Showing Posts Upvoted By ButtercupSaiyan.9457:

Turret trait idea!

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Posted by: Nirvana.8659

Nirvana.8659

In a such dinamic game,sound strange how this mobile turrets idea comes from player,and was not already developed by designers from te beginning.

+1 for mobile turrets and may be some CC balance to don’t make em OP

I apologize for my english.
Engineer : Charliengine
Engineer : Brother Thompson

Turret trait idea!

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Posted by: XelNigma.6315

XelNigma.6315

I think both spider legs and mini tank turrets would look awesome beyond compare!
However I find it very unlikely to happen. And that makes me sad.

I think simply giving us a bigger cooldown refund when picking up turrets would help alleviate the problem of not being able to use turrets in back to back fights.

But dang! It would be awesome to have a rifle, rocket and flame spider bot following me around.

Turret trait idea!

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Posted by: arrownin.3128

arrownin.3128

Here’s my idea for a trait…
Spider Augmentation: Turrets now follow you using spider like robotic legs.

Turret Thrusters: Turrets now thrust upwards, avoiding all attacks for 1.5 sec whenever you dodge.

Engineers: What do you want to see that we don't have?

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Posted by: LoreChief.8391

LoreChief.8391

I want to get a good idea as to what other people would like to see from the Engineer profession. I’ve posted my own ideas here before, with bittersweet response.

A few rules to follow on your submissions though:

1. Do not talk about current bugs. Nothing like “we don’t have working deployable turrets!”
2. Explain your idea, don’t just give a few words.
3. Keep in mind that others may critique your ideas (including me!), so take criticism with grace.

Go ahead and post now. This next stuff is just me explaining my personal opinion. Engineers are the embodiment of creativity. Magic, science, nature, experimentation, we use everything and anything to manipulate the world around us, and do so in order to make ourselves a force on the battlefield unmatched by sword or spell. However, the current available skill sets put us more along the lines of “commando/soldier” than they do inventor/engineer.

We have rifles, grenades, bombs, flamethrowers, which are all arguably very “military-ish”. This has been justified by the fact that Charr are the fore-bearers of Tyrian engineering. They invented the technology, they used it to kill the titans that enslaved them. BUT! Asurans are also natural engineers, sylvari are natural scientists, (norn are uh.. connected to all the other races that invent things?), and humans are adaptable enough to learn, practice and develop their own mechanical/alchemical creations.

Spill it! What ideas have you got?

EDIT 5 We are running out of room on my top post here. If someone from ANet sees this, please, if you can – create an entry below the first post that I can keep amending suggestions to!


+ A condition melee kit (perhaps the Chainsaw Kit suggested by Karast?)
+ Kits scaling with traits (a classic, but definitely a goodie)
+ Current rifle skills -> Shotgun Kit. New rifle skills instead.
+ Gatling Gun/Minigun Kit + +
+ A reliable (non-RNG) “big item skill” like reflecting walls, group stealth or group stability
+ A pure-DPS elite skill (I thought Mortar fit this role, since it summons a rifle/flame kit, does damage on landing, and drops some healing stuff/turret ((okay last one isn’t DPS…))
+ Siege Repair abilities
+ Turret customization (both looks ((possibly based on race)) and behavior)
+ Gadget-based Elite skill. We have turrets and potions, no gadgets though!
+ Reliable stability
+ Incorporate more TF2-Engi style turreting as opposed to current incarnation
+ Leg/Helm/Chest/Arms Augment skill tree ideas (shamelessly mine)
+ Make our skills more “oomfy” (visual flare) so that they feel stronger without needing any actual changes to make them stronger
+ Ability to put sigils on our kits
+ Exploding med-kits
+ More large-area utility skills such as walls and Mesmer portals
+ Kit skins (including legendary ones)
+ Hammer added as a weapon set
+ Beefier turrets
+ Less/No Random effects
+ Stealth/Cloaking Device as a utility or weapon skill somewhere
+ Turret cooldown reduction trait
+ Faster turret summoning
+ More choice of sigil usage (we are limited since we only get one weapon set)
+ Make ‘Tool Kit’ support turrets better, and be a more effective melee kit.
+ In addition to the post above, a suggestion here that I definitely agree with: “Make tool kit THE turret weapon kit.”
+ More kit mechanisms like Kit Refinement and Speedy Kits
+ Make underwater Engi combat more interesting. Improve underwater kit functionality!
+ Railgun kit. Also, a nail-gun kit that uses improvised tools for attacks.
+ More shotgun weapon skins (so that we don’t look so rifley)
+ Grenades becoming Grenade-kit has made itself visible again!
+ Summonable Multi-function passive-effect proccing backpack. Go go gadget death machine!
+ Smart targetting turrets
+ Improved flamethrower
+ Rifle turret -> Minigun turret & Rocket turret -> Homing missile turret
+ Healing turret that does pulse heals instead of having to pick up/re-summon turret
+ Flamethrower kit comes with a gas mask
+ Pistol skills to animate with both pistols instead of just one
+ Sniper Kit + +
+ The ability to lob grenades down a hill (distance improved by pure falling)
+ More color slot options for goggles
+ Weapon slot modifiers that slightly-modify weapon skills. This is an amazing idea proposed by CriSPeH for an alternative to weapon swapping.
+ Rework pistol to be rewarding, strategic, and powerful in line with weapons other classes enjoy.
+ RPG/Bazooka/Rocket Launcher kit
+ Blunderbuss has multiple shots (repeated attacks)
+ Underwater mines become depth charges

