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Thread: Engineer needs love.

  1. #1
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    Engineer needs love.

    I know with the current meta the way it is calling for a marine buff will be unpopular but the roll is dying.
    I play CIC rolls a lot and I've regularly been seeing squads with 0 engineers.

    I'm thinking increase the starting points for gear, maybe make construction pouch hold 4 items. Buff mines to do more the mildly wound runners, lower the amount of metal needed to upgrade cades but increase the time it takes to do the upgrade (like taking parts off an APC), Give a full 50 platesteel from the vendor.

    I'm just throwing out ideas. Not saying all of those should happen but the job needs some love.

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    Senior Member LilPenpusher's Avatar
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    One good thing I know might be coming: an MR is up currently that merges Engi and Medi Tech into one. Meaning if people want Medic stuff, they get Engi stuff too. Aka Engies will get their sentry upgrade much much more reliably.
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    I don't remember exactly but I think Devs have a plan to make squad engineers classified with different equipments and tasks. Such as the Sapper engineers who specialize in using claymores, plastic explosives and other types of traps to repel hostiles. I don't remember the other 2 kinds of engi classes but you get the idea.
    They're also planning to do this same classification for squad medics too.

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    Quote Originally Posted by Nihad7 View Post
    I don't remember exactly but I think Devs have a plan to make squad engineers classified with different equipments and tasks. Such as the Sapper engineers who specialize in using claymores, plastic explosives and other types of traps to repel hostiles. I don't remember the other 2 kinds of engi classes but you get the idea.
    They're also planning to do this same classification for squad medics too.
    Gotta say, me likey

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    Senior Member LilPenpusher's Avatar
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    Quote Originally Posted by Nihad7 View Post
    I don't remember exactly but I think Devs have a plan to make squad engineers classified with different equipments and tasks. Such as the Sapper engineers who specialize in using claymores, plastic explosives and other types of traps to repel hostiles. I don't remember the other 2 kinds of engi classes but you get the idea.
    They're also planning to do this same classification for squad medics too.
    I was part of a "Medic think tank" group call/chat a while back where a Dev invited Medic mains to discuss this change, and pooled for ideas would want. Here is what I recall:

    Medics:

    - Para-rescue; specialises in finding, retrieving and reviving dead marines. Probably a device similar to a handheld Crew Monitor from regular SS13, which allows to home in on someone's suit sensors.
    - Field Medic; Basically current medic, who is near the front and treats people there. They would get some upgrades to accomodate for this fact, like maybe a improved healthhud that not only shows hp of a patient, but also recommended chems via small icons next to them. It would also flash the icon of the chem red if they were overdosing on it. This is to help them with treating people as fast as possible.
    - Triage; More of a backline sub-class. They get a MEDICAL TENT which they can build in a 2x2/3x3/undecided field via an air pump. The process is relatively fast, but not lightning fast, so you do have to make a good call on where to put it. Inside the Medical tent are medical beds, IVs, a vendor, surgical equipment and a recharger. This was the sub-class we talked most about since it's the most unique, so details are still unclear. Some of us wanted Medics to be able to do basic surgeries in the tent, and ONLY the tent, while also making it so people cant get into the tent unless dragged inside by a Medic. The tent is meant to be a safe and secure spot for Medics to do triage without everyone barging in to, for example, get to the vendor.
    - Doctors would be barred from deploying entirely, except for maybe the Med APC, since the Triage medic makes them redundant.

    Engies:

    - Field Engineer; Current Engineer, but with extra goodies. More mats maybe, or improved tools to do things faster. Not sure yet.
    - Breacher; Breaching sledgehammer and breaching charges and C4 to breach walls and doors. Easy enough.
    - Sapper; Specialized in building traps primarily, such as tripwire traps.

    Engies weren't talked about THAT much since it was a Medic chat primarily. Do take everything with a grain of salt, as this was a while ago and the whole idea MAY have been dropped since then.
    Synthetic Unit 'Amber'.

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    Quote Originally Posted by Balance Asshat View Post
    I know with the current meta the way it is calling for a marine buff will be unpopular but the roll is dying.
    I play CIC rolls a lot and I've regularly been seeing squads with 0 engineers.

    I'm thinking increase the starting points for gear, maybe make construction pouch hold 4 items. Buff mines to do more the mildly wound runners, lower the amount of metal needed to upgrade cades but increase the time it takes to do the upgrade (like taking parts off an APC), Give a full 50 platesteel from the vendor.

