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Old 2013-09-12, 01:50 PM   [Ignore Me] #1
EVILPIG
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Engineer "F" ability.


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?
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Old 2013-09-12, 02:02 PM   [Ignore Me] #2
Taramafor
Sergeant Major
 
Re: Engineer "F" ability.


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.

Last edited by Taramafor; 2013-09-12 at 02:06 PM.
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Old 2013-09-12, 02:11 PM   [Ignore Me] #3
Neurotoxin
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Re: Engineer "F" ability.


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.
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Old 2013-09-12, 05:30 PM   [Ignore Me] #4
Sledgecrushr
Colonel
 
Re: Engineer "F" ability.


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.
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Old 2013-09-12, 06:08 PM   [Ignore Me] #5
Varsam
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Re: Engineer "F" ability.


Still holding out for deployable cover/auto-turrets.
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Old 2013-09-12, 06:22 PM   [Ignore Me] #6
GreyFrog
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Re: Engineer "F" ability.


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.
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Old 2013-09-12, 06:53 PM   [Ignore Me] #7
Taramafor
Sergeant Major
 
Re: Engineer "F" ability.


Originally Posted by GreyFrog View Post
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.

Last edited by Taramafor; 2013-09-12 at 07:05 PM.
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Old 2013-09-12, 07:25 PM   [Ignore Me] #8
Reithan
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Re: Engineer "F" ability.


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...
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Old 2013-09-12, 07:42 PM   [Ignore Me] #9
GreyFrog
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Re: Engineer "F" ability.


Originally Posted by Taramafor View Post
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.
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Old 2013-09-12, 08:06 PM   [Ignore Me] #10
bpostal
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Re: Engineer "F" ability.


Originally Posted by Neurotoxin View Post
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
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Old 2013-09-13, 12:23 AM   [Ignore Me] #11
Edfishy
Staff Sergeant
 
Re: Engineer "F" ability.


+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.
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Old 2013-09-13, 12:57 AM   [Ignore Me] #12
Chewy
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Re: Engineer "F" ability.


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.

Last edited by Chewy; 2013-09-13 at 12:58 AM.
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Old 2013-09-13, 01:40 AM   [Ignore Me] #13
OCNSethy
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Re: Engineer "F" ability.


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.
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Old 2013-09-13, 02:45 AM   [Ignore Me] #14
Maidere
Sergeant
 
Re: Engineer "F" ability.


Originally Posted by Chewy View Post
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.
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Old 2013-09-13, 04:33 AM   [Ignore Me] #15
Boomzor
Staff Sergeant
 
Re: Engineer "F" ability.


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.

Last edited by Boomzor; 2013-09-13 at 04:34 AM.
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