More added when provided


(edited by LoreChief.8391)

Orr farming with flame thrower

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Posted by: Kodiak.3281

Kodiak.3281

Flame Thrower is limited to 3 targets. You can try this in Lion’s Arch at the dummies in the back. You’ll only hit 3 targets even when sideways.

Pistol piercing attacks will pierce all targets. They may seem like less damage all around (each shot hits about the same as a single Grenade depending on gear) but when you hit 6 or 8 targets at once every second it’s pretty freaking awesome.

P/P is just where it’s at. Once you stack enough Precision/Tough/Condition it’s simply fantastic.

Kodiak X – Blackgate

Orr farming with flame thrower

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Posted by: Malhavoc Adhamar.3675

Malhavoc Adhamar.3675

I find I get more success using either P/P , P/S or flamethrower than I do with grenades. I regularly use a 0/30/0/30/10 build with Precise Sights, Fireforged Trigger, Juggernaut, Fast Acting Elixirs, Deadly Mixture, HGH and Kit Refinement. Skills are Elixir H, Elixir B, EG and FT.

Nothing more complex than run around flaming everything, using the FT 2nd and 4th attack for when mobs are spawning/clumped together. EG gives you some healing to keep yourself/any critical NPCs alive along with Acid Bomb to again tag some more mobs.

I just find grenades somewhat too slow to tag things once they start moving around (Grenths comes to mind).

Orr farming with flame thrower

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Posted by: Broken Angel.4956

Broken Angel.4956

How to best trait and equip yourself?
Mobs die so fast, that it seems flamethrower is the best tagging option

Torch - Engineer Weapon!

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Posted by: Haltus Kain.4578

Haltus Kain.4578

Honestly? I’d rather they moved Blowtorch and Glue Shot to offhand torch and gave us a REAL offhand pistol. That shoots BULLETS. At RANGE.

That’s a great idea! OH pistol abilities really aren’t very pistol-y are they? xD

Haltus Kain [BGV] – 80 Engineer Mesmer – Tarnished Coast

Torch - Engineer Weapon!

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Posted by: Kuari.8106

Kuari.8106

I say give them torch, but make their attacks a bit unique. Like make it kind of a turret spec thing as an offhand weapon. 5 drops a cannon. Maybe make 4 like a molotov kittentail that works similar to the mortar incendiary.

Torch - Engineer Weapon!

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Posted by: Isslair.4908

Isslair.4908

Too much burn. There’s no need to have so many burn appliers, since it doesn’t stack in intensity.
It would be cool if torch would apply different conditions from engi’s tinkering.
Like frostflame, that freezes (we have only 1 way to apply chill afair) or smoke field to blind\stealth (it will sinergise nicely with being in melee) or destroying armor and stacking vulnerability. That would be interesting.
But burn? Nah. Only on autoattack.
+1 for torch in mainhand anyways.

EU Aurora Glade

Torch - Engineer Weapon!

