Engineer Discussion

Post » Sun Oct 18, 2009 11:44 am

Ok people most of the information is from Horses Compendium. http://forums.bethso...nfo-compendium/
This is what have have heard from the devs and might not be official in the end. You have been warned.

The Engineer is one of the four classes in Brink. You can establish and defend tactical zones, deploy or repair objectives, and improve your team's weapons. - They can deploy multiple types of turrets, and can lay landmines.

Engineers can:

Deploy turrets:
Turrets can miss fast-moving players, but smart Engineers will place them where evading is hard for opponents to manage.
They have limited scanning both horizontally and vertically, and a limited range.
When used tactically they are extremely powerful, and their raw lethality can be adjusted by how an Engineer chooses to spend their ability points.

Deploy/ disarm mines

Repair turrets and objectives

Buff teammates weapons

Defuse the soldiers charge

Can destroy the (operatives) hack box that is on the objective.

Upgrade Command Post abilities or change them

What do think the Engineer should have? (abilities,items etc)

Please note I intend to make one of these for each class and update as information becomes available in order to encourage discussion.

Please note that no class is a ninja. :ninja:
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LADONA
 
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Post » Sun Oct 18, 2009 12:11 am

engineers are not ninjas
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Everardo Montano
 
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Post » Sat Oct 17, 2009 11:47 pm

It should be noted that the Engineer can buff his own weapon, but at double the energy cost of buffing a teammate, and with no XP gain.

Sentry guns have limited target acquisition: they won't detect targets that aren't in front of them, and they won't shoot at targets that are too far away. They have about the same firepower as a player's assault rifle. It takes much more damage to destroy a sentry gun than to disable one; Engineers will usually have plenty of time to get their guns running again if someone manages to disable it. Some of the options for specialising your character as an Engineer will increase your turret's effectiveness (in ways the devs have left ambiguous).
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Melung Chan
 
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Post » Sun Oct 18, 2009 2:15 pm

engineers are not ninjas

sentry guns are not ninjas

soldiers are not ninjas

maintenance bots are not ninjas

ninjas are not ninjas
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Jose ordaz
 
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Post » Sun Oct 18, 2009 5:28 am

sentry guns are not ninjas

soldiers are not ninjas

maintenance bots are not ninjas

ninjas are not ninjas


I just hope one day the ninjas will get revenge on the haters.
http://www.cad-comic.com/comics/cad/20021024.jpg
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XPidgex Jefferson
 
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Post » Sun Oct 18, 2009 10:28 am

What I'd like to know is how long it will take to place a turret. We don't know if Wedgwood's sentry gun was instant because he was on god mode, because he was in a pre-alpha playtesting build, or what. In ET:QW, it took something like twenty or thirty seconds to set up any kind of deployable.

Since Brink deployables aren't going to fall out of the sky, it seems likely to me they'll make the turrets place instantly, at full health, but in an inactive state, requiring the Engineer to spend some time welding it before it starts firing. Obviously, if sentry guns could be placed instantly, we'd see players dropping them in the middle of a firefight as a form of fire support, which would be extremely difficult for the enemy team to deal with. Instant sentries would also pretty much make sentry-hacking useless, unless having a hacked sentry blocked you placing a new one. I THIRST FOR KNOWLEDGE
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Laura-Lee Gerwing
 
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Post » Sun Oct 18, 2009 7:53 am

As mentioned before, the Engineer may have the ability to deploy an Unmanned Airborne Vehicle (I avoid using "UAV" because people tend to associate it with radar immediately due to the CoD franchise), as hinted at by voice clips in the Container City series. What takes speculation, however, is what its purpose will be. It most likely will not be there to airdrop supplies, as that's the least popular usage of UAVs in games.

That leaves two other utilities: reconnaissance and air support. Reconnaissance is what comes to mind first when talking about UAVs, but the Operative can already do so by interrogating enemies. I wouldn't totally rule it out, but it seems unlikely.

Air support is the second thing that comes to mind when talking about UAVs, but Rahdo has mentioned in interviews that they aim to make these fights very personal, something that air support counteracts.

tl;dr version: UAVs seem to be in the game, but what will they be doing?
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Queen of Spades
 
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Post » Sun Oct 18, 2009 1:22 am

What I'd like to know is how long it will take to place a turret. We don't know if Wedgwood's sentry gun was instant because he was on god mode, because he was in a pre-alpha playtesting build, or what. In ET:QW, it took something like twenty or thirty seconds to set up any kind of deployable.

