Engineer Discussion

Post » Sun Oct 18, 2009 5:36 am

There will be lots of other opinions just wait lol
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Beth Belcher
 
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Post » Sun Oct 18, 2009 11:37 am

There will be lots of other opinions just wait lol

Hehe... I guessed so. I'm probably going with Medium no matter what any of you say, but it's nice to get your opinions anyway.

Off-topic, but a little question here: If I have multiple characters, does weapons, rank, XP, upgrades, etc. carry over from character to character?
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Trevor Bostwick
 
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Post » Sun Oct 18, 2009 5:50 pm

Off-topic, but a little question here: If I have multiple characters, does weapons, rank, XP, upgrades, etc. carry over from character to character?

No, they are seperate characters, all with there own unique looks and abilities. You can however, transfer XP - so you could take XP from a high lvl guy, and help a low lvl guy gain ranks faster.
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Andrea Pratt
 
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Post » Sun Oct 18, 2009 2:57 am

No, they are seperate characters, all with there own unique looks and abilities. You can however, transfer XP - so you could take XP from a high lvl guy, and help a low lvl guy gain ranks faster.

Okay thanks. Nice addition, really. If you get tired of one guy, just hand another guy this XP! And with infinite characters, you could do this every time you get tired of your current character.
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James Smart
 
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Post » Sun Oct 18, 2009 3:55 am

And with infinite characters, you could do this every time you get tired of your current character.

It is not infinite - Paul said at E3 that 16 was the limit.
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Eoh
 
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Post » Sun Oct 18, 2009 4:03 pm

It is not infinite - Paul said at E3 that 16 was the limit.

Oh, I see. Faulty source, then ey? Well, can you delete them, then? Would be annoying if you couldn't.
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JaNnatul Naimah
 
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Post » Sun Oct 18, 2009 9:40 am

Oh, I see. Faulty source, then ey? Well, can you delete them, then? Would be annoying if you couldn't.

yes you can. In the vid when he is cycling through characters, you can see an option at the bottom to delete a character.
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Lil'.KiiDD
 
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Post » Sun Oct 18, 2009 1:23 pm

yes you can. In the vid when he is cycling through characters, you can see an option at the bottom to delete a character.

Ah, I didn't notice that! Thanks!
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katie TWAVA
 
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Post » Sun Oct 18, 2009 2:14 pm

This is awesome. This way I can try out all the different classes and not have to start over
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Sweet Blighty
 
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Post » Sun Oct 18, 2009 7:30 am

It is not infinite - Paul said at E3 that 16 was the limit.


16 isn't much of a limit.You could have a character of every class and body type and have room for more. :celebration:

This is awesome. This way I can try out all the different classes and not have to start over


Yes it is. Get one high lvl character and just pass along the exp to try out other playstyles.
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leni
 
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Post » Sun Oct 18, 2009 1:28 pm

Besides repairing objectives and the cart what other engineer specific mission will there be?
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Danny Warner
 
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Post » Sun Oct 18, 2009 10:50 am

That's one way to bump a thread I suppose. Well, the Engineers are the masters of fixing and building stuff, so I guess there might be missions to build stuff, like a communications satellite or something. You know, something really big and important. :shrug:
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mike
 
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Post » Sun Oct 18, 2009 3:12 am

That's one way to bump a thread I suppose. Well, the Engineers are the masters of fixing and building stuff, so I guess there might be missions to build stuff, like a communications satellite or something. You know, something really big and important. :shrug:
There will be. In past games, they had to build bridges and such, and they are also needed to repair things. Like in the CC vid, where they are escorting the bot, only the Engineer can repair if the enemy disables it.
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Louise Dennis
 
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Post » Sun Oct 18, 2009 2:33 am

Also, don't know if this is mentioned, but turrets and mines are NOT default engineer abilities - you have to earn them. I read this in a preview:

"I was told that low level engineers would not be able to build turrets; players had to earn new abilities for each class. The character I was given was high enough to build one, and as I did, it cut down attackers while I jumped down to protect my teammate with a shotgun."

and When Ed Stern was talking about only being able to bring 3 active abilities in a match with you, he was using Engineer as an example, and mentioned mines and turrets would take up active ability slots.
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Alexander Lee
 
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Post » Sun Oct 18, 2009 12:35 pm

But buffing guns is built-in right?
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Kate Norris
 
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Post » Sun Oct 18, 2009 11:53 am

But buffing guns is built-in right?