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Posted by: vonBoomslang.8296

vonBoomslang.8296

Honestly? I’d rather they moved Blowtorch and Glue Shot to offhand torch and gave us a REAL offhand pistol. That shoots BULLETS. At RANGE.

Torch - Engineer Weapon!

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Posted by: Haltus Kain.4578

Haltus Kain.4578

I see a lot complaints about engineers not having enough weapons (barring kits), and I’m surprised that torches are never brought to the table as a possibility.

As far as actual current in-game weapons go, I think the torch would be a great option aesthetically and conceptually for the engineer; fire is chemistry in one of its most impressive forms! …unfortunately we’ve got the whole lighting $#!% on fire thing pretty well covered at this point via flame thrower, flame jet, and fire bombs; the the big challenge regarding the torch is gonna be coming up with abilities that wouldn’t be redundant to what we already have.

One thing to keep in mind is that the torch doesn’t necessarily need to be an offhand item; pairing the torch with an offhand pistol or shield could lead to to some interesting combinations.

Post as many ideas as you have! If you don’t have a complete 1-2-3 or 4-5 abilities in your head – no problem! Post what you have, and we can mix and match until we come up with something(s) suitable for in-game use!

________________________________________

Idea List:
(will keep this updated as the thread progresses)

Brand:
(melee) Press the torch into your target’s flesh, causing direct damage and applying burn. Possible additional mechanic – ability could be channeled, causing the torch to be held out infront of the engineer; the longer the torch is in contact with a target, the resulting burn will be exponentially longer.

Chuck it!:
(ranged) Throw the torch at your target, causing direct damage, knock down, and burn.

Spit Fire:
(cone AoE) Withdraw a flask of rum, take swig, hold the torch infront of your face, and spray! Applies burning and confusion. Also applies inebriation to the caster and target(s).

Chemical Flare:
(cone AoE) Throw a handful of powdered magnesium through your torch. The resulting flash applies burning and blindness.

Ignite:
(melee range -or- GTAoE) Adds a Fire combo field to any Light, Lightning, Poison, or Smoke combo field in the target area. Adds duration to any existing fire combo fields in the target area. (may also apply a fire combo field to other plausibly flammable substance, such as the glue from “Glue Shot” or the oil from “Slick Shoes”, etc.)

__

…that’s all I got. Feed the list!!

- Hal

Haltus Kain [BGV] – 80 Engineer Mesmer – Tarnished Coast

Rifle animations & moves disapointing and lacking

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Posted by: nofo.8469

nofo.8469

So your suggesting that there are 5 or more that represent “sniper rifles” since you are arguing on the side that “most” skins are that of a sniper rifle as the OP suggest?

What does “rocket jump” have to do with anything? It is not an engineer skill.

My apologies, I meant jump shot. Pretty sure you knew what I meant given the topic at hand but just felt like being an kitten

Sniper rifles are just rifles with a scope and a few small accuracy modifications.

Hip fire looks stupid with rifles of any type, especially sniper rifles.

And yes, there are far more rifles skins than shotgun skins.

Engineer bugs compilation

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Posted by: Casia.4281

Casia.4281

What? Weird. it works in spvp, but not pve?

Engineer bugs compilation

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Posted by: miniszlan.7092

miniszlan.7092

I’ve been writing on threads myself, about this issue. This is the ONLY Engineer issue really annoying me and contributes to the fact that I’m not playing my engi, because that trait was the one I was looking for most…

Engineer bugs compilation

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Posted by: Anymras.5729

Anymras.5729

There’ve been a few threads on it. Last I checked, Deployable Turrets only works at all with Healing and Rocket Turrets, and it turns the Toolbelt skill for the Healing Turret into a non-Deployable Healing Turret.

Every turret that is not Healing Turret or Rocket Turret is spawned in the usual place, and does not create a Ground Target indicator.

No idea when they’ll get around to fixing it. Maybe sometime in March, at the rate they’ve been going.

I’ve pretty much stopped playing entirely due to my disappointment over it, but I still check to see if they’ve fixed it, every single patch; they’ve gotten to tooltips, and have been rebalancing since release, but Deployable Turrets is still broken. Asked if there was any kind of ETA on it getting fixed, once; no reply. Ah well.