Since Brink deployables aren't going to fall out of the sky, it seems likely to me they'll make the turrets place instantly, at full health, but in an inactive state, requiring the Engineer to spend some time welding it before it starts firing. Obviously, if sentry guns could be placed instantly, we'd see players dropping them in the middle of a firefight as a form of fire support, which would be extremely difficult for the enemy team to deal with. Instant sentries would also pretty much make sentry-hacking useless, unless having a hacked sentry blocked you placing a new one. I THIRST FOR KNOWLEDGE


Turrets should take time to build that's for sure. Also multiple types of turrets: machine gun, missile, fire? (Who knows?) Dropping them in the middle of a fight would make them really offense and overpowered.

As for hacking sentries and gaining control I think it should just act like a turret on your team. The first person turret control doesn't seem to fit with the game. We all thirst for knowledge on Brink? Will we ever be satisfied?
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lucile davignon
 
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Post » Sun Oct 18, 2009 2:51 am

UAVs

Is there a reason to think these have something to do specifically with Engineers?

For everyone else, my discussion thread on http://www.gamesas.com/index.php?/topic/1094402-uavs/ could use a little more discussion. Speculate away!
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Bones47
 
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Post » Sat Oct 17, 2009 11:23 pm

turrets are very weak. also there are only certain areas where you can build a turret. i guarantee that there will be alot of those areas
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DAVId Bryant
 
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Post » Sun Oct 18, 2009 2:55 am

Turrets should take time to build that's for sure. Also multiple types of turrets: machine gun, missile, fire? (Who knows?) Dropping them in the middle of a fight would make them really offense and overpowered.

As for hacking sentries and gaining control I think it should just act like a turret on your team. The first person turret control doesn't seem to fit with the game. We all thirst for knowledge on Brink? Will we ever be satisfied?

If there are different types of turrets, I don't expect that they'll have weapons that vary that much; the reason we had three completely different types of gun on ET:QW turrets was that there were three completely different types of thing to defend against: infantry, armor, and artillery. Brink just has infantry, so if I were to guess how different turrets will be unique, I'd say it'll be in the target acquisition and the firing patterns. Maybe instead of a simple automatic gun, one of the turrets will have a minigun--lots of firepower, but the gyroscopic forces prevent it from turning as quickly. Maybe a turret that fires extremely fast, but deals damage to itself from overheating so that the engineer always has to tend to it. Maybe a lightly armed turret with a widened target acquisition area. Since all targets are soft targets, I think rockets will be unlikely, and napalm or incendiary ammunition seems very, very risky in a game where friendly fire is possible by default.

edit: Oh, I was going to reply to the second part, too. I'm pretty sure the devs have said they want Operatives to be able to control turrets after a successful hack. The disadvantage, of course, will be the same as for Third Eye Cameras or Flyer Drones in ET:QW, namely that you won't be aware of your immediate surroundings while you're controlling the turret, so people can just walk up to you and stab you.
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Prisca Lacour
 
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Post » Sun Oct 18, 2009 12:26 am

Ninjas can't catch you if you're on fire. :flamed:

Anyway, since Engineer is the class I'm veering towards most at the moment, I'll spray words into this thread first. First of all, I hope Engineers can buff more than just the attack power of guns. I'm hoping for RoF, accuracy, reload speed, etc. In other words, I hope that as an Engineer you get to pick what kind of buff you want to wield.

Also, I wonder what other kinds of deployables we'll be able to build. Soldiers are in charge of passing out ammo, so deployable ammo dispensers seem unlikely, for Engineers anyway. Hmm...perhaps miniature radar stations, able to detect enemies within a short radius?

Oh, we're on turrets right now? I should have known. Well, in that case, I hope there are different types of turrets. Turrets with explosive ordinance might be overpowered, so that's unlikely unless they're really slow, maybe. Perhaps there could be a standard machine gun turret, a chain gun turret (shoots faster but tracks slower), a sniper turret (long range, accurate, low RoF), camera turret (doesn't shoot, just marks enemies within visual range on radar; basically a security camera), and a trap turret (weak gun and low health, but explodes violently when destroyed or hacked). Just a few ideas of mine... :whistling:
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Yvonne
 
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Post » Sun Oct 18, 2009 3:52 am

turrets are very weak. also there are only certain areas where you can build a turret. i guarantee that there will be alot of those areas


Do you think that they will only be placed near objectives?

