thanks for telling me , i was lost about that
kennyl21
Recent community posts
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)
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
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
every character moves at the same speed when you play as them exept scout and some of them are really easy to survive with
For exemple medic , he can just tank the sentry buster most of the time and be fine
or heavy beeing able to survive hall attacks
Now this isn't a bad concept for both of them but they eather never use it or it's a neat addition that doesn't impact the gameplay a lot
a idea i had to make the game harder while keeping the concepts that are currently here is to make it impossible to get intel untill you reach 6 am so you are forced to fight a faster ennemy while gathering the intel