Good evening LZ... the regular Hale players know that I can be the most annoying and lethal engineer in VSH, and most of them likely foresaw that the new wrench in my hands will be an extreme buff. When I saw the wrench, I knew I must have it the moment it's available, so I attempted to craft it, and on second try, I crafted it. Then took it for a spin on VSH. Of course out of habit I disabled trade requests cause it was damn obvious people would spam me with requests. Least 20 people asked me to sell them my wrench... or more roughly they demanded me to give it to them and I was like "nope". So what does the Eureka Effect do? Upon taunting or pressing the secondary trigger you get teleported to your spawn. Down side is you cant haul buildings, though me playing TF2 for years and unable to haul buildings till the engineer update didnt seem like that much of a down side. How does this work in Hale? When Hale comes and rages at your sentry nest, you just taunt and if Hale wont get you in the process, you get teleported into safety. In more detail, your teleportation will act like a respawn, so you start off with full health, reloaded with ammo and metal (you also lose your additional metal if you gained any above 200) and also the rage's stun effect is removed. After some experimenting I found out that I dont necessarily have to wait 3 seconds to teleport away, if I initiate the taunt and Hale rages, the taunt cancellation immediately teleports me, again stun free. Another quick teleport is using the classic trick of taunting right when you'd drop down from a higher spot, this gives you a quick get away and confuses Hale. What's the goal of this topic? Nothing really, thought LZ would like to know what I spent my no life time with on VSH today... dont you dare restrict the Eureka Effect or I'll be very very VERY disappoint... now here, have some demonstration of my OP engineerness :3 [youtube]http://www.youtube.com/watch?v=g0LwVGGF3Lo[/youtube] [youtube]http://www.youtube.com/watch?v=D8duy1QPTrc[/youtube] These are just small examples of what I did today... I also had a cat and mouse chase in timbertown where Hale chased me back and forth while I used my teleporter to go to enemy spawn and wrench to my own spawn and kept rebuilding sentries... did over 10000 damage.
yeah nice but it's too overpowered, it seems like you're owning hales alone and what if 3 good engineers have this wrench? that's gotta be teleporting madness and hale is like what the fuck is going on. ofc if hale knows what the wep does, he'll immediately target the spawn but he didn't in the videos i'm pretty sure the guys at vsh will restrict the wrench
New update made it so that engineers cant teleport immediately by doing the taunt while falling off a ledge. Unless you time it perfectly, you wont get away fast. The rage still speeds up the tele process though. And if they restrict the wrench, I'll start off a movement to restrict scouts to 0 then... one time scouts were disabled and man that was awesome.
You're gonna be a bit disappointed <a class="postlink" href="https://forums.alliedmods.net/showpost.php?p=1614682&postcount=2460" onclick="window.open(this.href);return false;">https://forums.alliedmods.net/showpost. ... count=2460</a>
Those gloves definately need a nerf... heavies and spies can kill Hale in seconds with that thing... as for Eureka, that prolly means they wont do anything with it... least it better mean it. Ever since that wrench I dont have to worry about scunts taking my teleporter before me and getting me killed like they do 100% of the time... otherwise they could also remove scunts and I wont mind the Eureka being removed.
Lets wait and see what comes out.. its funny though, but engy's on hale #1 have the homing missiles, extra ammo on hit and now the wrench? A bit much imho, but not like it aint fun, i'll give you that