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EVILPIG
2013-09-12, 01:50 PM
I haven't ever seen this posted before and I would be shocked if I was the first, but why doesn't the Engineer have an Aura Repair similar to the Medic? The Medic Aura can be used to 1. Double up on Healing friendlies, 2. Heal multiple friendlies and 3. Fight while Healing. Who would like to see an Engineer Aura Repair?

Taramafor
2013-09-12, 02:02 PM
I would suggest calling it "special" ability as people can and will change controls. But yea, good point. I wondered this myself. I say give them an ability to put a bunker where they're at that only they can remain in at the cost of not being able to move or aim at the sky (so basically a pillbox). Once you need to move, just press the special ability key again (spacebar for me) to take it down. If it gets blown up, engineer should die. Also, small arms fire should damage it too (maybe give the box the same health as an harasser). Wouldn't be too hard to add it either, just work with the drop pod and give it slits.

Neurotoxin
2013-09-12, 02:11 PM
I figured they'd put the ammo pack on F so we don't have to have our item list up to see that the turret / pack timer is still refreshing. That also cuts a few seconds off the time to switch from turret to ammo, deploy ammo, and go back to the turret.

Sledgecrushr
2013-09-12, 05:30 PM
Maybe soe is saving the engineer F special ability for something cool. A repair aura would be neat. Temporary pillboxes, walls, tank traps, concertina wire, etc... Would also be cool.

Varsam
2013-09-12, 06:08 PM
Still holding out for deployable cover/auto-turrets.

GreyFrog
2013-09-12, 06:22 PM
yeah I'd like to see something new for the Engie instead of a replication of the medic's ability. A deployable cover sounds good.

Taramafor
2013-09-12, 06:53 PM
yeah I'd like to see something new for the Engie instead of a replication of the medic's ability. A deployable cover sounds good.

Hence my deploy a static pillbox that can only be set up and used by the engineer which can only then be destroyed or deactivated before moving idea. That way it can't be used by others, which would make it overpowered.

Ok, sure, there's turrets. But this wouldn't be a turret, simply a box with slits with you holding a gun. The disadvantage would be lack of mobility and inability to aim up or down. Only straight ahead (though in any direction).

Can't really think of what else they could do other then hacking vehicles or setting small automatic turrets.

Reithan
2013-09-12, 07:25 PM
Could do a resupply aura. Instead of repair, replicating the Medic, you could do a resupply which is slightly different. Or you could let F be a cooldown-based ability to instantly repairs a base turret or vehicle to full. Or you could let F resupply vehicles...

GreyFrog
2013-09-12, 07:42 PM
Hence my deploy a static pillbox that can only be set up and used by the engineer which can only then be destroyed or deactivated before moving idea. That way it can't be used by others, which would make it overpowered.

Ok, sure, there's turrets. But this wouldn't be a turret, simply a box with slits with you holding a gun. The disadvantage would be lack of mobility and inability to aim up or down. Only straight ahead (though in any direction).

Can't really think of what else they could do other then hacking vehicles or setting small automatic turrets.

Yup, but I don't like that idea. The game needs more team work oriented skills/abilities IMO. Engies on turrets ignoring teammates screaming for repairs/ammo right next to them is already a pet hate of mine, the pill box would make it worse. Its also a lockdown oriented idea, this skill for the TR Max is already situational and screams "shoot me with a rocket" I'm not sure a pill box would be any different.

Deployable cover would simply be a half height wall that you could crouch behind for cover. I suppose this idea only works with the current state of bases and cap points being so badly designed.
I would make it stay deployed until the engineer places another one. Possibly make it take X amount of damage before being destroyed but I'm not sure this would be necessary.

bpostal
2013-09-12, 08:06 PM
I figured they'd put the ammo pack on F so we don't have to have our item list up to see that the turret / pack timer is still refreshing. That also cuts a few seconds off the time to switch from turret to ammo, deploy ammo, and go back to the turret.

That would be damn handy

Edfishy
2013-09-13, 12:23 AM
+1 to the ammo pack being "F". I just want to be able to press "F" and toss an ammo pack like I do a C4.

Chewy
2013-09-13, 12:57 AM
I don't see the engie as a class that needs a F ability. I'll agree on making it a hotkey for ammo packs but for anything else would be hell to balance.

Aura repair would be broken as hell if it worked like medic aura. Harasser with an engie repairing with tool and aura in the back? No thank you. MAX crash with 5-6 engies mixed in that can repair AND shoot? Fuck me, GG.

I also like the pillbox or temp cover ideas but they would be better as a tool. Give up your repair gun and you can have a 2m tall 3m wide shield wall that needs to be repaired to last longer or something.

OCNSethy
2013-09-13, 01:40 AM
Trenches... we need trenches. Hit F and you get a 3 - 4 person trench with firing steps. I would think that it would be harder to hit than a big wall in the middle of open ground. :)

Maidere
2013-09-13, 02:45 AM
I don't see the engie as a class that needs a F ability. I'll agree on making it a hotkey for ammo packs but for anything else would be hell to balance.


This. Probably binding one of the engies abilities on F wont be bad, but balance-wise Engineer is ok as is.

Boomzor
2013-09-13, 04:33 AM
I think the ACE is supposed to be the class "ability" of the engineer.

It is bit anemic compared to what it could do in PS1, so I'd rather see them flesh that out even more than just mana-turrets and ammo boxes.

