings? Then again, "I have no idea" what it is like to work these ideas into the game.

    • @DarkGamer364
      @DarkGamer364 3 ปีที่แล้ว +5

      I would have liked to see Engineer getting more ways of supporting the team.

    • @Slender_Man_186
      @Slender_Man_186 3 ปีที่แล้ว +2

      From what I understand, TF2 is fuster clucked together spaghetti code.

  • @6hw_234
    @6hw_234 3 ปีที่แล้ว +3

    Really love the music in the video. For those curious to what they are:
    HOME - Mozzarella Sticks
    HOME - C.Y.M.K.
    outro: some edit of HOME's High Five
    Not sure about first 2

  • @AzureWoof
    @AzureWoof 3 ปีที่แล้ว +10

    You should talk about the cut Meteor event in the source code. There's references to a large meteor that transitions from the skybox into the actual map, crashing into the ground.

    • @delila5034
      @delila5034 3 ปีที่แล้ว +2

      Woah when was this and when was someone going to tell me about it?

  • @BllyKrty
    @BllyKrty 3 ปีที่แล้ว +2

    2:10 him talking, me for no reason
    👌

  • @Spanishdog17
    @Spanishdog17 3 ปีที่แล้ว +5

    I wish the Medic and Engie had more weapons to use. They have such important roles but it feels like Valve forgets about them.

  • @ashtongiertz8728
    @ashtongiertz8728 2 ปีที่แล้ว +1

    according to sourcemod and the TF2 code leak, there was a unused tf_weapon string added to the game around the same time as the engineer update. This string was called "TF_WEAPON_DISPENSER_GUN," and it shows up right after "TF_WEAPON_LASER_POINTER" (the wrangler), so it was most likely a scrapped engineer concept; likely scrapped very early on since it never made it to the TF2 beta like the also scrapped "Repair Node" did. Based on it's name, this weapon was most likely intended to replace one of engineer's weapon slots and would either fire mini-dispensers or it functioned as a hand-held dispenser. Someone actually approached me about it on the steam workshop because I had made an engineer weapon model that was a "dispenser gun."

  • @ToxicBastard
    @ToxicBastard 3 ปีที่แล้ว +1

    how to balance repair node: make it function like an engineer with a rescue ranger that slowly regens metal, freeing you up to not turtle but making you depend on metal packs, health kits and medics

  • @WonderlandWarGaming
    @WonderlandWarGaming 3 ปีที่แล้ว +5

    I did get the TF2 source code when it was leaked. There was programming for the catapult in there.

  • @charmyzard
    @charmyzard 3 ปีที่แล้ว +14

    Imagine if the speed pad had been actually implemented: *Scoutnic Adventure. Coming soon to a TF2ware server near you!*

  • @VGamingJunkieVT
    @VGamingJunkieVT 3 ปีที่แล้ว +2

    A great place to put potentially game-breaking things is Mann vs Machine, just make them upgrades and figure out the credit cost accordingly.

  • @atticusshadowmore3263
    @atticusshadowmore3263 6 หลายเดือนก่อน

    Catapults sound so hilarious, imagine a heavy descending upon you from the sky, falling into you like a wrecking ball.

  • @SU76M
    @SU76M 3 ปีที่แล้ว

    I so much fucking like that "according to well-known resources we currently have". Like - "okay, it's been a long time since my leak, and now I can share my private knowledge to everyone without any hesistations".

  • @Intrafacial86
    @Intrafacial86 3 ปีที่แล้ว +1

    I’ve had an idea for years for an engie secondary that would implement a mini-dispenser that could be picked up and worn as a backpack, while also replacing the pistol with a medium ammo box launcher that uses 100 metal per box.
    That speed pad also sounds exactly like one of my ideas, except the duration boost per level was 5-10-15 seconds. The speed pad would replace the tele entrance, while the exit would get replaced with a speed boost _emitter,_ which would indefinitely boost all allies within a fixed area, with the size of the area increasing per level. The Eureka Effect, instead of teleporting you, would have an on-demand self speed boost ability with a cooldown, but the “taunt” animation would be gone. These speed boosters would be equipped with a new PDA I nicknamed the “Tac-Pac” (Tactical Pack).

