Showing Posts For maps.1450:
Hammer:
Solid weapon! I feel it’s well designed and a lot of fun to use. Right now I think it is one of the main draws for the scrapper specialization. Skill 2 is amazing and it feels great to be able to use a melee weapon as an engineer, especially with traits that enable the playstyle
- Auto attacks and skill 3 felt clunky at times. Both seemed to have an aftercast or delay that didn’t feel good
- Skill 3 is rather bad for mobility as running with swiftness is about equivalent in distance traveled. I feel the zig-zagging movement when it’s used without a target in range could be slightly tightened and that delays between leaps should be smoothed out.
- Skill 4 seemed to have a small initial wind up time. As a block it should be available immediately on activation
- Skill 5 could do with a couple seconds shaved off its cooldown or a slightly longer stun
Traits:
As an elite spec mechanic, function gyros as they are now do not cut it. Druids get an alternate form with 5 new skills and great animations and a cohesive theme compared to a pvp downstate tool on a 30 second cooldown. I pvp a fair bit and I certainly appreciate function gyros, but the scrapper has the potential to be so much more fleshed out as a concept.
We get a lot of nice traits in the scrapper line, however!
- A 15-20 second cooldown on the function gyro would feel much better. Chaith’s suggestion regarding the function gyro would also be a nice touch
- Rapid regeneration, adaptive armor, and perfectly weighted are all fantastic
- Stabilization core is a nice boost to the function gyro
- I don’t see myself using Final Salvo often
Gyros:
Here’s where things go downhill. I can’t say I’m really happy that engi got even more AI skills, but on the upside it’s unlikely that we’ll get any more in the future. Gyros need to follow much, much more closely, especially the stealth gyro which can currently be outrun at standard run speed. They should be able to use their abilities on the move as players can. Gyros should also be sturdier. It is completely trivial to dps them down in their current state and once they die they all have long cooldowns.
- The healing and bulwark gyros have really great toolbelt skills that are a lot of fun to use
- The instant-cast heal on the healing gyro is a nice touch, but the gyro feels weak on the whole
- The bulwark gyro has strong potential synergy with heals from allies and our own skills, but it is very lackluster now. I can see the danger in making this too strong, especially in drawn out encounters so maybe it should be balanced around a lower fuel timer and invulnerability or much higher hp + defense. It could be a party-wide oh-$%*# button with concentrated damage reduction and a fuel timer of 5-8 seconds. Otherwise it dies when you really need it to do its job. CC would still be a counterplay option
- The stealth gyro needs a lot of polish to work properly, but I like the concept and the reveal is great
- The purge and shredder gyros seem underwhelming
Possible bugs:
- The leaps on hammer 3 seem to only trigger combo fields as you leap into them and not as you’re leaping out of them
- The stability granted by stabilization core seemed to last 4-5 seconds as opposed to the ~8-9 seconds stated by the tooltip
- The function gyro sometimes just wandered around or started stomping long after it was summoned
- The stealth gyro aggros onto players when it should be passive
My overall impression is that the scrapper is a lot of fun. The hammer’s skillset seems well thought out and versatile and some of our new traits are a great complement. Our mechanic could use some work and gyros need to be brought up across the board in strength and usability. The hammer could maybe use a little damage boost after it’s polished some more, but it seems pretty close to the mark. My thanks to anyone who manages to read all of this 
Easily engineer mines. They ping nonstop with a super grating noise and they’re automatically deployed when you use one of two decent traits (speedy kits when swapping to grenades and bunker down). They’re the only reason I don’t use bunker down more.
I just want the forge to be viable as power-based with good melee-range sustain (some stab or resistance maybe), skillful cc, and solid mobility. Throw in some interesting mechanics to add depth and I’m very satisfied.
AI doesn’t interest me in the least. It’s either too good, giving a large bonus for zero or minimal effort input from the player or it’s unplayable. If things are balanced well, active skills and play should always be a good deal more rewarding than passivity.