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Old 2012-11-08, 03:19 AM   [Ignore Me] #16
Realmofdarkness
Corporal
 
Re: Infantry Support Engineer concerns.


I found it very annoying to place amoo packs now after latest patch. it can only be done on a flat surface, not on hills where the frontlines usualy is.
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Old 2012-11-08, 04:18 AM   [Ignore Me] #17
Gatekeeper
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Re: Infantry Support Engineer concerns.


Design-wise, the engineer seems like a mess currently.

Being able to deploy ammo with the turret selected makes no sense and is extremely unintuitive for new players - remove this feature.

Instead, give the engineer 2 or 3 customisable tool slots and make turrets, mines, repair gun and ammo kits (and anything else you want to add later) into tools - allowing the engineer to pick any combination of these he wants.

Give turrets a recharging shield with better coverage, and make the turret damageable and repairable (like a static vehicle).

Finally make the turret something that can be locked or unlocked, like vehicles in PS1, so the engineer can lock it for his own use, for the use of his squad or outfit, or leave it open for all allies. Make turrets cost resources, like vehicles, and make them endure even if the engineer dies or changes class.

The sensible way of implementing a turret that costs resources would be for them to work in a similar fashion to grenades - after deploying a turret you need to pay resources at a terminal to resupply yourself before you can deploy another one (and have certs for carrying more than one turret-kit at a time).
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Old 2012-11-08, 06:36 AM   [Ignore Me] #18
Mavvvy
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Re: Infantry Support Engineer concerns.


I like those ideas gatekeeper.

Also bring back them TRAPS, although most likely not intune with the devs current design philosophy. The hedgehogs/tanktraps would have a huge impact around minor bases, allowing a well oiled squad to stave off a tank zerg until reinforcements arrive.

Last edited by Mavvvy; 2012-11-08 at 07:46 AM.
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Old 2012-11-08, 07:20 AM   [Ignore Me] #19
Dagron
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Re: Infantry Support Engineer concerns.


Originally Posted by Gatekeeper View Post
Instead, give the engineer 2 or 3 customisable tool slots and make turrets, mines, repair gun and ammo kits (and anything else you want to add later) into tools - allowing the engineer to pick any combination of these he wants.
(...)
The sensible way of implementing a turret that costs resources would be for them to work in a similar fashion to grenades - after deploying a turret you need to pay resources at a terminal to resupply yourself before you can deploy another one (and have certs for carrying more than one turret-kit at a time).
I like some of your ideas, but about these 2 parts i dunno.

I think the repair gun should be standard issue to every engineer, other than that i agree it would be better to have a couple of utility slots so we can choose whether to bring ammo pack, turrets, mines, etc.
Also, i like how you currently can reposition the turret in case the front line moves, not to mention when you place it somewhere only to realize some object or terrain feature is blocking it's line of fire (like a railing)... it would be interesting if at least we could pick it up and move it like in TF2 (having to stand next to it for a few seconds to pick it up and upon redeploying it would take another while to be reactivated). If it was destroyed then you'd have to resupply to be able to deploy it again.
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