  • @Swordsmage
    @Swordsmage 3 ปีที่แล้ว +3

    It would be cool if the repair node got recycled and put into Mann vs. Machine in some way

  • @user-fs9mv8px1y
    @user-fs9mv8px1y 3 ปีที่แล้ว +2

    I think the repair node could be balanced by making buildings immoveable, and/or
    repair node has a burst every few seconds that repairs the buildings
    the burst disables the building (like with the cow mangler) while its being repaired
    maybe add some effect or sound to make it noticeable

    • @null301_
      @null301_ 2 ปีที่แล้ว

      It's probably a bad idea but maybe even mark its owner for death?

  • @CommentEntrepreneur
    @CommentEntrepreneur 8 หลายเดือนก่อน +1

    I know how to nerf the repair node. Here's my idea.
    1: This only applies to your buildings, making it impossible for a bunch of engineers together spamming it in a nest.
    2: You can choose which mode to put the node on. The modes are as following: Ammo (Stage 1 of repair gives 2.5% of ammo per 4 seconds, Stage 2 gives 5% per 5 seconds, Stage 3 gives 7.5 per 5 seconds.), Healing (functions as a mini dispenser, but nerfed further. 5 health per second for stage 1, 7.5 for stage 2, 9 for stage 3. Can give 1% uber per 10 seconds as an add-on.), and Damage (This applies an AOE attack per 3 seconds which reaches about the range of the healing, which is relatively small. This AOE does 5 for stage 1, 6 for stage 2, and 7 for stage 3. This does not affect cloaked spies, cannot hit through walls.).
    As a passive this can repair all buildings if there is a mini dispenser or dispenser nearby. This can be anyone's dispenser, however if it is someone elses it works only 30% as efficiently. It takes metal straight from the dispenser, divides it by 1.5, and then starts upgrading. It can not passively just repair things. It also can not heal these buildings, only upgrade. This is to prevent an easy auto upgrade system.
    The sapper (all sappers except red tape recorder) does 35% more damage to this building to balance it out. It also cannot heal the engineer who made this. It can not be picked up and can only be stuck to a wall.
    Let me know if you have any other ideas on this, nerfs, buffs, etc.
    I tried putting thought into this and tried using Valves style of things. Thanks.

  • @Hi-Yanto
    @Hi-Yanto 3 ปีที่แล้ว +3

    Its kinda like Karma Charger has make a video of the mini dispenser

  • @puntheaverage2079
    @puntheaverage2079 3 ปีที่แล้ว +1

    I like how it goes from alot of screen caps of the building, to a few, to one, to a model, to a un textured model, to a pic of code. XD

  • @55MrRockets55
    @55MrRockets55 3 ปีที่แล้ว +4

    Can't wait for uncle dane to tweet salty things about this video

  • @KlorainCupStudios
    @KlorainCupStudios 9 หลายเดือนก่อน

    The catapult is perfect for the medieval mode, imagine bashing toward enemies or helping out Demoknights without charge, not to mention how fitting it is for the theme.

  • @gytispakasius6551
    @gytispakasius6551 3 ปีที่แล้ว

    love this series, please keep up the amazing work

  • @arthurcallahan4735
    @arthurcallahan4735 ปีที่แล้ว

    Mini Dispenser Stats:
    +Dispenser build cost is 75 metal
    +500% dispenser heal/ammo range.
    -Does not hold metal
    -Only has 100hp(same as mini sentry)
    -cannot be upgraded(healing and ammo refill rates are that of a level 1 dispenser)

  • @groundbeef2
    @groundbeef2 3 ปีที่แล้ว +5

    easy way to balance the repair node:
    Don't let it function while the engineer is within a certain range. If he's that close he can fix the building himself, anyway.

    • @DarkGamer364
      @DarkGamer364 3 ปีที่แล้ว +1

      But what if two Engineers build two Repair Nodes right next to each other. They would keep reparing themself all the time, creating a nearly indestructable Engi nest. The only way to stop this would be several Spys at once.

    • @groundbeef2
      @groundbeef2 3 ปีที่แล้ว

      @@DarkGamer364 Or just, y'know, only have it affect your own buildings.

    • @jerryonstreak9906
      @jerryonstreak9906 3 ปีที่แล้ว

      Sapping the repair node makes it does the opposite

  • @Trainlover1995
    @Trainlover1995 ปีที่แล้ว

    The Mini-Dispenser would be an invaluable part of a Forward Operating Base on offense. Such a base would invole a Mini-Sentry, a Mini-Dispenser, and a Teleporter. This FOB could enable a second Engineer to then set up a more robust base with a Level 3 Sentry and Dispenser.

