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Old 2013-07-29, 12:32 PM   [Ignore Me] #1
capiqu
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Changes to teh Engineer.


I miss the Planetside engineer play style. To me it is so much better than the PS2 engineer. I would love to be able to carry at least 10 mines and be able to deploy spitfires as well as motion detectors. I sure would love to see that back.
Another Idea for the Engineer could be deployable anti gravity pads. This so infantry can climb up on top of ridges where enemy infantry set up to rain down fire on vehicles and infantry down on the valleys'
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Old 2013-07-29, 11:27 PM   [Ignore Me] #2
BlaxicanX
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Re: Changes to teh Engineer.


10 mines would be ridiculous, there'd be mines all over the place.

That would only work if mines got a drastic nerf in power.
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Old 2013-07-30, 12:08 AM   [Ignore Me] #3
Lonehunter
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Re: Changes to teh Engineer.


Originally Posted by BlaxicanX View Post
10 mines would be ridiculous, there'd be mines all over the place.

That would only work if mines got a drastic nerf in power.
Dear god YES! I would LOVE a nerf to tank mines, and I never drive land vehicles. But I was a die hard PS1 Combat Engineer. A minefield with small amounts of dmg per mine would be so much better then the current mines
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Old 2013-07-30, 02:00 AM   [Ignore Me] #4
Chowley
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Re: Changes to teh Engineer.


I do find the engineer to be really rather dull to play, you play it for necessity as opposed to fun. You could say the same of the medic, but to me its just more enjoyable, they have a different class of gun, has nice gimmicks and of course your ass isnt planted behind a max permanently.
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Old 2013-07-30, 02:26 AM   [Ignore Me] #5
DynamoECT
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Re: Changes to teh Engineer.


I've seen several occasions recently where trying to run a Max has been a frustrating no-repair experience, as engis are very thin on the ground. I'm running engi myself less than before though, having found more fun or profitable loadouts elsewhere. Maybe the class does need some attention to improve it, obv without overbuffing it into a flavour of the month overpowered thing. Is engineer in the roadmap?
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Old 2013-07-30, 09:13 AM   [Ignore Me] #6
KesTro
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Re: Changes to teh Engineer.


Originally Posted by Chowley View Post
I do find the engineer to be really rather dull to play, you play it for necessity as opposed to fun. You could say the same of the medic, but to me its just more enjoyable, they have a different class of gun, has nice gimmicks and of course your ass isnt planted behind a max permanently.
Have you tried prox mines on your engi? A class with a carbine and those sweet ass prox mines makes for a devastating combo.
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Old 2013-07-30, 05:41 PM   [Ignore Me] #7
Jaybonaut
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Re: Changes to teh Engineer.


Motion detectors better not come back. You would take half the support role away from the Infiltrator, especially with the drones coming.
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Old 2013-07-30, 08:05 PM   [Ignore Me] #8
supermate
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Re: Changes to teh Engineer.


as it stands the engi is the only class that dosent have an ability perhaps adding a repair abilty similar to the medic like a AOE repair but mabe the engi dosent have an ability because of the ammo pack but thats just my thoughts it would be nice to have a little AOE repair.

but i dont like the mine idea they are fine as they are if you cant see the pizza boxes on the road you are blind i mostly play in my harraser and i have to say i have ony ever been killed by tankmines 1-3 times.

the deployable sensor idea could be handy but it would steal the role away from the cloakers unless it replaces the turret with a smaller radius and a slow scan rate.

but over all i only play engi for the ammo resuply . i have also foud that the engi isnot very rewarding need more exp for repairs on maxes.
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Old 2013-07-31, 12:28 AM   [Ignore Me] #9
Chowley
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Re: Changes to teh Engineer.


Originally Posted by Chowley View Post
I do find the engineer to be really rather dull to play, you play it for necessity as opposed to fun. You could say the same of the medic, but to me its just more enjoyable, they have a different class of gun, has nice gimmicks and of course your ass isnt planted behind a max permanently.
Ya thats a good point, AI mines do help a tad. I miss running off and laying down mines in advance of an enemy attack . Might take the AI mines more often.
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Old 2013-07-31, 01:31 AM   [Ignore Me] #10
Sirisian
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Re: Changes to teh Engineer.


Originally Posted by BlaxicanX View Post
10 mines would be ridiculous, there'd be mines all over the place.

That would only work if mines got a drastic nerf in power.
It's been suggested before to increase the mine's health and lower its visibility so it takes around 2 magazines to destroy one. The engineer defuse ability plays into that. Basically allowing large minefields that are hard to destroy. Possibly have exclusion zones for mine placement.

Would be cool with a sane resource system.
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Old 2013-07-31, 02:23 AM   [Ignore Me] #11
Timealude
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Re: Changes to teh Engineer.


Originally Posted by Jaybonaut View Post
Motion detectors better not come back. You would take half the support role away from the Infiltrator, especially with the drones coming.
infiltrators are getting the motion detectors.
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Old 2013-07-31, 09:39 AM   [Ignore Me] #12
Redshift
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Re: Changes to teh Engineer.


I prefered large minefields with less damage per mine to, I liked that it took 6-7 mines to down a tank, it meant you had to be creative with positioning to be sure of getting kills, and it meant you could escape if you drove into one and reacted quick enough.

But tbh we'll never see that return unless we see all infantry given EMP grenades in addition to frag grenades.
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Old 2013-08-04, 04:53 PM   [Ignore Me] #13
SerethiX
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Re: Changes to teh Engineer.


Originally Posted by Sirisian View Post
It's been suggested before to increase the mine's health and lower its visibility so it takes around 2 magazines to destroy one. The engineer defuse ability plays into that. Basically allowing large minefields that are hard to destroy. Possibly have exclusion zones for mine placement.

Would be cool with a sane resource system.
That sounds nice, except the part with the no deploy zones for mines! I really hate how ndz s are made for Sunderers and don't want to be blocked in planting mines.

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Old 2013-08-05, 09:00 AM   [Ignore Me] #14
RonJahn
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Re: Changes to teh Engineer.


Originally Posted by SerethiX View Post
That sounds nice, except the part with the no deploy zones for mines! I really hate how ndz s are made for Sunderers and don't want to be blocked in planting mines.

SerethiX - www.serethi.de
I vote for No deploy zone for mines directly in front of vehicle spawns on Esamir.

I always check for mines before pulling a vehicle, but Esamir's walls have turned that into a 10 minute walk; no thanks.
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Old 2013-08-05, 01:09 PM   [Ignore Me] #15
wasdie
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Re: Changes to teh Engineer.


Originally Posted by Redshift View Post
I prefered large minefields with less damage per mine to, I liked that it took 6-7 mines to down a tank, it meant you had to be creative with positioning to be sure of getting kills, and it meant you could escape if you drove into one and reacted quick enough.

But tbh we'll never see that return unless we see all infantry given EMP grenades in addition to frag grenades.
It also meant you could put up proper minefields that discouraged players from going certain directions. It was a better mechanic overall.
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