View Full Version : What do you want to see in the Engineer?
Zulthus
2013-04-01, 10:15 PM
To me, the only thing separating the engineer from any other class is the fact that they can put mines down. I hardly ever see anyone use the turrets. I think engineers need some toys to separate them from the rest of the classes more. There were plenty of things for the PS1 engy to do that made the role fun that didn't involve repairing all the time.
Some of my suggestions;
1. Give the engineer around 20 mines or so, but significantly reduce the damage of the mines. Minefields are always more fun. I find the current cap of (what is it right now, 5?) to be very underwhelming.
2. Aegis shield generator. This gave vehicles a place to rearm and repair, while also being invisible inside of the shield. They were great for setting up forward bases. If this was implemented, I'd say remove the repair/rearm Sunderers. It's fine for now but it seems like a quick fix just to fill the role of frontline repairing.
3. TRAPs. (For non-vets these are basically hedgehogs, but friendly vehicles could pass through) These were extremely useful in denying enemy vehicles entrance to certain areas, or limiting their maneuverability. You could even force them into minefields if the driver wasn't paying attention.
4. Sandbags or some sort of deployable cover. In some situations, you'll be fighting the enemy in an open field. This would be very useful for many reasons.
5. Motion sensors. These could be implemented into PS2 with the same mechanics they had in PS1. You can crouch or walk to avoid detection, but as soon as you start running they sound their alarm. Extremely useful tool.
6. Sensor disruptors. They were an important part of any small-scale behind enemy lines attack.. the enemy wouldn't see you on the radar. They had to be specialized in with the proper hacking certification. They should be just as difficult to attain in PS2.
7. This might go better with the Infiltrator, but the T-REK since it is used against vehicles. It injects a virus into their systems, making it harder to steer, lowers top speed/acceleration, makes the weapons fire slower, etc.
Any new/interesting ideas?
DirtyBird
2013-04-01, 10:21 PM
I think you have some interesting ideas but the Engy atm is sitting pretty sweet for me.
Just need to remove that bug where it switches between my Nano-Armor Kit and the AC-X11 so I dont keep giving the MAX a little love tap before repairing them.
Ghoest9
2013-04-01, 10:28 PM
Unlike the medic I actually play the Engineer a fair bit.
I think if you buff the class it will quickly be overpowered and they will then end up nerfing something it already has.
They are already awesome at defense, and good support everywhere.
LONGFELLA KOJ
2013-04-01, 10:31 PM
Increase the Anti-vehicle mines to 5 (@1000 certs)
Increase the anti-personnel mines to 3 (@500 certs)
Items that would compliment the ENG would be:
Deployable Shield wall
Deployable Spitfire turret (uses 200 resources each) (2 unlocked @1000 certs)
Deployable Camera (ie:tribes) viewable through HUD in realtime
Deployable INV stations (Uses 200 resources each)
These are real, non-game breaking things that I think could be added. The large use of resources will keep things like the spitfire down to a minimum.
And for god sakes, bring back the Planetside 1 E.M.P. grenade to jam vehicles and blow up explosives.
bpostal
2013-04-01, 10:39 PM
Nope, that list just about covers it.
It all boils down to Jammers and some kind of deployable cover IMO.
DarkBalths
2013-04-01, 10:45 PM
A deployable infantry terminal (so you don't need a whole sunderer) would be a really cool idea. Just make it cost like 200 resources.
I really wish they'd remove repairing from the engineer entirely and make it a universal cert, and then like you suggest giving them a lot of options for deployables / destructables.
---------------------
1) A mine or grenade that when detonated close to a 1-way enemy shield causes it to reflect bullets instead of passthrough
2) An AI mine that when triggered knocks nearby players away some number of meters
3) A mine with a half-second to second delay that can be placed near a doorway, which when triggered creates an barrier shield (ie, full damage stop) in said doorway for a few seconds. The idea being that when a group starts pushing in, the first few guys get through and then they're trapped for a few seconds with no help
4) A sticky proximity grenade that when triggered spots and knocks around / up units who trigger it. The idea being you can throw it places to be set off by LAs, causing them to be noticed and burn some JJ fuel from the air burst.