  • @weemissile
    @weemissile 2 ปีที่แล้ว

    I like how they're worried about almost invulnerable sentries from the repair node, yet they have left the wrangler as is for all these years.

  • @dr.unventor
    @dr.unventor ปีที่แล้ว +1

    I really wish they kept the addon system. It would add even more customization to the engineer and it’s not like you can replace the pda anyways

  • @the_bob_squad
    @the_bob_squad 3 ปีที่แล้ว

    these would be WAY more fun than the "pew pew, to bang bang, to boom bang boom bang." "mini resupply" and "thing goes in, thing goes out" that we have at the moment.

  • @STEPZERO0
    @STEPZERO0 3 ปีที่แล้ว

    Repair node
    Repairs nearby buildings so you dont have to
    -Replaces Dispenser
    -Affected sentries fire 50% slower
    -Affected teleporters charge 25% slower

  • @gregmerter4083
    @gregmerter4083 3 ปีที่แล้ว

    They could have made it so that the repair node only repairs your buildings and replaces the dispenser. But the down side is that you can't repair buildings except the repair node and it has a limited reserve of metal. But it does allow you to deal 25% more damage with any wrench.

  • @missmilky6677
    @missmilky6677 3 ปีที่แล้ว +2

    Thank you for reminding me of my past hype for this update

  • @CoolJosh3k
    @CoolJosh3k 3 ปีที่แล้ว +1

    Being able to place 2 speed pads would be so good. Probably balanced too!
    Would even work great where a teleporter would normally not be as good, due to the short distance to the front line.

  • @karmascamera5275
    @karmascamera5275 3 ปีที่แล้ว

    The cut Speed Pad and Catapult (Now the Jump Pad) can be played on the *TF2 Balance Mod* servers using the plugins by HiGPS! You can switch between them by rotating the Teleporter after you have chosen between standard teleporter or the Speed/Jump Pads

  • @Techhunter_Talon
    @Techhunter_Talon 3 ปีที่แล้ว +1

    The boost pad would have been a nice alternative to the teleporter for smaller, or more condensed, maps.

  • @ethanwendigo9588
    @ethanwendigo9588 3 ปีที่แล้ว

    Gabe: "uh..yes were working on something for tf2 that you should see by the end of this year"
    Me: *realization*

  • @DrugBat
    @DrugBat 9 หลายเดือนก่อน

    They said that having the repair node would be difficult to balance yet they still went ahead and gave demo and soldier weapons capable of 2 shotting buildings without a seconds hesitation.

  • @charleschamp9826
    @charleschamp9826 3 ปีที่แล้ว

    I think the Repair Node could be reused as an MvM upgrade, I doubt it would have ever been able to heal or perhaps even overheal a building to the point it could survive a Sentry Buster's burst of damage and against a horde of high damaging robots would probably only give it a few more seconds, so it wouldn't be an instant "I am a GOD!" upgrade. Perhaps it could be something for the Gunslinger to give it some actual use in MvM, you sacrifice your own DPS potential to support your fellow Engineers without having to be right there turtling with them and making the whole nest into an even better target.
    But any of this would require Valve to remember MvM exists.

  • @hypernova5249
    @hypernova5249 3 ปีที่แล้ว

    It should allow you to throw the dispenser and have it deploy once it hits the ground, that way you can help the front liners without getting smacked around by the flanking scout.

  • @oliveboy419
    @oliveboy419 10 หลายเดือนก่อน

    IDEA: A cart that the Engineer can put his buildings on and push around

  • @nukeboy7633
    @nukeboy7633 8 หลายเดือนก่อน

    the repair nodes nerf: when sapped, all devices in its radius of repair are deactivated

  • @awerelia
    @awerelia 3 ปีที่แล้ว

    with a name like recon, i could imagine it would make surrounding buildings emit no sounds, or particles in the case of the teleporter

  • @colemanbubar5098
    @colemanbubar5098 3 ปีที่แล้ว

    Dude, I thought I was the only one to make smiley faces with the hit textures on walls

  • @catkook543
    @catkook543 3 ปีที่แล้ว

    Those alternative teliporter options would be useful in smaller maps with a centralized control point
    Maps where it's not really worth placing an exit teliporter most of the time because of how close the objective is to the spawn, like harvest