If there are different types of turrets, I don't expect that they'll have weapons that vary that much; the reason we had three completely different types of gun on ET:QW turrets was that there were three completely different types of thing to defend against: infantry, armor, and artillery. Brink just has infantry, so if I were to guess how different turrets will be unique, I'd say it'll be in the target acquisition and the firing patterns. Maybe instead of a simple automatic gun, one of the turrets will have a minigun--lots of firepower, but the gyroscopic forces prevent it from turning as quickly. Maybe a turret that fires extremely fast, but deals damage to itself from overheating so that the engineer always has to tend to it. Maybe a lightly armed turret with a widened target acquisition area. Since all targets are soft targets, I think rockets will be unlikely, and napalm or incendiary ammunition seems very, very risky in a game where friendly fire is possible by default.

edit: Oh, I was going to reply to the second part, too. I'm pretty sure the devs have said they want Operatives to be able to control turrets after a successful hack. The disadvantage, of course, will be the same as for Third Eye Cameras or Flyer Drones in ET:QW, namely that you won't be aware of your immediate surroundings while you're controlling the turret, so people can just walk up to you and stab you.


I just know there are supposed to be varied types of turrets. I have no clue. The trade of between speed and firepower could be applied to turrets.

I don't like the first person shooter for the operative turret. If that is the case they should have the ability to either control or destroy. If not all the more reason for operatives to work with others.

Ninjas can't catch you if you're on fire. :flamed:

Anyway, since Engineer is the class I'm veering towards most at the moment, I'll spray words into this thread first. First of all, I hope Engineers can buff more than just the attack power of guns. I'm hoping for RoF, accuracy, reload speed, etc. In other words, I hope that as an Engineer you get to pick what kind of buff you want to wield.

Also, I wonder what other kinds of deployables we'll be able to build. Soldiers are in charge of passing out ammo, so deployable ammo dispensers seem unlikely, for Engineers anyway. Hmm...perhaps miniature radar stations, able to detect enemies within a short radius?


Maybe we need an idea thread for buffing. Unlocking different types of buffs could be possible. As far as deployments I know know of turrets. More would be interesting as long as there are no teleporters. :bolt:
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Johanna Van Drunick
 
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Post » Sun Oct 18, 2009 12:17 am

Ninjas can't catch you if you're on fire. :flamed:

Oh god, now Brink needs a bushy Dan McNinja moustache. And some kind of headgear where only the moustache is visible.

Anyway, since Engineer is the class I'm veering towards most at the moment, I'll spray words into this thread first. First of all, I hope Engineers can buff more than just the attack power of guns. I'm hoping for RoF, accuracy, reload speed, etc. In other words, I hope that as an Engineer you get to pick what kind of buff you want to wield.

This level of choice probably won't be available in the game environment, since it needs to be simple enough for newbie players to actually do it. Wouldn't surprise me if you could add specific attributes to the basic damage buff by buying Engineer skills for your character, though.

Also, I wonder what other kinds of deployables we'll be able to build. Soldiers are in charge of passing out ammo, so deployable ammo dispensers seem unlikely, for Engineers anyway. Hmm...perhaps miniature radar stations, able to detect enemies within a short radius?

Radar emplacements. I want these. Or maybe fuel cell stations that allow players to regain ability charge? (edit: wow, this second idea is really stupid and makes no sense.)

It occurred to me that an alternative Engineer emplacement could be some kind of comm uplink that would allow players to order supply drops from UAVs, or some such. I don't really like the idea of relying on the sky as a strategic resource, like in ET:QW, because there are no vehicles in this game and I think there will be levels that take place entirely indoors.
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Manuela Ribeiro Pereira
 
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Post » Sun Oct 18, 2009 1:36 am

What I'd like to know is how long it will take to place a turret. We don't know if Wedgwood's sentry gun was instant because he was on god mode, because he was in a pre-alpha playtesting build, or what. In ET:QW, it took something like twenty or thirty seconds to set up any kind of deployable.



This question was asked on the SD forums a while back.