5) A mine or grenade that disables nanite reconstruction for a handful of seconds. Ie, persons affected by the device are unable to repair or heal for a few seconds.
6) A device that can be placed on turrets to grant it a damage shield; reduces the damage from non-AP sources by a significant amount. Turret destruction removes it; Inf can remove it. (ie, remove, then able to hack)
7) A "mine" that detects high-velocity explosive objects and triggers when the trajectory is calculated to land near the device; triggering the mine deploys a one-way shield for a few seconds in a small radius around the "mine".
8) A device that be placed on friendly vehicles that puts out the first fire to occur on the vehicle (ie, a single-use automatic fire suppression)
9) A device that be placed on friendly vehicles that syncs logistics data from platoon members; Turns aiming Reticle red or orange depending on chance to hit a platoon member. Might be better for Inf.
Edit: I should clarify, that I don't stricly see these as engineer-only tools; If they are divvied up to other classes I'm more than happy with having everyone being able to provide some interesting and unique monkey wrenches. These are just some thoughts I had off the top of my head that could mix up fights when used strategically; I make no claims that they are balanced in this brain dump.
ringring
2013-04-02, 07:13 AM
I like the deployable ideas such as TRAPS or perhaps deployable bunkers.
Anything that means that when you're anticipating an attack you can build defences. I think it would add a lot.
Sledgecrushr
2013-04-02, 07:16 AM
Engineers need more tools. I would like to see deployable tank traps. I want deployable mini bunkers you can put outside. Concertina wire that can only be overcome by enemy engineers. There is so much war engineering that can be added.
ThatGoatGuy
2013-04-02, 08:28 AM
I agree with all the ideas in the OP, as well as the deployable infy terminal. The only problem I'll be having is REACHING ACROSS THE KEYBOARD TO SELECT SOMETHING!
Snydenthur
2013-04-02, 09:53 AM
I don't think we need much, but some kind of class ability would be nice. Maybe pressing f should deploy a small shield bubble that lasts a few seconds. You can't move around with it, but it could save you and couple of teammates from a certain death.
Dragonskin
2013-04-02, 09:57 AM
I agree with all the ideas in the OP, as well as the deployable infy terminal. The only problem I'll be having is REACHING ACROSS THE KEYBOARD TO SELECT SOMETHING!
That is why they make these.
Razer Naga (http://www.razerzone.com/gaming-mice/razer-naga)
The Hex is a smaller keypad. I have one, but after getting the Logitech version I would never go back.
Logitech G600 MMO mouse (http://www.logitech.com/en-us/product/g600-mmo-gaming-mouse?crid=825)
I get a new mouse every Christmas since my brother-in-law doesn't know what else he can get me that I will use haha.
ThatGoatGuy
2013-04-02, 12:12 PM
That is why they make these.
Razer Naga (http://www.razerzone.com/gaming-mice/razer-naga)
The Hex is a smaller keypad. I have one, but after getting the Logitech version I would never go back.
Logitech G600 MMO mouse (http://www.logitech.com/en-us/product/g600-mmo-gaming-mouse?crid=825)
I get a new mouse every Christmas since my brother-in-law doesn't know what else he can get me that I will use haha.
Thats the thing, I'm not gonna spend $80 on a mouse.
Palerion
2013-04-02, 12:18 PM
I'm really hung up on the deployable cover. That sounds like the main thing this class really needs.
It's useful to the team and gives the engineer its own unique way to gain an edge in combat.
ThatGoatGuy
2013-04-02, 12:21 PM
I'm really hung up on the deployable cover. That sounds like the main thing this class really needs.
It's useful to the team and gives the engineer its own unique way to gain an edge in combat.
The problem is, how would the engineer benefit from it? I mean, with ammo packs and repair guns and that, the engy gets XP. With deployable cover, yeah it'll keep you alive, but in the long run how might it benefit you?
Juryrig
2013-04-02, 12:23 PM
yeah it'll keep you alive, but in the long run how might it benefit you?
