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The players actually do move at different speeds. I do agree some pwople are way to good, like engi, medic, heavy, and soldier. I like the idea.to do with the intel. currently enemies get slightly harder through the night, I think I'll make it very hard so medic's and heavy's abilities won't be so broken, it's easy to win max challenges with blu engi vs red medic. Which is annoying =D. Anyway thanks for the feedback! Feel free to say as much as you want either it be balancing, new additions, or even more! =]

i didn't really feel the difference between the mercs exept for scout in term of speed so at least i know now there is a difference 
also i don't see the use of engineer's railgun , like i feel like it does low damage and it's ammo is so expensive to make if you focus on making the intell before 6 am you may be able to buy ammo for it one time

i'd say for engineer's (red) issue make it so the last upgrade is a mini sentry on both halls that uses scrap every shot to damage the ennemy and make the railgun a rechargable weapon , like the pomson 6000 where you reload it at the middle area

and for the blue engineer i'd say make him like a battle engineer , where he can place a dispencer to heal himself and mini sentries that will attack you BUT he won't attack from the halls unless he has a sentry set up (also maybe making a place after the corridors so you can shoot the dispenser at the risk of the engi attacking you directly with increased damage)
that idea would make blue engineer a constant threat since he will be next to the halls 24/7 unless he dies or you waste ammo to break his stuff

I really like the red engi idea, but I would have done that with the blu engi if it werent for some technical things to do with the game

I do plan on overhauling blu engi, infact I planned on overhauling him before he was added, I just need an idea. If you played CTI do you think if would be a good idea to make him have something to do with the conveyor belt? or possibly hallucinations like CTI?

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for the conveyor thing it could be good but it might need more explaining , and for the hallucinations welp i don't remember seeing any from CTI , if you mean the moment when he teleports around it wouldn't do much unless it was in the hallways since blocking the view for a bit isn't that bad if you know where he is

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I think I will go with placing buildings, 2 to be exact, the sentry, and the dispenser. (This is just an edited your idea btw) He can place sentries in the halls, which shoot slowly and cant die (for technical reasons) but they get removed if he dies. Dispensers give him a very small amount of health regen (Because that's enemy medic's thing) but boost his firerate briefly upon entering a hallway (to avoid his boost just dont enter the hallway immediately.) When I wrote the previous comments I forgot I actually did know a way to add buildings sry for the mistake!

I dont know if his rework will be a part of the next update since this one is already quite ambitious but ill try to squeeze in the red engi rework! Any other feedback is much appreciated!

To do with the intel task.. Ill make it 3 times slower before 6 am, otherwise it would just be extending the night. so if players have a period of time free, they can make the night a little shorter.

tbh i would say it would work pretty well , also what is red sniper gonna do ?
like exept having a sniper weapon (i would guess) what else is he gonna d

Being honest, I have no idea, my original idea was that his rifle can headshot, but its boring, hard to make, and overpowered. I might have to make something up like i did with engi and demo.

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maybe give him a revolver and a the  Tribalman's Shiv (one of his melee's), the revolver can shoot 6 times before getting a cooldown and the melee makes him able to attack when they get close 
he also has 1 extra ennemy stage before the hall attack triggers so he can use the melee (that or make it so the current last phase is the one you can melee on)
the revolver can crit with a headshot on the last shot and if you land the crit the reload get's shortened
BUT it is at the cost of of increasing the ennemy tension by 20 

basically a revolver that can do some good damage and do a crit in a pinch at the cost of reload time and tension and a melee for really bad moment's (also the reload system could be made in a way like for the railgun from engineer exept it slows the firerate to almost nothing after 6 shots instead of changing due to hp)

but reloading isn't a thing in the game. Also did you mean the tf2c revolver?

i was talking about reloading to make something unique for sniper , also i didn't think about tf2c since i legit thought you where just using stuff that the class itself would use