Answer:
There's a bit of a delay in deploying. turned it off for the e3 demo cause the temporary effect was kind of ugly


turrets are very weak. also there are only certain areas where you can build a turret. i guarantee that there will be alot of those areas



Answer:

Turrets aren't limited to pre-populated areas (since they're nowhere near as powerful as in etqw). They do have some limitations, most notably they can't be too close to walls, or on crazy uneven terrain...

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Rachael Williams
 
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Post » Sun Oct 18, 2009 11:28 am

Oh god, now Brink needs a bushy Dan McNinja moustache. And some kind of headgear where only the moustache is visible.


This level of choice probably won't be available in the game environment, since it needs to be simple enough for newbie players to actually do it. Wouldn't surprise me if you could add specific attributes to the basic damage buff by buying Engineer skills for your character, though.


Radar emplacements. I want these. Or maybe fuel cell stations that allow players to regain ability charge? (edit: wow, this second idea is really stupid and makes no sense.)

It occurred to me that an alternative Engineer emplacement could be some kind of comm uplink that would allow players to order supply drops from UAVs, or some such. I don't really like the idea of relying on the sky as a strategic resource, like in ET:QW, because there are no vehicles in this game and I think there will be levels that take place entirely indoors.


As long as operatives are invisible to radar emplacements that would be good (one more thing to hack to help the teammates). As far as UAV drops, what are they going to drop? Medics drop health and soldiers ammo. Or simply go back to a CP.
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Everardo Montano
 
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Post » Sun Oct 18, 2009 8:33 am

Anyway, since Engineer is the class I'm veering towards most at the moment, I'll spray words into this thread first. First of all, I hope Engineers can buff more than just the attack power of guns. I'm hoping for RoF, accuracy, reload speed, etc. In other words, I hope that as an Engineer you get to pick what kind of buff you want to wield.

That's what attachments are for.
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Brian LeHury
 
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Post » Sun Oct 18, 2009 1:10 pm

PKB, you are so useful. Looks like I need to lurk in the SD forums more.
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Marquis deVille
 
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Post » Sun Oct 18, 2009 3:55 am

I know that's what the attachments are for. I just figured that since Brink is supposed to be all innovative and whatnot that they might consider giving us more than just a damage buff. After all, it's not like the barrel of the gun is the only thing that can be fine-tuned. Or whatever it is you tinker with to make the gun more powerful. :shrug:
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Lovingly
 
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Post » Sun Oct 18, 2009 1:10 am

I know that's what the attachments are for. I just figured that since Brink is supposed to be all innovative and whatnot that they might consider giving us more than just a damage buff. After all, it's not like the barrel of the gun is the only thing that can be fine-tuned. Or whatever it is you tinker with to make the gun more powerful. :shrug:
With that type of thinking, then Medics should be able to augment speed or recovery time, and Soldiers can augment ammo types, like incendiary or or explosive rounds.
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Céline Rémy
 
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Post » Sun Oct 18, 2009 12:12 am

With that type of thinking, then Medics should be able to augment speed or recovery time, and Soldiers can augment ammo types, like incendiary or or explosive rounds.


Hmm fun fun ideas. Can you buff my knife? A flaming knife would be awesome. Explosive rounds could shoot slower but knock the enemy back and incendiary go DOT.
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Matt Gammond
 
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Post » Sun Oct 18, 2009 4:40 am

Hmm fun fun ideas. Can you buff my knife? A flaming knife would be awesome. Explosive rounds could shoot slower but knock the enemy back and incendiary go DOT.

For simplicity's sake, I think it's likely the Engineer buffs will affect either:
  • only the primary weapon, OR
  • all the firearms the target is carrying.

Imagine buffing a teammate's weapon just as he switches to his pistol and having to wait for your charge to build up before you can correct the buff so that it applies to his assault rifle. This would be super frustrating.
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Destinyscharm
 
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Post » Sun Oct 18, 2009 9:53 am

I like those ideas HORSE. :goodjob: Anything to add another level of specialization to our characters is a good thing in my book.
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Darian Ennels
 
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Post » Sun Oct 18, 2009 2:50 am

Hmm I think don't know about the UAV's and stuff. Maybe it'll work?
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Scarlet Devil
 
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Post » Sun Oct 18, 2009 12:09 pm

i thought the radar came from successful interrogations. not engineers
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Sara Lee
 
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