Well, still being alive has its benefits.......you may have answered your own question here.
Unless 'benefit' always has to boil down to 'is a source of XP'
Dragonskin
2013-04-02, 12:26 PM
Deployable cover is a nice idea, but needs a weakness. Dumbfire rockets can destroy it in 2-3 hits? something like that maybe. Otherwise I think we would see way too many deployable covers... but it would be nice to use as a means to cross open fields since there isn't a lot of cover outside of bases in the game.
Spitfire turret was the AA turret in PS1 right? It would be cool to have a AA weapon for engie too. Make it a vehicle that is high threat so it appears to ESF/Libs/Gals at a certain distance. Maybe make it something the engie actually sits in and swivels instead of yet another turret on a tripod.
Rothnang
2013-04-02, 01:17 PM
I'd like to see some alternate repair tools. For example:
Structural enhancer tool.
This tool can repair a vehicle to up to 120% of its base health, but does so at half the speed of a regular repair tool. The bonus health can not be repaired by other tools or auto repair systems, those will only begin work on the vehicle again once it has lost the bonus health.
Nanite Cloud tool.
This replaces your repair tool with a constant repair aura that repairs vehicles every second. If you're in a vehicle this still works for the vehicle you're in. The Aura tool is much slower than the regular repair tool, maybe one tenth the speed.
Nanite Bolt tool.
This tool fires a bolt of nanites that has about 100 meters of range, and applies a HOT effect to any friendly vehicle it hits. The tool overheats with every shot.
Scavenger Tool
This repair tool has a finite ammo count which it depletes as it repairs, however, it can be used on enemy vehicles, inflicting damage equal to its repair speed as it disassembles them and refills its ammo in the process.
Emergency Tool
This repair tool only repairs a vehicle to 50% of its health, however it repairs at 150% of normal repair speed.
Chain Repair Tool
This repair tool only repairs at half the regular speed, however, its beam can jump up to three times if there are additional vehicles within 10 meters of the initial target.
I'd also like to see some alternate ammo packs, like:
Incendiary Ammunition
This ammo box doesn't actually give people more ammo, but when you reload a weapon while standing near this box you gain a "incendiary ammo" effect that causes your weapon to inflict 10% more damage to peoples health until it is reloaded again. Incendiary ammo shows up as fiery orange numbers in the ammo counter on your HUD.
Charged Ammunition
Works similarly to incendiary ammunition, but instead grants charged ammo that inflicts 10% more damage to shields. Charged ammo shows up as bright blue/white numbers on your ammo counter. A weapon can only contain one ammo type at a time, if its being reloaded near two specialty ammo boxes it will adopt whichever type you are closest to.
Armor Piercing Ammunition
Works similarly to incendiary ammunition, but grants 5% increased damage against vehicles and MAX Units instead. Only weapons that could damage the target vehicle on their own gain this benefit against that target. Armor piercing ammunition shows up as golden numbers on the ammo counter. A weapon can only contain one ammo type at a time, if its being reloaded near two specialty ammo boxes it will adopt whichever type you are closest to.
And there could be some new alternate deployables:
Shield Charger
Anyone standing near this unit has the time until their shield charge kicks in reduced by several seconds. A fully maxed out shield charger in combination with top end shield certs will reduce the time before your shield begins to recharge to 0.5 seconds. The shield charger itself is vulnerable to small arms fire.
Mobile Armory
Deploys a terminal that can resupply people. It doesn't allow switching of classes, but extra grenades etc. can be pulled from it at their regular price.
Shogun
2013-04-02, 01:33 PM
i want back the ps1 CE in all of its glory!
the ps2 engineer is just another grunt with a small extra of repairing.
the ps1 engineer was a whole different playstyle.
only being able to lay down one mine is more than sad.
and the thing i miss the most is my autoshooting spitfire/cerberus/shadow turrets!
how many CE devices could a maxed out ps1 battle engineer lay down? 25 mines plus 10 spitfires plus 25 motion sensors? among other things like the tanktraps and shield generators/cloakbubbles.
and he could chose what to lay on the field, not only at the terminal!
only being able to carry one specific combat engineering device is so lame!
i loved to pack my backpack with only CE stuff and fortify bases almost on my own.
that is impossible now. i can only carry one type of CE and when i respawn it even deconstructs (i suppose).
total engineer revamp needed here!