Saying that, would it be too powerful to stick the mines onto it as well rather than in a separate utility slot? I mean, all it really would do is save you a trip to the nearest equipment terminal.

Canaris
2013-09-13, 04:37 AM
I figured they'd put the ammo pack on F so we don't have to have our item list up to see that the turret / pack timer is still refreshing. That also cuts a few seconds off the time to switch from turret to ammo, deploy ammo, and go back to the turret.

now that's a good idea

Taramafor
2013-09-13, 07:02 AM
Deployable cover would simply be a half height wall that you could crouch behind for cover. I suppose this idea only works with the current state of bases and cap points being so badly designed.
I would make it stay deployed until the engineer places another one. Possibly make it take X amount of damage before being destroyed but I'm not sure this would be necessary.

I can get behind that. Half cover actually works pretty well as long as your head isn't poking out at the top. You still need to stand to shoot after all. UNLESS you shoot down the length of the sandbag which would be neat as hell (tempting target for grenades and rockets too so it's fair). A single sandbag wall that you deploy for anyone to use. Would make fights much more interesting as cover angels can change in any fight.

And can we please stop calling it F ability and call it special ability? Some people DO change the controls you know. *Hits F. Sees nothing happen as the spacial ability is spacebar*. Yea, gets confusing.

Zadexin
2013-09-13, 10:26 AM
+1 to the ammo pack being "F". I just want to be able to press "F" and toss an ammo pack like I do a C4.

I guess this would make it +2 for the ammo pack. Or maybe +4 if I read the rest of the thread correctly. This ability would just feel right.

While I think putting down a piece of cover would be cool, I don't think EVERY engineer should automatically have the option. Deployable cover has unintended game breaking consequences. Just think if you could block all the doors and windows to a room with indestructible cover.

Blynd
2013-09-13, 11:34 AM
The return of the spitfire turret :)

AuntLou
2013-09-13, 01:00 PM
The engineer's aura is the ammo pack. :)

Tatwi
2013-09-14, 02:56 AM
No. Sorry.

Clearly the only worthy "F ability" special for Engineers would be to transform any vehicle they are inside into a BFR for 30 seconds.

Taramafor
2013-09-14, 08:42 AM
I guess this would make it +2 for the ammo pack. Or maybe +4 if I read the rest of the thread correctly. This ability would just feel right.

While I think putting down a piece of cover would be cool, I don't think EVERY engineer should automatically have the option. Deployable cover has unintended game breaking consequences. Just think if you could block all the doors and windows to a room with indestructible cover.

Easy fix. NDZ's for placed cover (on a smaller scale to suns of course). Let's have the cover be some fancy shields similar to what you get in halo and have conflicting shield code as an excuse to separate them lore wise.

Lucidius
2013-09-14, 08:42 PM
Maggie said the ACE is their 'F Ability".

+1 for binding ammo to F, or even just what is currently selected in your tool (if your turret it the first thing that shows up when you draw your ace, pressing F should just plop down a turret)

GreyFrog
2013-09-14, 09:47 PM
Silly question, what's ACE?

Sunrock
2013-09-14, 11:13 PM
I haven't ever seen this posted before and I would be shocked if I was the first, but why doesn't the Engineer have an Aura Repair similar to the Medic? The Medic Aura can be used to 1. Double up on Healing friendlies, 2. Heal multiple friendlies and 3. Fight while Healing. Who would like to see an Engineer Aura Repair?

Good question.... But to be able to answer this question we need to do some serious number crunching. Might be worth testing on the PTS maybe?

EVILPIG
2013-09-15, 12:22 AM
Silly question, what's ACE?

Adaptive Construction Engine

In PS1 the ACE was a tool that could be used to create a variety of Engineering items.

http://wiki.planetsidesyndicate.com/images/thumb/2/24/ACEPicture.jpg/180px-ACEPicture.jpg

http://wiki.planetsidesyndicate.com/images/thumb/2/22/Spitfire.jpg/100px-Spitfire.jpg

http://wiki.planetsidesyndicate.com/images/thumb/f/fa/HE_Mine.jpg/100px-HE_Mine.jpg

GreyFrog
2013-09-15, 01:14 AM
Sounds good!

Rumblepit
2013-09-15, 01:34 AM
oldie but goodie


F ability on the engineer should deploy a Aegis Shield, can be certed to repair,and or rearm armor ,and or infantry, it also cloaks...



https://www.youtube.com/watch?v=68MPtXivn0w

Sunrock
2013-09-15, 02:12 AM
Silly idea but fun.... Anyone played Warhammer Online when it just had came out? Remember the Engineer's magnet? :D How about pulling in all infantry and vehicles within 50m when pushing "F"? No one will ever cry OP over that :devilwink

GreyFrog
2013-09-15, 09:29 PM
So I was reading through the class descriptions on the Player Beta for PS2, this made me double take;

Equipped with easily controllable carbines, the Engineer can put down targets in close quarters and even mid ranges with ease. Their ACE tool, however, is where the bulk of their utility lies. Capable of generating a variety of turrets, shield generators and the like almost instantly, Engineers have the ability to both defend a position or create staging points for assaults. In addition to their ACE tool, Engineers can also repair friendly vehicles and MAXes with their Nano-Armor Kit, as well as lay down anti-vehicle mines and C4 to destroy enemy tanks.

Where is the ACE tool people?! :D