Engineer Rifle

Engineer Rifle

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Posted by: nofo.8469

nofo.8469

Three small gripes with engineer rifle.

1) #5 skill seems rather useless and buggy. For those who don’t know its a skill that lets you jump and land to do damage on an enemy, this would be ok if it didn’t feel clunky and there wasn’t a delay on landing.

But either way, we are a ranged class, the amount of times we want to jump into melee range of someone is very limited. Only real use for this skill I have found thus far is jump puzzles and running away.

2) It’s a rifle, yet engineers use it like a shotgun. I’m mostly talking about hip shot here, it’s ok at the start but endgame where pretty much every rifle is long barelled and half of them have scopes it starts to look really ridiculous.

3) We have no long ranged weapons aside from grenade.

My proposal aims to address all of these points, swap out rifle #5 for an ability that hits the target for more damage the further they are away, or an ability that gains damage the longer you aim. Perhaps using the crouching aim animation that warriors have.

This will address the current ability being bad/broken and also give engineers some standing power at range aside from grenade spam.

I would also like hip shot animation changed to something that actually suits rifles, but that’s just preference. Much higher priority IMO to either fix or redesign engineer rifle 5.

For anyone that wants an example on why I think hip fire is pretty ridiculous see this video.

Thanks for reading.

(edited by nofo.8469)

Engineer Rifle

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Posted by: Icarus Pherae.4680

Icarus Pherae.4680

  1. is the most entertaining, damaging, and suited to the theme of the profession than any of the other rifle skills, you’re not a sniper you’re a mad scientist.

Engineer Rifle

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Posted by: Bonzoso.7014

Bonzoso.7014

There are quite a few skills in the game that have you launch into the air and smash enemies when you land, and all of them suffer from that same feeling of sluggishness. I don’t really have a problem with the engineer rifle skills being geared toward short-range support play, though.

Engineer Rifle

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Posted by: Capn Evan.4586

Capn Evan.4586

It works perfectly IMO. The rotation I normally use is:

1. Shoot them with hip shot from max range
2. Use Net Shot to slow them down and get some more Hip shots in
3. When they get close, use Jump shot to get in behind them, dealing damage both when taking off, and landing
4. Immediately use Blunderbluss and then Overcharged Shot to get distance.
5. Continue shooting them with Hip Shot and Net Shot when possible until they die.

Edit: I’ve just tested it and Jump shot does have a sluggish feeling to it. They could certainly fix that IMO.

Engineer Rifle

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Posted by: Azaziel.3608

Azaziel.3608

the 5 skill is awesome, it’s equally usable for attack and defense I mean wtf are you talking about….besides is very handy in JPs xD

Engineer Rifle

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Posted by: nofo.8469

nofo.8469

the 5 skill is awesome, it’s equally usable for attack and defense I mean wtf are you talking about….besides is very handy in JPs xD

Defense yeah, its reasonably useful, short range and effective ~1.5s stun it gives you because of its clunky nature makes its usefulness limited though.

Attack though? Not really, even if you want to be on top of your opponent there are pretty much always better often using other kits.

JP, agreed.

is the most entertaining, damaging, and suited to the theme of the profession than any of the other rifle skills, you’re not a sniper you’re a mad scientist.

Entertaining, that’s debatable, I agree it was fun for awhile but trying to find uses for this skill becomes tedious not entertaining for me.

Most damaging? No, blunderbuss is.

They can keep it to the theme of mad engineer all they want, just make it useful.

It works perfectly IMO. The rotation I normally use is:
1. Shoot them with hip shot from max range
2. Use Net Shot to slow them down and get some more Hip shots in
3. When they get close, use Jump shot to get in behind them, dealing damage both when taking off, and landing
4. Immediately use Blunderbluss and then Overcharged Shot to get distance.
5. Continue shooting them with Hip Shot and Net Shot when possible until they die.
Edit: I’ve just tested it and Jump shot does have a sluggish feeling to it. They could certainly fix that IMO.

Although this combo works fairly well, it assumes you want to stay in melee range of your opponent.

There are far better options using kits that keep you out of melee range.

Engineer Rifle

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Posted by: Wendigo.7931

Wendigo.7931

Have to disagree about the value of the #5 skill. If it wasn’t for that and the net, I would never use the rifle. Don’t underestimate the value of a GTKO button, and I do find its utility for getting me where I want to be even outside of jumping puzzles to be indispensable.

Engineer Rifle

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Posted by: nofo.8469

nofo.8469

Have to disagree about the value of the #5 skill. If it wasn’t for that and the net, I would never use the rifle. Don’t underestimate the value of a GTKO button, and I do find its utility for getting me where I want to be even outside of jumping puzzles to be indispensable.

One of the only reasons you use the rifle is so you can cheat at jump puzzles and run away better? Doesn’t this seem like an issue to you? o_O

Engineer Rifle

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Posted by: Wendigo.7931

Wendigo.7931

One of the only reasons you use the rifle is so you can cheat at jump puzzles

Stop right there and re-read the post, please.

Plus, I was not saying that the rifle as a whole is perfect and wonderful. Only that the #5 skill is a selling point for the weapon. But yes, being able to run away better is a great benefit, or are you saying that you find Elixer S to be worthless?