[Engineer] proximity alarm
Posted: Tue Apr 10, 2018 1:59 pm
1. The Issue:
The engineer's current turret mechanics only favors the path of rifleman and the static gameplay, making the other two paths ineffective and seriously affecting mobility, my idea is change the tactic proximity alarm for any more usefull, 25% more damage when you have no pets/turrents present just like squid herder tactic.
2. Explain why it's an issue.
It is clear that the mechanics of the turret favors a very static gameplay style , which makes most engineers play the way of the rifleman, leaving the other two paths almost unplayable outside an organized warband.
Apart from the fact that the utility of the engineer is limited to attacks on keeps or defenses of these, since in open rvr the use of the turret with 8 stack is a utopia
3. Propose a viable solution to the problem.
Okay, my idea is to change the tactic proximity alarm for any similar to all by meself of the squid herder, 25% more damage when you have no pets/turrents present.
With this tactic, the engineer would gain in mobility by having a permanent bonus of damage and the other 2 paths would be strengthened.
the negative side, the engineer would lose 15% of total damage, and the turret bonuses, such as turret damage, range increase or grenade range increase.
as you can see with this tactic you could make a more dynamic engineer and finally use the other 2 paths in openrvr.
The engineer's current turret mechanics only favors the path of rifleman and the static gameplay, making the other two paths ineffective and seriously affecting mobility, my idea is change the tactic proximity alarm for any more usefull, 25% more damage when you have no pets/turrents present just like squid herder tactic.
2. Explain why it's an issue.
It is clear that the mechanics of the turret favors a very static gameplay style , which makes most engineers play the way of the rifleman, leaving the other two paths almost unplayable outside an organized warband.
Apart from the fact that the utility of the engineer is limited to attacks on keeps or defenses of these, since in open rvr the use of the turret with 8 stack is a utopia
3. Propose a viable solution to the problem.
Okay, my idea is to change the tactic proximity alarm for any similar to all by meself of the squid herder, 25% more damage when you have no pets/turrents present.
With this tactic, the engineer would gain in mobility by having a permanent bonus of damage and the other 2 paths would be strengthened.
the negative side, the engineer would lose 15% of total damage, and the turret bonuses, such as turret damage, range increase or grenade range increase.
as you can see with this tactic you could make a more dynamic engineer and finally use the other 2 paths in openrvr.