Post by Sparty McFly on Jul 11, 2010 0:17:47 GMT -5
You start with 1000 Scrap Metal which is used to build towers in Standard gameplay. The tower then attack the opposite team's regular TF2 soldiers sent in. Towers themselves can take damage, so players need to stay sharp. Towers have three weapons: Primary and Secondary Weapons, mounted on two rotating tiers, which can target their own enemies, and Melee Traps, which automatically drop and then raise (or force themselves outward) if enemies move up point-blank.
Towers can score Critical Hits. They will gain XP, and then upgrade. Level 2 towers upgrade Tier 1, Level 3 upgrades Tier 2, and Level 4 upgrades melee. All melee traps can automatically clear sappers placed by Spies: the Homewrecker does this practically instantly.
The Towers
Scout - A fast, hard-hitting tower. The smallest Metal cost, 50 per tower.
Tier 1 Weapon: Scattergun - A semi-automatic fast-firing spread pattern weapon with very little accuracy.
*Upgrade: Force-A-Nature - Similar to the Scattergun, but with large knockback and reduced fire rate.
Tier 2 Weapon: Pistol - A semi-automatic weapon with mid range and small damage.
*Upgrade 1: Bonk! Atomic Punch - Once used, renders the Scout Turret and all turrets around it invincible for one minute. The Scout Turret cannot attack during.
*Upgrade 2: Crit-A-Cola - Once used, the Scout Turret deals Mini-Crit damage for one minute. The Scout Turret will also take Mini-Crits.
Melee Trap: Baseball Bat - Eight baseball bats are positioned around the tower using swivel mechanisms. When an enemy is detected, all eight aluminum bats swing down with the force of an MLB player.
*Upgrade: The Sandman - Replaces the aluminum bats with wooden bats dealing more damage. As well, baseballs are fired in all eight directions for some range out, stunning enemies.
Soldier Turret - A hard-hitting ranged explosive turret.
Tier 1 Weapon: Rocket Launcher - A weapon that fires rockets. Rockets take time to hit their targets effectively.
*Upgrade: Direct Hit - An improved RPG which has increased rocket travel rate, damage, and splash radius. If an enemy survives three or more hits the Direct Hit deals mini-crits to the target.
Tier 2 Weapon: Shotgun - A semi-automatic slow-firing spread pattern weapon which has at least some accuracy.
*Upgrade 1: Buff Banner - At ten kills, the Soldier Turret and all around it deal Mini-Crit damage for the next minute.
*Upgrade 2: Gunmetal - Half less damage is taken from splash.
Melee Trap: Shovel - Eight shovels mounted on a spinner. When an enemy gets close, the spinner revs up instantly, knocking targets back.
*Upgrade 1: Equalizer - A pick-axe on the same system. The less health the Soldier Turret has, the more damage the Equalizer deals.
*Upgrade 2: Pain Train - A broken baseball bat with a nail run through it. Doubles XP gain rate, but halves damage resistance.
Pyro Turret - A firey turret which loves to deal close-range damage but is ineffective past that.
Tier 1 Weapon: Flamethrower - A weapon which fires lit napalm. Lights enemies on fire and is more effective the closer the target is. Can fire airbursts at long range which kickback enemies and reflect rockets and grenades.
*Upgrade: Backburner - An improved Flamethrower. Though it lacks the compression blast ability, if attacking the rear of a target all damage will be Critical damage.
Tier 2 Weapon: Shotgun - A semi-automatic slow-firing spread pattern weapon which has at least some accuracy.
*Upgrade: Flare Gun - A longer-ranged Flamethrower which fires firey Flares. Flares mini-crit any target at close range and guaranteed Crit at longer ranges.
Melee Trap: Fire Axe - Eight fireaxes mounted for each direction with a swivel system. When someone is detected going too close to the turret, the swivel system brings down the fireaxe with the force of an expert hatchet user.
*Upgrade 1: Axtinguisher - An axe with barbed wire. Less damage than the Fire Axe, but automatically crits flaming enemies.