I don't know. Remember, the Medic had to unlock his buffs in the E3 vid.
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Russell Davies
 
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Post » Sun Oct 18, 2009 4:07 am

Do you think a Heavy engineer with a minigun would work out???
I was thinking about a heavy gunner who stays in the front lines and builds turrets and then helps defend the team with hit turret and his mini-gun
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Shelby Huffman
 
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Post » Sun Oct 18, 2009 5:57 pm

Do you think a Heavy engineer with a minigun would work out???
I was thinking about a heavy gunner who stays in the front lines and builds turrets and then helps defend the team with hit turret and his mini-gun

turrets on the frontline would most likely be damaged too fast to be helpful.
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Bek Rideout
 
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Post » Sun Oct 18, 2009 6:59 am

turrets on the frontline would most likely be damaged too fast to be helpful.

Right. Remember that turrets aren't going to set up instantly like they did in the CC demo video. However, an attacking Engineer who can predict the tide of battle well could set up a turret shortly after a successful push, so that when the defending team pushes and the front line moves, the turret becomes a frontline asset. It's likely, though, that your turret would be put to better use defending a command post, unless you somehow have two engineers on an attacking team. Offensive defense is a technique I've dabbled in, in TF2, but one I've not yet mastered.
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Rachyroo
 
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Post » Sun Oct 18, 2009 4:35 pm

Right. Remember that turrets aren't going to set up instantly like they did in the CC demo video. However, an attacking Engineer who can predict the tide of battle well could set up a turret shortly after a successful push, so that when the defending team pushes and the front line moves, the turret becomes a frontline asset. It's likely, though, that your turret would be put to better use defending a command post, unless you somehow have two engineers on an attacking team. Offensive defense is a technique I've dabbled in, in TF2, but one I've not yet mastered.


Ah yes the engineer rush. Offensive defense is one of the hardest techniques to master. It's like blitzing in football, a good team shuts down the offense and a bad blitz leaves the offense too much room to move. Also putting turrets in unusual spots will help prevent there untimely destruction.
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kiss my weasel
 
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Post » Sun Oct 18, 2009 5:02 pm

Here's the thing about offensive defense: if ETQW is any indication, SD likes to make its maps in such a way that you have to travel a ways from defender spawn to get to the objective you're defending. They also like that path to be accessible to the attackers with flanking routes. Since the defenders only pass through these areas, and often don't give them a second thought, a savvy engineer can place mines along the reinforcement routes in between waves--even when the defenders' position at the objective is completely fortified, in fact. Then, when the rest of the attackers make a push and the defenders have some casualties, the respawning players have a much tougher time getting back to the objective, and this prolonged disadvantage can give your team the edge it needs to actually complete the objective next time. This is something you usually can't do in TF2, because TF2 maps are battle funnels and don't usually offer routes for ninjaneering, and at the final stage the defense usually spawns right next to the objective. I'm looking forward to exploring this kind of choking tactic some more.

I think the best complement to this use of Engineer's tools would be an Operative, who can augment the minefield with stickybombs when a big wave respawns, comms hack downed enemies to allow the engineer to have some advance warning of incoming enemies while he's sowing his minefield after a wave, and disguise as downed enemies: since the enemies are dying along their route from spawn, the Operative is coming from exactly the right angle to pass effectively as one of his foes.
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Christie Mitchell
 
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Post » Sun Oct 18, 2009 3:38 am

That sounds like a good idea. Kind of like playing Engineer Operative style. Hitting them from behind with your turrets and mines, dividing their forces and making them paranoid.
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Eibe Novy
 
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Post » Sun Oct 18, 2009 1:23 pm

Here's the thing about offensive defense: if ETQW is any indication, SD likes to make its maps in such a way that you have to travel a ways from defender spawn to get to the objective you're defending.

Brink will differ in this aspect for a few reasons:

1. ETQW supported 24 players, which means bigger maps
2. It also supported vehicles (land, sea and air) which means bigger maps

Brink will support at the most 8v8, and there are no vehicles. That maps will be much tighter, and you won't have to run that far to get to where you need to be.

