Engineer Abilities Discussion

Post » Wed Nov 10, 2010 1:12 pm

Really where did you see that at?


I am lying, just kidding. I unlike some people (not directed at anyone at particular) actually go and read interviews and watch videos. H0RSE is right on and I also heard health boost and quicker respawn as CP bonus, and I am too lazy right now to look it up. Everything is open to change anyway.

I think that a cool skill for the Engineer to have would be a special gun, used to project turrets/mini turrets onto a nearby location without actually going to the spot and setting it up.


So you want the Engineer to have a gun that shoots turrets?
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lucile
 
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Post » Wed Nov 10, 2010 2:10 pm

So you want the Engineer to have a gun that shoots turrets?


Let me rephrase. Not so much a gun, but more so a tool used to project mini turrets into a location without going over and building it. To balance it out, the tool would only hold 1-2, or the mini turrets would have timed life. The stats could be different from those of an actual turret, which makes the mini turrets serve as sort of a small distraction allowing you to do what situation calls for, like completing an objective or making a clean getaway.
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maria Dwyer
 
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Post » Wed Nov 10, 2010 11:35 am

Let me rephrase. Not so much a gun, but more so a tool used to project mini turrets into a location without going over and building it. To balance it out, the tool would only hold 1-2, or the mini turrets would have timed life. The stats could be different from those of an actual turret, which makes the mini turrets serve as sort of a small distraction allowing you to do what situation calls for, like completing an objective or making a clean getaway.


Well they have already stated you will only be allowed to put out one turret at a time if you try and build a new one the old one will be erased. So it only holding more than 1 wouldnt be relivant. Also they have already stated that turrets will not get kills unless someone is not paying attention standing out in the open and that they will be primarily used more for just a deturret of taking that route and as a distraction. So if regular turrets already do what you are suggesting for mini turrets there would be no use for smaller ones since the regular ones will already be somewhat useless.
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Portions
 
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Post » Wed Nov 10, 2010 11:41 pm

So you want the Engineer to have a gun that shoots turrets?


Let me rephrase. Not so much a gun, but more so a tool used to project mini turrets into a location without going over and building it. To balance it out, the tool would only hold 1-2, or the mini turrets would have timed life. The stats could be different from those of an actual turret, which makes the mini turrets serve as sort of a small distraction allowing you to do what situation calls for, like completing an objective or making a clean getaway.

no. they put that in the new update for tf2. the mini turrets are so annoying
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Marie Maillos
 
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Post » Wed Nov 10, 2010 10:22 am

The mini-turrets are supposed to be an annoyance. They serve their purpose.

Let me run through all the options:

Faster Response Time: No, i think Sentries should have a set response

Larger Attack Radius: That's an absolute yes as an upgrade

Able To Detect Cloaked Operatives Within A Certain Range: I think this is a terrible idea, no offense, as it kills the point of a cloak. One of the main points of the Operative is to destroy this sort of thing, don't take one of their few advantages away. If this is used in conjunction with Spot And Marks Enemies Who Pass By For A Short Period Of Time, it would be ridiculous.

Allies Able To Refill Ammo At Friendly Turrets: No, it's not its purpose

Increase Bullet Damage: Once again, a certain yes

% Increase Of Headshots Occuring (Small Increase): Yes, sort of. There would have to be an either-or situation

Spot And Marks Enemies Who Pass By For A Short Period Of Time: Yes, a very good idea, would be a very high level upgrade. Not used in conjunction with
Able To Detect Cloaked Operatives Within A Certain Range

Periodically Shoots A Missile: I would take out the periodically and go with the TF2 option here. Yes.

Self Destruct ( When close to being blown up self destructs sending shrapnel in every direction): I would not choose it myself, but might work as an upgrade. Would need VERY wide range so quite low damage. I think it might work as the engineer decides if he wants to self destruct it.