(edited by Anymras.5729)

Engineer bugs compilation

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Posted by: spacemayu.4817

spacemayu.4817

Why isn’t there a thread on this.

The trait doesn’t work at all, no circle for ground targetting appears and the turret doesn’t spawn where my mouse is.

The kit dilemma.

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Posted by: Wallach.7291

Wallach.7291

So, I have been playing the Engineer since head start. While I love the aesthetic and general design of our individual skills, the one thing that has stuck out since the beginning as problematic is the kit system.

Engineers are limited to only one weapon set on the basis that they are capable of choosing one or more kits that we can swap to; the benefit being our kits do not suffer only a 1 second cooldown rather than 10. The problem I have with this is that if we choose not to select any of these kits, we are left with the fewest number of abilities of any class in the game at any given moment, including the toolbelt skills.

This doesn’t inherently sound like a problem when you consider that we also are capable of having the largest number of abilities at any given moment if we take the opposite path and equip a bunch of kits. Here’s the catch – their existence as replacements for core heal/utility slot skills skews the relative worth of the rest of the skills that are not kits but fight for the same slots. If I take a skill that is not a kit – particularly in the utility slots that contain offensive cooldowns – I take a hit in the amount of skills I am capable of bringing into combat. More importantly, I am pressured into taking one of these kits because my class inherently starts with less combat skills than any other class due to lacking a second weapon slot, which places additional pressure on my utility slots.

Ultimately I find myself wondering how much this mechanic actually benefits the class. It strikes me that the Engineer has a baseline disadvantage that the core class mechanic does not serve to offset by default like it does for the Elementalist. In fact, the toolbelt skills themselves are skewed in value towards the kits as you still gain 1 skill in the toolbelt whether you take a kit or a utility.

There is too much pressure when constructing a build to take a utility slot kit simply due to the lack of baseline functionality compared to the other classes, and our class mechanic actually adds to that pressure when it should act as a moderating valve. Essentially, I think the “baseline” Engineer needs to match core class functionality in a zero-kit situation and currently it does not. The result of this is that build variety and flexibility suffers, and for a class that is designed around adaptability, I find this a pretty frustrating limitation.

Hammers: what's the fuss about?

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Posted by: Istarien.3147

Istarien.3147

A (real) engineer credo I hear frequently: “If at first you don’t succeed, use a bigger hammer!” Of the weapons available in the game, if I had to pick a melee weapon for engineers, it would be either a dagger (everybody needs something to cut fuses, no?) or a hammer. The preferable melee weapon for an RPG engineer, though, is a wrench. We have the toolkit wrench, but the toolkit is a utility kit, not a damage kit. Perhaps the solution for engineers wanting a viable melee option is an entirely new kit that features an enormous 2-handed wrench, wielded solely for the purpose of laying waste to the opposition (not for fixing turrets or providing various forms of defense/control). That way, you get your hammer without doing anything preposterous to the class or having to introduce a new weapon into the game that only engineers can use.

Isti (Engineer) | Niphredyl (Guardian) | Istra Ironfang (Necro) | [LotD] | Blackgate

Hammers: what's the fuss about?

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Posted by: Hammerguard.9834

Hammerguard.9834

I can definitely see Engineers doing some melee, they even have tool kits for it. Why not give them a weapon that can do it?

… I still want tengu.

Hammers: what's the fuss about?

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Posted by: nofo.8469

nofo.8469

We have two melee range weapons.

Bomb kit and toolkit.

Fixing those first would be nice.

Hammers: what's the fuss about?

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Posted by: Loki.4871

Loki.4871

Or along with grenades getting a nerf (Or at least, I think it’s inevitable) the other kits could be buffed up including the wrench, giving you your ‘viable’ melee, despite the fact it’s workable at the moment?
I’ve done dungeons with it for goddness’s sake, the toolkit is okay at the moment. Instead of getting new stuff, how about the stuff that’s already there working first?

Hammers: what's the fuss about?

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Posted by: CriSPeH.8512

CriSPeH.8512

Hammers would be fine with me.
By ADDING a new weapon you would be taking absolutly NOTHING away from my gameplay.
If I don’t like the hammer I do not have to use the hammer, simple as that.