*Upgrade 2: Homewrecker - A sledgehammer. Increased damage dealt, and can clear Sappers off of the Turret in one hit.
That's all for now. Next time I do the Defensive turrets (Demoman, Heavy, and Engineer).
Towers can score Critical Hits. They will gain XP, and then upgrade. Level 2 towers upgrade Tier 1, Level 3 upgrades Tier 2, and Level 4 upgrades melee. All melee traps can automatically clear sappers placed by Spies: the Homewrecker does this practically instantly.
The Towers
Scout - A fast, hard-hitting tower. The smallest Metal cost, 50 per tower.
Tier 1 Weapon: Scattergun - A semi-automatic fast-firing spread pattern weapon with very little accuracy.
*Upgrade: Force-A-Nature - Similar to the Scattergun, but with large knockback and reduced fire rate.
Tier 2 Weapon: Pistol - A semi-automatic weapon with mid range and small damage.
*Upgrade 1: Bonk! Atomic Punch - Once used, renders the Scout Turret and all turrets around it invincible for one minute. The Scout Turret cannot attack during.
*Upgrade 2: Crit-A-Cola - Once used, the Scout Turret deals Mini-Crit damage for one minute. The Scout Turret will also take Mini-Crits.
Melee Trap: Baseball Bat - Eight baseball bats are positioned around the tower using swivel mechanisms. When an enemy is detected, all eight aluminum bats swing down with the force of an MLB player.
*Upgrade: The Sandman - Replaces the aluminum bats with wooden bats dealing more damage. As well, baseballs are fired in all eight directions for some range out, stunning enemies.
Soldier Turret - A hard-hitting ranged explosive turret.
Tier 1 Weapon: Rocket Launcher - A weapon that fires rockets. Rockets take time to hit their targets effectively.
*Upgrade: Direct Hit - An improved RPG which has increased rocket travel rate, damage, and splash radius. If an enemy survives three or more hits the Direct Hit deals mini-crits to the target.
Tier 2 Weapon: Shotgun - A semi-automatic slow-firing spread pattern weapon which has at least some accuracy.
*Upgrade 1: Buff Banner - At ten kills, the Soldier Turret and all around it deal Mini-Crit damage for the next minute.
*Upgrade 2: Gunmetal - Half less damage is taken from splash.
Melee Trap: Shovel - Eight shovels mounted on a spinner. When an enemy gets close, the spinner revs up instantly, knocking targets back.
*Upgrade 1: Equalizer - A pick-axe on the same system. The less health the Soldier Turret has, the more damage the Equalizer deals.
*Upgrade 2: Pain Train - A broken baseball bat with a nail run through it. Doubles XP gain rate, but halves damage resistance.
Pyro Turret - A firey turret which loves to deal close-range damage but is ineffective past that.
Tier 1 Weapon: Flamethrower - A weapon which fires lit napalm. Lights enemies on fire and is more effective the closer the target is. Can fire airbursts at long range which kickback enemies and reflect rockets and grenades.
*Upgrade: Backburner - An improved Flamethrower. Though it lacks the compression blast ability, if attacking the rear of a target all damage will be Critical damage.
Tier 2 Weapon: Shotgun - A semi-automatic slow-firing spread pattern weapon which has at least some accuracy.
*Upgrade: Flare Gun - A longer-ranged Flamethrower which fires firey Flares. Flares mini-crit any target at close range and guaranteed Crit at longer ranges.
Melee Trap: Fire Axe - Eight fireaxes mounted for each direction with a swivel system. When someone is detected going too close to the turret, the swivel system brings down the fireaxe with the force of an expert hatchet user.
*Upgrade 1: Axtinguisher - An axe with barbed wire. Less damage than the Fire Axe, but automatically crits flaming enemies.
*Upgrade 2: Homewrecker - A sledgehammer. Increased damage dealt, and can clear Sappers off of the Turret in one hit.
That's all for now. Next time I do the Defensive turrets (Demoman, Heavy, and Engineer).