    I'm just throwing out ideas. Not saying all of those should happen but the job needs some love.
    sorry dawg creative and fun engi gameplay was removed when they made deconstructing walls harder and added cades fr fr also no egrilles

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    engi mat amounts suck ass

    points to buy more mats suck ass

    turrets got nerfed and made into separate engi types to compensate but they suck ass, and to upgrade them you need to beg CIC to buy engi tech which is never going to happen because req budget / T2 upgrade is a better deal than engi tech

    walls take a billion years to decon (fuck you whoever did this)

    egrills nerfed to the ground

    power is useless because of above

    even hacking no longer gives small goodies; its completely qdel'd from the game

    no extra fun and/or innovative ways to contribute to the game overall as a engi (for example, while not the best mechanic, miners on TGMC allow req to get points they can spend on engi mats / special toys so your actually actively contributing as a engi)

    whatever happened to the engi update that made engis need to make generators but in return they only needed metal to make turrets that link up with those generators? its gone, just like every good engi idea

    tl;dr no one plays engi unless a good CPT and RO is on that spams req budget just so engis can play the game

    literally the only role that doesn't start with the bare necessities to be useful to the round

  8. #8
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    The least they can do right now is give engis more prep materials with how shit cades are right now.

    Also even if they did, a lot of engi players still suck, defending is a losing and boring strat by default, and some LZ layouts are just awful especially on lowpop to defend.

    Maybe let engis pick 2 sentries (except flamer or else non ravs would whine) or buy sentries with points, the sentries already have anti-stacking mechanic anyway and non stacked bullet sentries aren't that good and 1 sentry is frankly god awful on its own at watching a spot as a burrower can just teleport behind it and make it go boom while the flag/bell ones are just very meh.
    Still only 1 upgrade kit/engis tho.

    Oh. and maybe actually add an IC way to explain how ][ cade layouts gets BOTH cades damaged if one is.

    Also for other mechanics such as cade spacing, facing and so on since the engi players are that awful.

    Maybe address the APC in the room and how it affects them too (mandatory 30 plasteel gates).

    Thinking again, how about we just drastically lower the amount of engis/round but buff them significantly to the point where one can do a lot more than before?
    Because let's face it, FOBbit gameplay is just as, if not more awful than pre-permanesting sentinel.

    As for repairing APCs and generators, just dedicate SLs/RTOs to do those, they already have the skill.


    As for my thoughts on engi subclasses:

    Breacher: How about flamer which is already a limited (2-4/round depending on pop) req spawn right now, just gets buffed to actually be able to melt multiple resin structures? Would finally make them not as trash as it is right now and won't be limited to one role.
    And encouraging frontline non-constructing engi seems counterintuitive to the idea of the role ((building stuff)), and would be misleading people's expectation when they see an engi, just like xenos when they see a healer drone when they need walls before build distribution was a thing.

    Sapper: Everyone knows how annoying resin holes are, do you really want to play against one as xenos that unlike marines can't shoot resin holes? Also humans can manipulate items so you can literally cover a field with wooden planks or whatever and have fun trying to find the traps and slash them. And even if you did get caught in whatever sort of trap they're planning to add into the game which could only probably fall into:
    -Stun/bind trap
    -Alarm trap
    -Damage trap
    -Combination of them
    The only thing that could happen after would be:
    -No one's watching it so you just walk away.
    -Someone is watching and you get finished off.
    -Someone did watch but couldn't finish you off because the trap doesn't do much.
    -The traps are of limited uses that you could trigger them repeatedly and the sapper engi would have little to do with their niche afterward.

    Which depends on the traps' effectiveness and I'd assume would rather be frustrating to play against/as or just makes certain part of the maps no-go zones as part of the meta, thus denying certain castes of their role, forcing them to frontline instead.

    Or you know, just have a crusher or queen literally walk over all the traps because they have armor/explosion resistance out of the ass. Even ravs have a decent amount of armor/boom resist.


    Another idea I have is giving MT/OT/CE vendors that vends similar if not more stuff as engis which would alleviate lack of engis in some way, at least allowing those roles to donate materials to FOB. Remember, cades aren't even that good right now.
    Last edited by Ttly; 06-20-2021 at 04:58 PM.

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