As far as it fitting the profession I think a hammer fits the Engineer just as much as a shield does. Its not so much the weapon as much as it is the skill sets with the weapon, if Engineers had a hammer I am sure it would be more utility oriented with maybe even an option to repair turrets, tht way if you play with turrets you aren’t forced to use toolkit as your only option to repair them.

Hammers: what's the fuss about?

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Posted by: coglin.1496

coglin.1496

You just basically described the tool kit or bomb kit. I do not see how that opens up a new branch of play style.

I do not feel the profession is pigeon holed at all. Just because the forums is full of posters discussing using their pigeon holed builds, does not mean you have to use one of them. Nor does it even mean they are the best. Think for yourself, think outside the box, and play your way.

Poor craftsman blame their tools. Poor players blame their Engineer.

Hammers: what's the fuss about?

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Posted by: Malhavoc Adhamar.3675

Malhavoc Adhamar.3675

I think its because engineers currently don’t feel as punchy as other professions that are DPS focused and getting the hammer could be a way to rectify this. My thoughts to how the hammer would work would be something like this:

Skill 1: 3 chained attack applying weakness, vulnerability and ending in a cripple
Skill 2: Leap attack ending with an AoE burn and a 3 second fire field
Skill 3: Small AoE attack. Blast Finisher.
Skill 4: Projectile attack that leaves a trail of smoke/fire
Skill 5: Large AoE attack resulting in burning, bleed and knock back.

Very little utility here to get yourself out of a tricky situation but plenty of damage and conditions to give you a fighting chance to brute force your way through.

In any case the hammer would open up a new branch of play styles which would help the engineer feel less pigeon holed into using certain builds/kits if they want a more DPS focused build.

Hammers: what's the fuss about?

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Posted by: Isslair.4908

Isslair.4908

Bow are for treehuggers. We are the heralds of progress and use more sofisticated weapons of war. And that’s why we can’t have hammers.

EU Aurora Glade

Hammers: what's the fuss about?

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Posted by: Grackleflint.4956

Grackleflint.4956

I would love to see the Tool Kit get some tweaks. Right now its strongest ability is its Toolbelt Skill (Throw Wrench). The #1 needs to attack faster and do a LOT more healing on turrets. #2 needs a faster casting time. #3 should have a shorter cooldown, #4 is fine—maybe increase the duration to 3 seconds or give it a counterattack on block, and #5 needs its range and casting time increased and decreased respectively. Also, as an Asuran Engineer player, I would love to see the wrench itself scaled up. This kit is very close to being a viable melee option.

Hammers: what's the fuss about?

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Posted by: Loki.4871

Loki.4871

Engineers do though; the toolkit. It’s a wrench too, so it actually fits the tinkering tools thing. Hammers do not fit the aesthetics imo. Can you see one of those massive warhammers being used to repair a turret, or fine tune some gears?

even the class which has the word ‘range’ in it has melee options.

This is a Very Stupid thing to say that is sadly far too common. Rangers do not get their name because they use ranged weapons to attack someone from range, in much the same way warriors aren’t called ‘melee-ers’ because they attack from melee. Most rangers, especially the original ones, made extensive use of melee weapons. Aragon from Lord of the Rings, the prototype fantasy ranger, spent more time running around with a sword than a bow.

Rangers get their name from the verb “to range” which if you crack out a thesaurus gives equivalent verbs such as “to wander”. Rangers range over a large range of lands, hence they’re called rangers. It’s like how a cook cooks, or a singer sings.

(edited by Loki.4871)

Hammers: what's the fuss about?

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Posted by: Ferum Flamebender.5910

Ferum Flamebender.5910

Aestethics sure! But it will provide some new touch to the engineer. Almost every class has an melee option, even the class which has the word ‘range’ in it has melee options. Why don’t we?

Aetra Ironbender, Rated E for Engineer- [WoT] Warlocks of Tyria- Far Shiverpeaks

Hammers: what's the fuss about?

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Posted by: MentalPause.9183

MentalPause.9183

Its an Aesthetic thing, people feel that Engineers should be be able to run around with a big hammer because it fits the style of what is typically an engineer. Personally I think the tool kit fits that aesthetic, and it just needs some work to be viable. Also, just because the weapon is “melee” doesn’t mean it has to have a melee skill set, look at the Mesmer great-sword for example.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red