New objective specialist ability idea/role


(Killerbannapple) #1

I was just thinking about the actual value of haveing an objective specialist on defence in comparison to offense. When on offense in any EV mode an objective specialist is vital however when defending in an EV mode it has significantly less benefit. I think it would be cool if all objective specialists gained the ability to repair deployables such as health stations and ammo stations that other mercs have placed, giving them something to do when not diffusing the C4. An alternative idea I had was give objective specialists the ability to overcharge deployables increasing their affect briefly. For example overcharging an ammo station would let it resupply faster, wile overcharging a healing station might make the heal readies larger. Does this seem like a good idea?


(Ctrix) #2

Or you could play one of the other two mercs in your loadout?
Both EV maps have a side objective that engineers can influence at stages, also Engineers have the best (stationary) defensive abilities, so they can hunker down in a room and really do some damage.

You should switch mercs depending on level stages and enemy team compositions, not just play one merc through the whole match.


(Killerbannapple) #3

@Ctrix said:
Or you could play one of the other two mercs in your loadout?
Both EV maps have a side objective that engineers can influence at stages, also Engineers have the best (stationary) defensive abilities, so they can hunker down in a room and really do some damage.

You should switch mercs depending on level stages and enemy team compositions, not just play one merc through the whole match.

While I do agree with your statement, I feel like it is important to have an engineer while defending in the event that the C4 is armed or a side objective needs to be repaired.


(PeneTraitor) #4

Would make a mass bushwacker defense a real pain


(SiegeFace) #5

Now that would be cool.

Although I dont think the overcharge should work on turrets though.

Although someways to balance it perhaps?

  1. Raises Max HP on a Turret, at either a radius, lock on time or damage cost (Tanky the Turret)
  2. Raises Radius, at a cost of lock on time AND damage (Dr Pepper)
  3. Raises Damage, But Increased Lock on time and Decreased Radius. (I have nothing for this)

Maybe Enemy Obj Specialists can turn your own deployables against you and vice versa.

Turn Turrets against the other team, Set Proxy Mines to Blue, Change health stations to other team etc etc, now that could really amp things up, not only do you have to care for your objectives, secondaries, spawn zones, alternate routes, you also have to keep the enemy from taking over your Health Stations, Turrets & Proxy Mines etc.

But I’m not sure how it could work but I think it is a neat idea.


(Lumi) #6

This sounds so much like Team Fortress’ engineer. Buffing deployables.

I personally think it’s a bad idea, because you will have to balance two states for each deployable. They already have issues balancing Bushwhackers turret alone now imagine it being buffed by someone. I really doubt something like that will be implemented. And I actually hope it won’t.