Firewall ( Makes it take longer for an enemy to hack turret): A brilliant idea




Skill Lock Land Mines (lock enemy skills from being used for period of time): Yes, seems like a decent idea

Stun Lock Mines ( Mines what stun enemies making them incapable of using SMART system for period of time: Yes

Shock Mines ( When tripped does radius effect what blurs all enemies visions for period of times): Yes

I was thinking of sticking with Good old fashioned killing mines myself
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CSar L
 
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Post » Wed Nov 10, 2010 11:12 pm

Faster Response Time: No, i think Sentries should have a set response


As an upgrade though would make engineer turrets more valuable since they stated turrets will be used more as a distraction and not get alot of kills. This would atleast make injuring enemies more plausible for teamates to finish off ect. Just a thought.


Able To Detect Cloaked Operatives Within A Certain Range: I think this is a terrible idea, no offense, as it kills the point of a cloak. One of the main points of the Operative is to destroy this sort of thing, don't take one of their few advantages away. If this is used in conjunction with Spot And Marks Enemies Who Pass By For A Short Period Of Time, it would be ridiculous


None taken just bringing up ideas for discussion to get people thinking about what would be cool to see for abilities for an engineer. On that note however I dont think this would severly affect the abilities/ bring to big a disadvantage to an Operative and his skill set because turrets usually have a set angle they can fire at and usually cannot fire behind them leaving them vunerable. Also would be a set distance some what close to the turret so they have time to flank behind it when they see it from a distance.

Allies Able To Refill Ammo At Friendly Turrets: No, it's not its purpose


Again was just a suggestion because one the abilties of an engineer is to give teamates ammo what if there turret could do it for them and when they took ammo from the turret it drained your ability meter like if you gave it to them.

Increase Bullet Damage: Once again, a certain yes


I know hopefully this is one the abilities because its sounds like turrets may be pretty useless and easily destroyed or hacked from what they have stated.

Spot And Marks Enemies Who Pass By For A Short Period Of Time: Yes, a very good idea, would be a very high level upgrade. Not used in conjunction with
Able To Detect Cloaked Operatives Within A Certain Range


Well considering you can only equip I believe 3 abilities at once (correct me if I am wrong) if an engineer decided to go the route of buffing his turret I think it would keep things pretty balanced and keep them from having all the bells and whistles at once they would have to decide before each game which way they wanted to go. Also there are no High lvl upgrades in Brink since there is no skill tree you decide what you want to purchase out of the list of abilities.

Periodically Shoots A Missile: I would take out the periodically and go with the TF2 option here. Yes.


How was it on TF2? I never got a chance to play dont have a gaming PC and heard it was terrible on console versions.

Self Destruct ( When close to being blown up self destructs sending shrapnel in every direction): I would not choose it myself, but might work as an upgrade. Would need VERY wide range so quite low damage. I think it might work as the engineer decides if he wants to self destruct it.


This would be an interesting concept to bring to the table with friendly fire enabled you would have to warn teamates of what was about to happen. Also dmg would depend on how close/ far away you were when it self destructed.

Firewall ( Makes it take longer for an enemy to hack turret): A brilliant idea


Yea this would be a cool ability to see for engineers to be able to protect there investment when putting a turret out. Just thought of another ability lets call "Warning" which when your turret is being hacked alerts you. Depending on how long it takes to hack a turret maybe doesnt alert you until they half hacked it halfway giving them a chance to finish depending how far away you are.

Also this would allow more abilities for other classes like the Operative giving them an option of lets say "Expert" Hack which would allow them to hack turrets an without it warning there owner.

Another ability maybe for engineers "Shock Treatment" which like the name suggests when an Operative goes to hack your turret shocks them draining there health slowly during the hack leaving them vunerable after the hack if you or someone on your team were able to get to them. Again this could be offset by an ability for Operatives which allows them to bypass defensive triggers when trying to hack. Just some new ideas what you think?