They also like that path to be accessible to the attackers with flanking routes. Since the defenders only pass through these areas, and often don't give them a second thought, a savvy engineer can place mines along the reinforcement routes in between waves--even when the defenders' position at the objective is completely fortified, in fact. Then, when the rest of the attackers make a push and the defenders have some casualties, the respawning players have a much tougher time getting back to the objective, and this prolonged disadvantage can give your team the edge it needs to actually complete the objective next time.
Although this is a good tactic, it won't always be successful and here's why:

In both QW and ET, grenades can blow up enemy mines, whether they were detected or not. So when people start playing Brink and they are learning the game, the maps, the tactics, etc. mines will be sick. A lot of players won't be expecting them and some won't even know they're in the game. But eventually, when players start to get their [censored] together, they are going to learn where the Engineer "hot spots" are for planting mines, and like clockwork, they will come to these areas and instinctively toss nades as a precaution. Now this doesn't mean mines will be useless - there will always be an abundance of idiots who get killed by obvious mines - but as more people play and learn the ropes, the more clever Engineers will need to get with their mines.

Of course, Brink could be totally different, and nades can't blow up mines or whatever. I'm just basing it off gameplay tactics I remember doing and seeing when I played ET and QW.
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Alex [AK]
 
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Post » Sun Oct 18, 2009 8:15 am

Brink will differ in this aspect for a few reasons:

1. ETQW supported 24 players, which means bigger maps
2. It also supported vehicles (land, sea and air) which means bigger maps

Brink will support at the most 8v8, and there are no vehicles. That maps will be much tighter, and you won't have to run that far to get to where you need to be.

Well, I was referring to the indoor, infantry-only section at the end of each map. Do we know for sure that Brink will support 16 at maximum, or is that just their ideal player count and the basis of the map design? I guess it doesn't really matter what they support, if 16 the basis of the map design, because that's what we're talking about, but I'm kind of curious.

Although this is a good tactic, it won't always be successful and here's why:

In both QW and ET, grenades can blow up enemy mines, whether they were detected or not. So when people start playing Brink and they are learning the game, the maps, the tactics, etc. mines will be sick. A lot of players won't be expecting them and some won't even know they're in the game. But eventually, when players start to get their [censored] together, they are going to learn where the Engineer "hot spots" are for planting mines, and like clockwork, they will come to these areas and instinctively toss nades as a precaution. Now this doesn't mean mines will be useless - there will always be an abundance of idiots who get killed by obvious mines - but as more people play and learn the ropes, the more clever Engineers will need to get with their mines.

Oh, absolutely. I don't expect this to be a cake walk. Maybe I can catch them off guard the first time I do it in each match, because I think defenders will usually not worry about mines on their path to their objective, but after that, finding spots that aren't obvious to experienced players but are still deadly is going to be a challenge. If mines work as they did in ETQW I will probably have to use a couple of them in tandem in order to snare good players. Place a well-hidden mine that makes them start to sprint to avoid the explosion, and where they're sprinting, place an obvious mine that they'd only have time to clear if they weren't running from your other one.

I still have to play ETQW against human players a lot more to work on my mine tactics, because mostly I've played against bots, which will somehow fail to ever notice tripmines placed in door frames, even at Expert level.

Of course, Brink could be totally different, and nades can't blow up mines or whatever. I'm just basing it off gameplay tactics I remember doing and seeing when I played ET and QW.

It could be. I don't know if they're keeping Engineers' objective to disarm mines, which we saw in CC2, but if it's important enough to be on the objective wheel and grant meaningful XP, that implies to me that grenades aren't enough anymore. Which seems reasonable, if grenades are no longer in limited supply--but, of course, if you have to throw two grenades to clear two consecutive mines, that could actually be really annoying since the new cooldown forces you to wait about 18 seconds in between.
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Céline Rémy
 
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Post » Sun Oct 18, 2009 8:32 am

I don't know if they're keeping Engineers' objective to disarm mines, which we saw in CC2, but if it's important enough to be on the objective wheel and grant meaningful XP, that implies to me that grenades aren't enough anymore.

I don't think it is in the objective wheel because it's "important enough," but rather because any sort of objective goes in the wheel, including reviving/healing teammates, supplying ammo and even switching classes.
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Sandeep Khatkar
 
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