June 2020
June 2020
June 2020
I honestly think that just making it so Engineers don't get buffs from the turrets would go a long way to fixing them. It's the constant uninterrupted spam that's the main issue with the character. The speed boost is not that great, even on TT and it's worse on modes like TV where you spawn all over the place, and it's easy to destroy. They nerfed the swarm mines awhile ago.
June 2020 - last edited June 2020
@Iron_Guard8Really? Engineer feels much more fun to play in BFN. Main reason for that is Double Time. Just so much fun to pull of trickshots with that especially in Battle Arena. His insane mobility leads to his surivability, his gun is fun to shoot with. I guess it's because I don't camp with Engineer I love running around dealing damage. But yeah the Turret is the questionable part and I agree with you there.
June 2020
I think Engineer is unique, tricky, and not OP character. Those mean he is good character.
Some players say he is OP, but I believe most players (include I) can't use him much well, at least in Turf Takeover.
June 2020
June 2020
I'm sure everyone knows "the spot" for Engineer on Turning Point first objective. It has turned into an even bigger fragfest now with the Plant AI pathing very frequently and very predictably walking straight into the engineer death box over and over. It'd be nice to see the AI pathing be a bit less predictable when moving towards the objective.
June 2020
June 2020
Agree with @Provin915 regarding engineer overall. The rate of fire increase itself is great incentive, and I personally love to take advantage when I'm playing all star for example, but some other suggestions I want to throw out there regarding ammo regen if it were to be nerfed - perhaps instead of "infinite" ammo, reduce the ammo replenish rate, so its like players would have "double" ammo capacity before overheat occurs or before having to reload. Or one step further, don't replenish ammo, but improve the reload times to twice as fast. Those are some "in-between" solutions aside from removing the ammo regen attribute entirely.
Something I read about often, as far as engineer actually supporting instead of playing selfishly, I think it's easier when the engineer knows the spots to plant the turret and other players can then join and take advantage. It's rather inconvenient to follow a random player around to support them with a turret, it's not like a sunflower heal beam, and other players can be unpredictable where they are moving or trying to go. Not to mention, there is a 15 second penalty when the heavy helper gets destroyed - this makes engineer think twice about where to plant it.
Nonetheless, there are quite a few great spots I can think of in Turf Takeover such as behind the statue/fountain on the first and third objective of Peachy District. Other spots are harder to describe but they are definitely out there on the TT maps. I've had instances playing engineer where certain players would follow/join me where I place the turret throughout Turning Point and other maps so I can say there certainly are engineers out there playing in the supportive role with teammates taking advantage! Finally, in terms of map design, the developers do seem to appropriately limit the number of very strategic positions to place the turret, it would be OP if every objective of every map had "perfect spots" to support the team.
June 2020
Limiting Engineer from using the full effects of his turret could be a good way to nerf him. He sometimes does feel like a defensive / support class. You can still kind of rush players with Double Time + Stun if they get in range. Not sure if it's balanced, but it is fun. I guess to put it simply, there is a bigger incentive for Engineer to camp rather than support his team.
Scientist still has the same problems since day one, which is that Warp activates instantly. He can still be played too aggressively, and the instant Warp allows too much survivability. I personally do not like Sticky Healy Thingy either and it's higher heal rate. Steam Blaster has great close range damage, and it doesn't help that some plants do really mediocre damage in comparison, like Corn, Sunflower, and probably Nightcap and Rose.
I also think Healing is kind of annoying. It completely shuts down a lot of important effects too like 80's tags, Butter Beacon, and Fire damage. It makes playing higher ROF classes less fun, but this is mostly due to their low damage output. In my opinion, the primary damage of some classes' are too low for them to kill supports effectively, and some of them are attack classes.