  • @druzzi9054
    @druzzi9054 3 ปีที่แล้ว

    I have this idea of sentry backpack, basically a level 1 sentry on your back, but you have 100hp, with 10% increased spees

  • @LinkiePup
    @LinkiePup 3 ปีที่แล้ว

    I think the repair node could work if it like...
    only checked if a building needed repairing every few seconds (say like... 3 or 5 seconds), then have it replace the dispenser, and finally only only let it repair sentries if they are _NOT_ in use. Meaning not shooting.
    Legit think that might make the repair node actually useable.

  • @reeeboi1
    @reeeboi1 22 วันที่ผ่านมา

    The Catapult is kind of in Team Fortress 2 Classic as the Bounce Pad, I think it’s called that.

  • @rocklee7737
    @rocklee7737 3 ปีที่แล้ว

    I had a whole bunch of Engie building ideas in my head, but I never considered a damn catapult! Brilliant!

  • @Norealguy9000
    @Norealguy9000 28 วันที่ผ่านมา

    Unrelated, but your voice doesnt get quickly annoying, giving me something to listen to in the background. Keep going man!

  • @Macko_z_Bogdanca
    @Macko_z_Bogdanca 3 ปีที่แล้ว

    Very nice video Tyler

  • @theworldofnexttuesday2802
    @theworldofnexttuesday2802 3 ปีที่แล้ว

    For alternate dispensers and teleporters, I always thought it would be neat to have a PDA unlock that reverses the roles of the two.
    The dispenser replacement would function like the speed pad. It would be a small tesla coil and provide a movement speed buff and melee attack buff. It would be a weak way to get players forward, but would help move players around once they are near objectives. It would also synergize with other engineers with the melee speed buff, and possibly make the gunslinger combo punch more viable.
    The teleporters would then be replaced with a health (entrance) and an ammo (exit) spawner. They would generate a "pickup" for health or ammo. The health pickup would supply a specific amount of health (maybe 100) and the ammo would just be medium ammo with reduced metal value. Once picked up, it takes a few seconds to generate a new pickup. The reason I specify the ammo is the exit is because it would be the eureka effect target - the health is more important to share with the team while you do goofy stuff with the metal/ammo generator. Conceptually, they would be a simplified or alternative teleporter model that is implied to be an exit to an entrance that is attached to a hopper filled with supplies.
    These would also have cheaper build costs.
    Overall, the focus is the same as the minisentry: cheaper buildings that sacrifice the high power of the original buildings for a more mobile and aggressive playstyle. They fulfill similar functions, and should still help the team as a whole in a similar way to the normal buildings.

  • @titanic_monarch796
    @titanic_monarch796 3 ปีที่แล้ว

    The catapult intrests me partly because i've been finding indirect fire mechanics in games more interesting and it would have been great to have one for the engineer

  • @bomberfett3439
    @bomberfett3439 3 ปีที่แล้ว

    I mean give the repair node a meter that you fill metal and it only starts repairing after you fill the bar and if you let it empty all the way you have to fill it again before it continues to heals your buildings

  • @void6432
    @void6432 9 หลายเดือนก่อน

    imagine the repair node with the wrangler on a level 3 sentry at the top of a hill

  • @Nic5Cyprus
    @Nic5Cyprus 3 ปีที่แล้ว +1

    The catapult reminds me of the jump pad from Fortress Forever

  • @CharcoalTheCaracal
    @CharcoalTheCaracal 3 ปีที่แล้ว

    I highly suggest playing HiGPS ReBlanced TF2 mod if you want to play with the speed pad and catapult! Give this mod some spotlight Tyler, it's a very fun mod that deserves some attention!

  • @bxbgba
    @bxbgba 3 ปีที่แล้ว

    I would love a mini teleporter, where it takes longer to charge, but teleports you to the other teleporter quicker

  • @IronBrandon22
    @IronBrandon22 3 ปีที่แล้ว +1

    It seems the *PDA Slot* will never be a *Useful Slot*

  • @alialatrach9788
    @alialatrach9788 3 ปีที่แล้ว

    5:21 I bet Uncle Dane could have become an invisible and unstoppable Engineer with it.