I was thinking of sticking with Good old fashioned killing mines myself


Yea I was just suggesting that maybe for engineers who primary focus would be landmines allowing them to hold multiple types. With limits on how many they can lay of course
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aisha jamil
 
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Post » Wed Nov 10, 2010 10:03 pm



Well considering you can only equip I believe 3 abilities at once (correct me if I am wrong) if an engineer decided to go the route of buffing his turret I think it would keep things pretty balanced and keep them from having all the bells and whistles at once they would have to decide before each game which way they wanted to go. Also there are no High lvl upgrades in Brink since there is no skill tree you decide what you want to purchase out of the list of abilities.


Correct on the 3 abilities.


Yea this would be a cool ability to see for engineers to be able to protect there investment when putting a turret out. Just thought of another ability lets call "Warning" which when your turret is being hacked alerts you. Depending on how long it takes to hack a turret maybe doesnt alert you until they half hacked it halfway giving them a chance to finish depending how far away you are.


It already tells you when your turret is hacked.

Another ability maybe for engineers "Shock Treatment" which like the name suggests when an Operative goes to hack your turret shocks them draining there health slowly during the hack leaving them vunerable after the hack if you or someone on your team were able to get to them. Again this could be offset by an ability for Operatives which allows them to bypass defensive triggers when trying to hack. Just some new ideas what you think?



I disagree with the shock treatment. The operatives already beep loudly when hacking something and its not hard to knock off a hack box. Making an ability then adding another ability just to counter said ability is a bit of a waste.
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Darlene DIllow
 
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Post » Wed Nov 10, 2010 8:29 am

It already tells you when your turret is hacked.


After it is hacked or as soon as they begin trying to hack it?


I disagree with the shock treatment. The operatives already beep loudly when hacking something and its not hard to knock off a hack box. Making an ability then adding another ability just to counter said ability is a bit of a waste.



Was just a suggestion to add more depth and give operatives something to worry about while hacking. What do you mean by "its not hard to knock off a hack box"?
Are you suggesting that when something is hacked there will be a box put on it you can shoot off?
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Matt Fletcher
 
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Post » Wed Nov 10, 2010 9:06 am

After it is hacked or as soon as they begin trying to hack it?

Was just a suggestion to add more depth and give operatives something to worry about while hacking. What do you mean by "its not hard to knock off a hack box"?
Are you suggesting that when something is hacked there will be a box put on it you can shoot off?


From what I have read the operative would hack with his PDA. The closer he is the more effective it is, also if he is actively using the PDA it will go quicker. However while he has the PDA he can't shoot.

The hack box is planned on what the operative wants to hacks and engineers can remove them.

Its not about depth its about balance. We could add tons of abilities and counter abilities but that would take away from the primary objectives and gameplay.

One that makes sense is say the ability for an operative to hack something faster. It improves an existing ability, but only effects the player.

Your shock ability isn't bad in theory, but say an engineer takes that ability then the operatives takes the counter. Now its like nothing happened and you both wasted an ability.

Trust when I say the operatives have plenty to do and worry about.
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Melanie Steinberg
 
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Post » Wed Nov 10, 2010 8:46 am

From what I have read the operative would hack with his PDA. The closer he is the more effective it is, also if he is actively using the PDA it will go quicker. However while he has the PDA he can't shoot.

The hack box is planned on what the operative wants to hacks and engineers can remove them.

Its not about depth its about balance. We could add tons of abilities and counter abilities but that would take away from the primary objectives and gameplay.

One that makes sense is say the ability for an operative to hack something faster. It improves an existing ability, but only effects the player.

Your shock ability isn't bad in theory, but say an engineer takes that ability then the operatives takes the counter. Now its like nothing happened and you both wasted an ability.

Trust when I say the operatives have plenty to do and worry about.


