Give the rifle a weapon swap.
Instead of weapon swapping it could be considered weapon augmentation.
You use the same weapon, but currentform rifle is considered more of a shotgun and augmented form adds a scope and is considered more of a sniper rifle. Pistols could get a similar option to add a silencer additional options, and the shield could get some form of addon otherwise it would be unfair and impractical to choose any weapon but rifle.
Edit: Thinking on this weapon addons, adjustments and augmentations make perfect sense for an engineer character and I definitely think something like it could be considered if a lot of thought was put into making it work.
I like the idea, but while at it why not just make changed to the NR:1 skill as well? In it’s current form it’s like a proper rifle.
But for Sniper mode: Deals more damage the further away you are
Shotgun mode: Deals more damage the closer you are.
Januk Monkeydoodle: 80 Engi
Knowledge is your friend: 1 of every class for sPvP except Ele.
I was both underwhelmed by the engineer weapons for a very long time to be honest. Sure there was some fun stuff but I never got a good feeling about the weapons. I’ve played other classes and their weaps define so much of the class. I almost abandoned the Engi until I realized something.
The weapons are augments to the kits. Our…weapons really are the different kits we can use, not the pistol / shield/ rifle. Once I started augmenting the kits I was using with the weapon, instead of trying to build around the weapons themselves, I started being a lot more viable and have a lot more fun.
The rifle, for example, is fine for some DPS, but not amazing. I use it however in combination with bomb kit and grenade kit with deadly efficiency. Chill nade, (various nade cycle) once they’re close, rifle #4, rifle net, back to nades.
OR when i’m going for the big booms (this one primarily in dungeons but sometimes I’ve used it in DEs) Rifle #5 to get me in, bomb the crap out of the area, once I’ve drawn attention, Rifle #4, chill nades, and nade out a bit.
ANYHOW just my two cents
Actually, I think a hammer would make a lot of sense on the engineer.
I was both underwhelmed by the engineer weapons for a very long time to be honest. Sure there was some fun stuff but I never got a good feeling about the weapons. I’ve played other classes and their weaps define so much of the class. I almost abandoned the Engi until I realized something.
The weapons are augments to the kits. Our…weapons really are the different kits we can use, not the pistol / shield/ rifle. Once I started augmenting the kits I was using with the weapon, instead of trying to build around the weapons themselves, I started being a lot more viable and have a lot more fun.
The rifle, for example, is fine for some DPS, but not amazing. I use it however in combination with bomb kit and grenade kit with deadly efficiency. Chill nade, (various nade cycle) once they’re close, rifle #4, rifle net, back to nades.
OR when i’m going for the big booms (this one primarily in dungeons but sometimes I’ve used it in DEs) Rifle #5 to get me in, bomb the crap out of the area, once I’ve drawn attention, Rifle #4, chill nades, and nade out a bit.
ANYHOW just my two cents
Except that when you switch to a Kit you lose all bonuses from our weapons. Also, this means you HAVE to trait Kits to get decent DPS? How does that make sense when there’s a whole tree that claims it’s dedicated to my firearms in my Traits? I don’t understand how this helps relieve the problem of the “rifle” feeling like a shotgun and having less range on most of it’s skills than the pistol does on all of it’s skills in main hand. Heck I’m pretty sure that throwing the magnetized shield has more reach than Blunderbuss or whatever it’s called.