  • @jrmind8084
    @jrmind8084 2 ปีที่แล้ว

    I know it's a bit late but I have an idea for a PDA for engi it promotes seting up or battle engi
    Pros
    All buildings are built 20% faster
    All buildings have 15 extra health so a lvl 3 sentry would have 231 hp, lvl 3 dispenser or teleporter is 195 hp and a mini sentry with 115 hp
    All building are 5% faster (so a building such as a teleporter will charge 5% faster a dispenser hands out supplies 5% faster and a sentry shoots 5% faster)
    Cons
    YOU CANNOT HEAL BUILDINGS WHILE IN THEIR BUILDING STATE
    YOU CANNOT INCREASE THE RATE OF BULDING
    No random crits (what ever gun your using random crits allowed or not none of your weapons will random crit)

  • @SuperGunboy
    @SuperGunboy 3 ปีที่แล้ว

    There is something similar to the speed and catapult pad in a community server I play on.

  • @TheRetroSpeedster
    @TheRetroSpeedster 3 ปีที่แล้ว

    Oh god, imagine if the catapult wasn't cut. there would be market gardener trolldiers everywhere

  • @JohnRDVSMarston
    @JohnRDVSMarston 3 ปีที่แล้ว

    I wonder how a telephone pole-like building that makes your enemies walk slowly in a certain radius, but it's sorta fragile (80 HP, for example), would fare >.>

  • @DOOM_guy-rl8rm
    @DOOM_guy-rl8rm 3 ปีที่แล้ว

    Mini dispenser and teleported would have given me life.

  • @Warriorcat_Youtube
    @Warriorcat_Youtube 3 ปีที่แล้ว

    I actually like all these ideas and I think, with enough messing around, they could work!
    To start, if my concepts for the Spytraps were added as well, I would say remove the speed pad as I would have assigned it to the Spy's Repulsor 'trap'. Otherwise, it and the Catapult are both great sidegrades that I think could be a lot of fun!
    The mini-dispenser is also something I covered in the Spytraps video comments, but essentially it would work as intended, being the mini-sentry version of a dispenser, good for attack engies and places you need quick healing but not necessarily holding an area as much as a turtle engi. Additionally, if the Spytraps are added alongside, it would be immune to the Reprogrammer as I detailed in the Spytraps comments, making it and the mini-sentry effective counters to the reprogrammer at the cost of maintainability.
    I think the only one that needs major change is the Repair Node, which I think is a plausible and workable sidegrade. My take on it is that it works like a dispenser. It would be able to target one building (ie your Sentry/Tele, or an ally's Sentry/Tele) and continuously heal that building. It would heal it at a comparable rate as a dispenser heals a player, so at lower levels it would server as good passive healing if your buildings are being focused and at higher levels would be a bit more sturdy. However, the Repair Node would also have a metal count similar to the dispenser, in that it has a maximum level of metal it can store that goes into repairing the building. Once it runs out, it can't heal until it regens metal, and at that point, regen wouldn't be enough to sustain focused damage. Lastly, what happens when a RN AND an Engi are both healing a target? Could be bad news. As it is, it could be counterable if the Engineer doesn't have a sustainable metal source, especially since the RN would not be giving the Engi metal. If this isn't enough, equipping the RN could have the downside of reduced repair capabilities on the RN's target, similar to the Wrangler or Rescue Ranger. Essentially, if a building is being healed by the Repair Node, Wrench repairing rate will be reduced.
    Lemme know what you think. I might see about making these in the future, minus the mini-dispenser.

  • @wiggytommy8607
    @wiggytommy8607 ปีที่แล้ว

    Fun Fact: Originally, the Eureka Effect had its own Sentry designs

  • @eg6490
    @eg6490 2 ปีที่แล้ว

    Still have no idea what that end music is called, I like it.

  • @Skinned_fried_n_cut_up_potato
    @Skinned_fried_n_cut_up_potato 3 ปีที่แล้ว

    I feel like the mini dispenser should have had slower hp and ammo rate but a decent bit more range that would be cool to chuck one on a point

  • @danibnnuy
    @danibnnuy 3 ปีที่แล้ว

    Engineer holding that crowbar like he's on the royalty

  • @pizzatime.7030
    @pizzatime.7030 3 ปีที่แล้ว

    When the end credits are almost as long as the video.

  • @BigguBosu117
    @BigguBosu117 3 ปีที่แล้ว

    The repair nod would be useful to use with more engineers playing.

