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The role of an Engineer

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Omniraptor:
Yes, I agree with OP that the engineering minigame is not quite as flashy and spectacular as piloting or shooting, and this is a 'problem' shared by lots of other 'healing' classes in class-based game, like healers in mmos or the medic in tf2. When you do your job well, nothing changes except the fact that you win more.

However engineering is no less deep and challenging than either of the other two aspects, some would say more. Between managaing repair cooldown and buff/rebuild time, coordinating with the pilot on tool use, plus being a part-time gunner and trying to spot/anticipate sources and targets of damage, I think engineers have plenty to do.

As for giving the engineers pilot tools, I kind of like it but have some doubts. The pilot has the tools because his sole job is making the ship move and coordinate everyone- all he does is stand at the helm looking around and deciding what to do. If the pilot's tools are taken away, what would you suggest to replace them? please don't say spyglass/rangefinder.

Mattilald Anguisad:
Omniraptor put it well. Depending on how your captain runs the ship, main engineer is the ship's first mate.

Good main engineer has better overview of what is happening than either of the gunners (being on gun reduces your FOW and gives you tunel vision), knows what sort of damage he can anticipate when, when it's time to chem, when it's time to repair, when it's time to extinguish, when to buff, and what order to repair components in - depending on the situation. Also knowingwhen you can afford to jump on the gun and shoot.

pandatopia:
I'm wondering OP's opinion on gunning.

Gunning (no offense gunners) is just engineering but with fewer tools.

It is strictly less responsibility than an engineer, especially in higher level matches. There is a reason 3 engies is viable and 3 gunners is not.

Bottomline is, what is stopping you, as an engie, from gunning? Nothing in the game mechanics for sure.

I mean piloting is boring too! You don't even get to run around! Just sit at the wheel all day =P

I think one of the things that new players need to learn early on (or risk being burnt out) is that there is no clear cut role.

Engies can gun.
Gunners can repair.
Pilots can also do both.

It is entirely dependent on what you're comfortable with and what you're willing to try that will determine what makes a class "fun" for you or not.

SakuraTenshi:
Having played this game for a bit, but not quite as versed on the metagame myself, I do think that each class could use some buffing to make it more interesting, some thoughts of mine are:

for engineers:
-Make engineers run faster and jump higher
To aid in moving around the ship in repairs. This can be either an inherent ability or a new tool
-More tools and buffing tools
Like, Maybe a bucket of water that can instantly put out all fires no matter how many stacks but will do a small amount of damage? (or maybe the fire extinguisher does this, I don't use it terribly often) Or maybe have the buff hammer repair extremely small amounts with each swing or a decent amount each time it applies/reapplies the upgrade. (also maybe allow it so when it buffs one engine, it buffs all of them)

For gunners:
A bit more versatility, maybe in addition to ammo types, gunners can load up on some tools or a skills slots that allow for small buffs an effects then they're gunning like
-Quick loaders: increases reload speed
-Weapon Maintenance Training: allows gunners to repair their guns from broken faster/heals more
-Point blank shooting: deal bonus damage the closer a target is
-Sniper: deal bonus damage the further a target is

Pilots:
I think they might need something similar to my suggestion for gunners: like a single slot where a skill, training, or special tool can be added that makes things easier for them and their whole crews like...
-Dare devil: Self-damaging items you use have even greater benefits!
-"Play it safe": reduces penalties from items you use
-Factory Standard model: your ship does not benefit from items as much as others, but your engineers have a much easier time repairing it. (either reducing cooldown needed to repair or increase repair amounts per-swing)
-"ALL POWER TO WEAPONS!": Guns on your ship deal extra damage at the expense of (something, I don't know)

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