“We’ve been enjoying watching all of the scrapper gyros buzzing around in the jungle, helping allies and clearing the way for Pact forces. Our focus for the engineer has been to improve less used traits and to rework some functionality for scrapper traits. For the core specializations, trait improvement efforts have been made toward creating impactful choices and making each build choice more distinctive. With that said, we’re still monitoring the defensive nature of the scrapper and may look to implement a reduction in survivability.”
“We’ve been enjoying watching all of the scrapper gyros buzzing around in the jungle, helping allies and clearing the way for Pact forces” PRICELESS JOKE (useless gyros skill, too slow, can’t follow player if wall or jump)
that being said,
waiting to see which kind of rework they did on the scrapper traits.
For the core specs hopefully they deleted the illogical stuff such as:
Explosive traits line:
Cd on explosive power keg V thermobaric detonation
Glass canon
Firearms:
the obivous need of continuous use of the flamethrower (juggernaut)
the useless modified ammunition
Inventions:
cd reduction of AMR (maybe to use something different from Healing turret? )
rework of overshield (gain protection AFTER skill use)
maybe reduce pace of boons application in Experimental Turrets
rework of energy amplifier (unless Healing power becomes a meaningful thing)
rework of medical dispersion field (Engi is not a Druid).
Alchemy:
Useless trait Health Insurance (MedKit needs a BIG rework)
Iron Blooded
Tools:
Optimized Activation V Adrenal Implant (wut???)
Rework of Gadgeteer
Tuning down a bit the defensive nature of the scrapper would be understandable as soon as there is a will to finally delete the bunker meta (and hopefully we will not fall in a “sniper” meta: 1 shot – 1 kill)