  • @electricsnapdragon3394
    @electricsnapdragon3394 3 ปีที่แล้ว

    I feel as if you forgot another important thing that the dev's realized in the development of the repair node, that being how important they realized the teleporter and dispenser we're to the engineers arsenal and I could easily see not only it being too op in its beta state a reason why it was cut, but also that reason as even if the repair node was "somehow balanced" I feel as if it still wouldn't be fun to fight against as one sentry nest well guarded by an enemy team is annoying enough aswell as engineer stacking with an un-coordinated team, and giving the engineer less ways to support his team is really not a good thing in my eyes. However the concept of something that lets the engineer go away from his buildings without the fear of them being wilted to scrap is pretty neat, though I do think the rescue ranger does it better.

  • @under_games165
    @under_games165 3 ปีที่แล้ว

    I'll be honest the repair node is what I need, just don't have the repairing effect stack and have it repair 1 building at a time per 15+ seconds.

  • @aidanhuffman1869
    @aidanhuffman1869 3 ปีที่แล้ว

    I think maybe a Sam turret could replace the sentry. More of a support item that takes out grenades, rockets, etc. putting it with another engies sentry could be really powerful.

  • @datengineer2174
    @datengineer2174 2 ปีที่แล้ว

    Repair node only repairs for 15 sec and uses metal from an internal pool that cannot be refilled and cannot be picked up and cannot be repaired in any fashion in addition it will not alarm or repair when being sapped and on its next cycle it *applies* sappers to all buildings in range the entire cycle would likely be 15 on 30 off

  • @prosack2585
    @prosack2585 3 ปีที่แล้ว

    I think both the catapult and speed pad would be a good thing to add to TF2 but I think they should get some small tweaks. It might be impossible to make the catapult good unless it goes through some bigger changes like how it’s launches the player. I think if too many players try to crouch all at the same time then it could ruin the launch for the everyone using at that time, for example I could have 2 or more players pushing me while I’m crouching and it could make it launch me at an angle so think the initial launch should make the player immune to knock back from all sources but once at a good distance in the air can allow the players to air strafe and all things can could push or knock back are back in affect. Also I think both the catapult and speed pad should allow the engine to put 2 down at a time, since a now normal teleporter has an entrance and exit I think the others should have 2 copies of themselves but obviously the catapult would need some nerf to the max launch distance because 2 can ruin the smaller maps very easily. I think the catapult should either give the player a greater launch in height to allow other classes to reach higher ground or more distance to quickly send the down long hallways or chock points. For exact the catapult be used to launch players on the sniper tops on 2fort or give it enough distance to cross the gap that separates the two sides. The grab isn’t too big but like I said having the option to place 2 done makes it better because 1 super strong catapult is broke but 2 weak catapults makes it interesting. The speed pad is really simple so adding 2 would just an overall buff from I played with the speed pad on modded servers and from what I experienced the speed pads are very situational. When I use the pads placed at spawn door I feel like it barely helps me but when placed near a fight it can be interesting but usually destroy mid fight to prevent more people from using it.

  • @MathWhiz109
    @MathWhiz109 3 ปีที่แล้ว

    The Tf2 balance mod has both the catapult and the speed pad and they fucking great

  • @wert1234576
    @wert1234576 3 ปีที่แล้ว

    The repair building could be very easy to balance have it replace the dispenser and have a metal reserve that it uses for the repairs so you have to keep it topped up and yes you could combo this with another engine but they one of you must turtle and with the buff heavy got it would be annoying but not a game breaker

  • @Warriorcat_Youtube
    @Warriorcat_Youtube 3 ปีที่แล้ว

    I really wish they did do that alt buildings thing. Would it be hard to balance? Absolutely, but it also would've been a blast to fuck around with

  • @GreatFox42
    @GreatFox42 3 ปีที่แล้ว

    God I wish the catapult was in the game. That looks like so much fun.
    Besides that, I'd probably play engie more if even one or two of these different buildings were added. They seem a bit more up my alley.

  • @rolfbeumelburg274
    @rolfbeumelburg274 2 ปีที่แล้ว

    hopefully they add these soon they would be awsome to have

  • @nightgaurdmoved7166
    @nightgaurdmoved7166 3 ปีที่แล้ว

    The mini dispenser was actually a workshop item someone made