I saw a Nanoseer thread and decided that Engineers need a place to congregate and throw ideas/talk about stuff.
Just from what I've seen, thus far, I'd like to be able to wear the goggles that the HUD gadget creates. Its description basically states that it is meant to be worn a lot, but it is unwearable.
I feel like the taser should be the same, since it also states that it can be worn over one's shoulder (but you'd have to be able to (balanced) wield it from a worn location if that were the case, or a balanceless wield with the quickdraw skill)
(Edit): Also, UAV not offering an area-wide scan is maybe a little weird? I mean, even if it requires that you have 5 UAV at once in order to use, and they are 'sent' out so you can't use them for 30 seconds to 1 minute after using the skill, it seems like it would make sense.
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Didn't notice the shoulder thing in the taser text, nice catch.
I agree that the UAV should offer something more than what the exploration skills give you.
I'm sure friends would love you for it, since it could potentially provide some benefit to turrets for PvE. (Also, being able to pick turrets back up would be nice)
Please?
- Buuut that said UAVs in general seem pretty useless. Surveil is just look with an 'ih' attached. Can't remote order them to move either. By the time you could 'order look' to maybe catch an enemy, they'll be gone or the drone will be dead.
- Why does minitank's spike do so little damage? For a 20s CD I was expecting more than bot claw...
- Just in general, it's kind of weird that the bot that's a tank is essentially useless in pve.
- Why is the workstation capped at 30 parts, when it's far, far slower than airdrop already?
Small tip: workstations can be deployed in the ship and will give parts while you're piloting.
Spike is on a long delay, and it can't be Repeated, so it can't help bump up the Magno damage.
Burrow works on mobs, but mobs are dead or you are before you can really get the (somewhat complicated) combo to do a decent amount of damage.
Really there is no reason do use anything other than harass and claw, IMHO. And that makes for a boring class. The idea of "you can use all your abilities on mobs" is wasted if you can't do it and survive.
Of course, we can't wear the HUD...
Actually, the way we fight, I should have a big flakking shield to cower behind while my carrybot beats on the mob.
OK, add that to the QoL or Ideas thread. Engis need some sort of shield. I'd prefer something like projected energy rather than a medieval tower shield, but I'd settle for a riot shield.
"Why don't you just use cover?" Oh, I've tried. Doesn't do dakka. So gimme a shield.
Based on the style of fighting they do, I would agree with that. A riot shield with maybe a drone-control interface on their forearm or something (if it isn't all just managed via. mindsim)
Cause lets be honest. If this were like WoW or EQ2, the mobs would be prioritizing the bots because the bots are actually a threat. Since everything seems to be aware that the Engineer is doing the controlling, it stands to reason that they would create a shield, maybe even a holo-projected shield, and go around like mobile fortresses so that they can survive the fights.
So.. my suggestion, seconding Bairloch, is a holo-projected energy shield. (I'm not suggesting they get tankier or anything. I just think it'd be more cool than lugging around a toolkit like your life depended on it)
"Look out! It's attacking!"
"No worries, it's amperage is too low to do us any damage!"
*gets punched in the face*
-- Updates - #44 --------------------------------------------------------------
Date: 01/02/2019 at 21:55
Author: Garryn, the Reshaper
Subject: Engineer changes and fixes, part 2.
More Engineer changes! The biggest one from this batch is that turrets can now be used against mobs.
Bots
====
- Spike damage increased, and it now consumes 1 part when used
- Fixed Maintain
- Fixed Relocate
Gadgets
=======
- Junkjet now does damage in addition to the shard, and consumes 1 part when used
- Stimjectors are now disabled when you change class
Turrets
=======
- Turrets now shoot at mobs. If you use the Focus ability to tune it against a single target, it'll
shoot at it. If you place it into sentrymode (or don't configure it at all), it will shoot at mobs
that are currently attacking you.
- Turret attacks are attributed to their owner - mobs will attack you, not the turret
- Turrets will not attack mobs if their owner is not present; they'll still attack other players if
configured to do that
- ORDER TURRET PASSIVE now works - this will clear the turret's current target, but won't prevent it
from picking up a new one
- Forcewave turrets now also do regular damage
- Damage boost from Control increased
- Shardflingers now consume 1 part when then shoot, and do nothing if the Engineer runs out
- QPCBoost effect doubled
- Fixed Repairarm
- Fixed a problem preventing you from picking up dropped (not deployed) turrets
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-- Updates - #46 --------------------------------------------------------------
Date: 01/02/2019 at 22:12
Author: Garryn, the Reshaper
Subject: Engineer changes and fixes, part 3.
Forgot to include one important change! Added AB BOTS TURRET - the carrybot can now cary a turret
around for you, at the cost of reducing Claw damage some.
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Turrets have a spin up time and with bot claw's damage reduction taking effect immediately, even with bot spike helping it out, my TTK is exactly the same as before.
At level 75 in 65+ areas, 16s before the changes, 16s after the changes.
"They're excited, but poor."
- Ilyos (August 2019)
(that said, I do feel like low level nanoseer could use just a tiny bit of love...)
This is assuming you are using a QPC powered turret (otherwise you have to QPC boost every so often, or lose damage when the turret runs out of power on super long fights)
It also appears as though I can do two claws for every one turret shot, which means that at best and if I stretch, I may be doing 30-ish more damage on average.
It gives us more options, though, in case a mob is stronger to impact as opposed to thermal, and makes Turrets feel like something I can invest in. I love the changes.
I fixed my assumption in the post with an edit. I mean, it's nothing like Nanoseer's current meta, but you don't hear me complaining about that.