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Engineer Role/new Defenses

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As a new engine brings new possibilites has there been any ideas so far that can be discussed about what they can do? Be it all new defenses like tank traps which can only be done by engineers with wielding gear, etc.? It was a shame in PR:BF2 how the engineer did not really do anything (I don't think I ever really touched the class) which I can guess was due to engine restrictions.

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i am a big fan of these kinds of ingame systems that will allow players to modify the field in an intelligent manner.

 

Couple things I hope we can look into are:

 

Sandbags, Razor wire, tank traps and other barriers that can be built by eng squads.

 

Players would "ghost" these on the terrain to check placement and then place the outline. Probably only see able by same team. 

 

players could then "shovel" them into existence similar to pr. 

 

Nice thing about ue4 is something like razor wire or sandbags could be placed linearly over unfixed length path and generated. 

 

Obviously we need to be wary of a lot of exploits but that the general idea we are looking at now in terms of environments and letting players affect them. 

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Obviously we need to be wary of a lot of exploits but that the general idea we are looking at now in terms of environments and letting players affect them. 

 

Nononoonononono being able to create barbed wire over the entire map in one long line would be fiiiiiiiiiiine!

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Hahaha.. no.. needs to cost some kind of resource.. hehe. No idea what uet and may be talking out my ass mind you.

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It should have some sort of certain limit it can go (and be placeable by one squad) and the longer it is the more supply crates are used.

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Exactly, maybe give Engi's and Breachers bolt cutters and have the ability to also cut through like normal industrial wire fences (the ones in PR that has a hole model) and also maybe padlocking doors.

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hmm.. cuttable chainlink fence..  i do like where this is going

 

smaller destructiveness like this is a lot easier to do than wholesale building destruction. 

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Just add wire cutters.

In older end of RK family of ARs have flashiders that are designed to double as wirecutters. ;)

 

Oh jeash, bangalores ftw.

 

What about some engineer only unarmed vehicles? Like bridge truck and / or mineclearing vehicle like Finnish RAISU (RA-140 DS) http://fi.wikipedia.org/wiki/RA-140_DS in english: http://en.wikipedia.org/wiki/Sisu_RA-140_DS

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Having served as a Combat Engineer, I can say that the main problem with an Engineer class is that what we do is generally hard to simulate through gameplay, either exclusively to the class, or at all.

 

For instance, a lot of what we do is related to the vehicles we have. Bridging vehicles, breaching vehicles, armored and unarmored engineering vehicles, and so on. Making these kinds of vehicles, of indeterminate utility in Squad right now, exclusively to give the Engineer something to do would obviously be a waste of resources.

Then there's what we do: Mines and explosives, CBRN, reconnaissance, repairs, amphibious transport, and construction, in addition to basic infantry duty. Not a lot of this can be made the exclusive purview of the Engineer class within the context of the game.

 

Making the Engineer a valuable part of the game means either merging some functions(Like merging the Specialist and Engineer kits in PR), making functions exclusive to the Engineer(Certain deployables and certain equipment), or adding features to the game, such as deployable minefields, that create engineering tasks. Or a little of everything. It all depends on how a lot of tangential stuff is implemented into the game.

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valuable input tartantyco. we were discussing 2 nights ago about an integrated engineer role and agree it needs to include in scope alot of specialist roles to make it viable.

how to do you picture the "combat" role of the engineer of any?

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yea, lots of good stuff. the engi should def get a build speed bonus though (PR has this, right?).

 

valuable input tartantyco. we were discussing 2 nights ago about an integrated engineer role and agree it needs to include in scope alot of specialist roles to make it viable.

how to do you picture the "combat" role of the engineer of any?

seems like it would be like the combat medic in PR, no?

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I'd say the combat role of the engineer would be pretty much that of the specialist in PR; Breaching, EOD/IEDD, explosives. Breaching through obstacles like Tank Traps and Barbed Wire, doors, and walls, destroying structures like FOBs and Repair Stations, would be common engineer work.

 

In a support role, I'd like to see improved construction ability in the form of increased building speed or exclusive structures or emplacements. Exclusive access to certain vehicles, such as Logistical Vehicles, could also be an idea if it were a common kit(Although this could create issues if you implement something like the RBSS). Unless you implement minefields, I would simply remove mines from the game for conventional forces.

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funny. i actually started a thread about minefields which could make engineers more useful. i like the idea of maybe merging the engineer and breacher, though it might make it an op kit. giving the engineer the ability to build infrastructure faster and specific emplacements which he could only rebuild (GMGs?) would make him a lot more useful. the option to bolt/chain cut instead of blasting it with a shotgun or explosive could make breaching more tactical and possibly a kit customization. 

 

i really like the idea of Resource based spawn system, it would just make logistics worth it. lets just hope we will have the man power to do so.

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my ideas for the engineer

 

+ building compound walls

+ building trenches

+ deployable bridges

+ the ability to build small underground bunkers that can act as a form of FOB with a radio mast to make it not too easy to hide

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I used to play engineer a lot when it was more of a saboteur/sapper role. Since they removed the ability to roadside bomb or do any real damage from the class, it's become pretty much a bad version of the Breacher. We need an Engineer/Sapper class with a more defined focus (building defences and laying explosives is what I'd opt for). 

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