Engineer: The weapon mod kit.
Already in the game. They call them traits. With traits you can add range, get a boost in damage and even randomly inflict conditions.
Already in the game. They call them traits. With traits you can add range, get a boost in damage and even randomly inflict conditions.
With the exception of the Firearms trait XII, which allows pistol shots to pierce, there are no traits that change the way a weapon is used. Even range increased by 200 an engineer still has to stand next to a target to maximize the blunderbuss attack and land on a target to do jump shot damage. Traits only affect numbers, a few feet of range, or some brief conditions but not the play style of the firearm.
When engineers switch to a kit such as the Tool Kit they have effectively switched weapons. An entirely new set of abilities appears on the 1-5 bar which present a new combat theme to the engineer. The wrench is a melee weapon complete with a short range cripple field, a hard hitting melee daze, a block, and a pull that functions much like a thief’s scorpion wire. The grenade kit presents a sort of long range artillery gameplay, and the elixer run presents condition and healing support.
My emphasis is not on the word “mod,” it’s on the idea of a “kit.”
If the engineer has, for example, the rifle equipped and the battle shifts in a way that mid to close range combat is no longer viable my idea proposes that they would activate the “Weapon mod kit” to change the theme of their weapon to include abilities that didn’t require close-range to be effective.
(edited by Torkson.5309)