(same applys for infiltrator)
maradine
2013-04-02, 01:40 PM
While I wouldn't mind more toys or more mines, I already enjoy the hell out of my engineer time. Which is 66% of all of my time.
ThatGoatGuy
2013-04-02, 01:58 PM
I'd like to see some alternate repair tools. For example:
Structural enhancer tool.
This tool can repair a vehicle to up to 120% of its base health, but does so at half the speed of a regular repair tool. The bonus health can not be repaired by other tools or auto repair systems, those will only begin work on the vehicle again once it has lost the bonus health.
Nanite Cloud tool.
This replaces your repair tool with a constant repair aura that repairs vehicles every second. If you're in a vehicle this still works for the vehicle you're in. The Aura tool is much slower than the regular repair tool, maybe one tenth the speed.
Nanite Bolt tool.
This tool fires a bolt of nanites that has about 100 meters of range, and applies a HOT effect to any friendly vehicle it hits. The tool overheats with every shot.
Scavenger Tool
This repair tool has a finite ammo count which it depletes as it repairs, however, it can be used on enemy vehicles, inflicting damage equal to its repair speed as it disassembles them and refills its ammo in the process.
Emergency Tool
This repair tool only repairs a vehicle to 50% of its health, however it repairs at 150% of normal repair speed.
Chain Repair Tool
This repair tool only repairs at half the regular speed, however, its beam can jump up to three times if there are additional vehicles within 10 meters of the initial target.
I'd also like to see some alternate ammo packs, like:
Incendiary Ammunition
This ammo box doesn't actually give people more ammo, but when you reload a weapon while standing near this box you gain a "incendiary ammo" effect that causes your weapon to inflict 10% more damage to peoples health until it is reloaded again. Incendiary ammo shows up as fiery orange numbers in the ammo counter on your HUD.
Charged Ammunition
Works similarly to incendiary ammunition, but instead grants charged ammo that inflicts 10% more damage to shields. Charged ammo shows up as bright blue/white numbers on your ammo counter. A weapon can only contain one ammo type at a time, if its being reloaded near two specialty ammo boxes it will adopt whichever type you are closest to.
Armor Piercing Ammunition
Works similarly to incendiary ammunition, but grants 5% increased damage against vehicles and MAX Units instead. Only weapons that could damage the target vehicle on their own gain this benefit against that target. Armor piercing ammunition shows up as golden numbers on the ammo counter. A weapon can only contain one ammo type at a time, if its being reloaded near two specialty ammo boxes it will adopt whichever type you are closest to.
And there could be some new alternate deployables:
Shield Charger
Anyone standing near this unit has the time until their shield charge kicks in reduced by several seconds. A fully maxed out shield charger in combination with top end shield certs will reduce the time before your shield begins to recharge to 0.5 seconds. The shield charger itself is vulnerable to small arms fire.
Mobile Armory
Deploys a terminal that can resupply people. It doesn't allow switching of classes, but extra grenades etc. can be pulled from it at their regular price.
I agree with all of these points, though I have some additions I'd like to make when I get the time to.
Ghoest9
2013-04-02, 05:11 PM
I sometimes think I laid down more spitfires than anyone else in PS1. And it was fun.
But over all Im really happy they arent here in PS2.
ringring
2013-04-02, 05:26 PM
I sometimes think I laid down more spitfires than anyone else in PS1. And it was fun.
But over all Im really happy they arent here in PS2.
They'd need some kind of counters.
In ps I used to kill them with striker rounds, but then every TR carried strikers, it was the rule.
Mordelicius
2013-04-02, 09:01 PM
- Dumbfire AV turret
- Jamming devices
- Mines/Traps (rooting, blowback, flash blinding, electric shock)
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