Good point about it being an existing ability I agree
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Marine x
 
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Post » Wed Nov 10, 2010 5:23 pm

This is one my main concerns they stated Turrets will do dmg of an assault rifle (also that turrets will not get many kills and will basically be used as a distraction or to try and deter people from taking a certain route) yet heavies can run around with mini guns what I guarantee do more dmg than that and isnt a mini gun basically a turret key point being turrets are stationary making them easy to deal with once you know where they are yet a heavy can run around basically being a mobile turre not to mention there other abilities. I mean I think turrets should be a little more dangerous than that or they will be basically useless and blown up as soon as they are put out with heavies running around with grenade launchers and mini guns along with people running around in groups not to mention operatives being able to hack turrets. I'm a little worried that engineers using ability points to lay one out may be waisting there points not getting anything in return to help there team.
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Trevi
 
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Post » Wed Nov 10, 2010 7:50 pm

This is one my main concerns they stated Turrets will do dmg of an assault rifle (also that turrets will not get many kills and will basically be used as a distraction or to try and deter people from taking a certain route) yet heavies can run around with mini guns what I guarantee do more dmg than that and isnt a mini gun basically a turret key point being turrets are stationary making them easy to deal with once you know where they are yet a heavy can run around basically being a mobile turre not to mention there other abilities. I mean I think turrets should be a little more dangerous than that or they will be basically useless and blown up as soon as they are put out with heavies running around with grenade launchers and mini guns along with people running around in groups not to mention operatives being able to hack turrets. I'm a little worried that engineers using ability points to lay one out may be waisting there points not getting anything in return to help there team.

You're forgetting that Engineers can choose to upgrade their turrets.
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Jennifer Munroe
 
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Post » Wed Nov 10, 2010 9:22 am

You're forgetting that Engineers can choose to upgrade their turrets.


Na I didnt forget did you not see the OP for this thread its about ideas for abilities you think they may have or what you think will be cool for the engineer in specific buffing there turrets. But we still have no clue what kind of buffs engineers will be able to invest in so all we can do at this time is discuss things like this until the game comes out. You know that was a good point though becayse soldiers will basically be walking turrets so I would hope engineers would be able to buff there turrets to put out the same danger to people running out in the open.
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Arrogant SId
 
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Post » Wed Nov 10, 2010 8:53 pm

Perhaps the devs purposely wanted to avoid turrets being a powerhouse. Until we play the game, you can't really complain. I'm sure turrets have there purpose the way they are.
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brandon frier
 
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Post » Wed Nov 10, 2010 2:17 pm

Perhaps the devs purposely wanted to avoid turrets being a powerhouse. Until we play the game, you can't really complain. I'm sure turrets have there purpose the way they are.

I'm not complaining I am simply expressing concerns and bringing up discussion on legitimate issues that we may encounter.
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KiiSsez jdgaf Benzler
 
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Post » Thu Nov 11, 2010 12:32 am

Added new idea for turret to poll let me know what you think.
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Farrah Lee
 
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Post » Wed Nov 10, 2010 11:26 am

Figured I would get some input form all the new people on here what they think would be cool to see for Engineer class.
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Sammygirl
 
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Post » Wed Nov 10, 2010 9:53 am

I am a little sad to see that there are no abilities like the ones suggested in the polls to buff engineers turrets. This would allow the class to be more diversified as people could specialize in there turrets/mines and holdings and defending areas or could be more a Buffing engineer who buffs teammates and defuses charges ect.
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Sarah Knight
 
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Post » Wed Nov 10, 2010 1:10 pm

Let me rephrase. Not so much a gun, but more so a tool used to project mini turrets into a location without going over and building it. To balance it out, the tool would only hold 1-2, or the mini turrets would have timed life. The stats could be different from those of an actual turret, which makes the mini turrets serve as sort of a small distraction allowing you to do what situation calls for, like completing an objective or making a clean getaway.


Mini-turret launcher do want.

Bonus points if it's spherical and deploys itself much like the Monday Night Combat Firebases.
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Justin
 
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