We wanted Engineer's (not the type the run trains)


(Otto) #1

Things myself and others I’ve played with would like to see some change about the Engineer.

-The turrets are near useless. Any one can walk right up to them head on, stop, melee it to death, and not get hit.
-Machine Gun Nest’s… Again, not super helpful, I try and use them but no player or bot is ever around to shoot once it’s put up. No bot ever uses them… I guess they know better? “6th Law of Brink: NEVER stop moving!”
-Mines and turrets can both be countered by operatives, which is fine if they were even a threat to start with.

The rest of the engi skills don’t seem unbalanced as is but they are not very helpful on there own ether
-Mines… haven’t proven to be very effective, rarely encounter them, rarely see them make a kill.
-Weapon buffing/better buffing, A useful skill I suppose, but like many of the weapon hardware mods, Its very hard to notice a difference most of the time.
But they keep the train(robot) rolling so… great right?

I’m not here here to debate the effectiveness of all the skills, I was under the understanding that turrets were the signature ability of the “engi” class of any game, more specifically area of denial ability’s, which doesn’t seem to be brought out very well as is.


(Dr.Ricktofen) #2

I have had no problems with MG nests, they are quite usefull and i have seen bots use them at appropiate times.

Mines, like grenades, arr not ment to KILL,(unless the person is low on hp) its ment to knockdown incoming attackers, such as when you are defending a area, someone comes along and the mine explodes, harming him and knocking him down, giving you an advantage.


(Shinigami) #3

Lmao. I thought the engineers had literally the single best set of skills of all classes. Worst being the Medic.

Skills:
Engineer> medic=soldier > Operative


(hamstein) #4

Mines are good for chokepoints, put them up, enemies don’t get killed but knocked down. You finish them off.

Turrets…well when bots use them they are very annoying, when I use them they are completely useless. I tried the operative turret control, it’s pretty good, but obviously there have to be enemies nearby, and really, it’s just better if you use your gun as you’ll get the tiny bit of extra turret firepower.

MG nests are ok as well, I use them on the Security Tower maps first objective, though they dont really do too much damage. I guess they are meant for hurting their entire team (as they lose accuracy very fast) more than killing one or two people.

I honestly don’t notice the difference between buffed/non-buffed weapons, all I know is I’m happier when my weapon is buffed.


(Dr. Herbert West) #5

Yeah turrets are pretty worthless in general and think their targeting is near fully broken at the moment.

Friends and I tested them since a lot of us were/are having issues with their effectiveness and found them needing a good 3-5 seconds of a player standing directly in their line of sight. Before it will even start to lock on and aim to fire. Considering the amount of movement players are doing in the game, this pretty much negates them all together.

Another problem with the turrets is that they have an reset animation if a target they detect moves out of sight, the turret will ignore any other target that is in its line of sight. So if you have two players in the same area, with one that the turret detects and takes aim at before the player moves out of los. The second can just stand still right in front of it and have a round 7 seconds of free time before the turret will lock on and start to fire.

They also completely ignore incapacitated targets and players that are reviving themselves, this is particularly hilarious/irritating to watch. Because a player can revive themselves in front of a turret and then kill it before it will lock on to them. Additionally if a player has unlocked the fire while incapacitated skill, the turret will fully ignore them indefinitely giving the incapped player a free kill on the turret before their respawn timer counts down.

They also turn/rotate slower than players move while firing on their target, which allows for a player who might happen to be locked on/fired upon to merely circle strafe around the turret without sprinting allowing them to destroy it unharmed.


(Sono) #6

I’ve found the mines to be pretty useful assuming someone doesn’t shoot me in the face while i’m looking down pressing the ’ F ’ button to place one. The problem is that you’re not going to get direct kills with them b/c they don’t seem to be capable of actually killing someone who’s at 100% health. It’s a minor irritant if you just place one somewhere out by itself, but they can be really annoying around certain objectives assuming you’re able to move out and constantly keep placing them in ideal spots.

I’m only up to the medium turret and it does feel like a vast improvement over the light one, but that’s not really saying much since the light one is just unbelievably awful due to the fact that it barely seems capable of ever actually targeting an enemy player. From my experience thus far, it seems like the turrets are encountering some kind of issue with acquiring targets b/c I’ve had spots where I dropped a med turret and it was money as far as killing people and acquiring targets from a reasonable distance is concerned. But other times it seems like they’re 100% blind and literally incapable of attacking even though they have an unobstructed line of sight to the target on flat terrain.

Maybe it’s just b/c i’ve played a lot of TF2 and the turrets are actually useful in that game, but these ones seem like they need to be adjusted or made more intelligent so that they actually engage targets every time.


(Dr. Herbert West) #7

Nah I’ve never played tf2 and still think the turrets are broken in brink.


(hailey) #8

Every class is absolutely terrible in this game. You can just blindly pick one and not even worry about what it is, the solution to everything is to press F on things. Press F on teammates to give them your fiery bullets of the arcane buff, if you’re lucky they’ll press F on you and give you their power word: fortitude buff. Press F on doors/objects to get past them.

It’s so homogenized and watered down I sometimes forget there even is a class system in Brink


(jazevec) #9

What’s your platform, people ? I suspect turrets are this bad because they need to be killable for players using controllers (Consolified turrets). Do turrets also feel worthless to console players ?


(Sono) #10

I’m on the PC and I’d have to imagine that they’re garbage across all platforms.


(Dr. Herbert West) #11

[QUOTE=hailey;300823]Every class is absolutely terrible in this game. You can just blindly pick one and not even worry about what it is, the solution to everything is to press F on things. Press F on teammates to give them your fiery bullets of the arcane buff, if you’re lucky they’ll press F on you and give you their power word: fortitude buff. Press F on doors/objects to get past them.

It’s so homogenized and watered down I sometimes forget there even is a class system in Brink[/QUOTE]

Well I wouldn’t totally agree with that sentiment but, on the part of the F function it does seem like an extra step command that isn’t needed with many of the talents. Take for example turrets and mines, you need to press “4” by default in order to place them. Then you need to press “F” in order to set them up. This to me makes no sense when there is a progress meter for the talent. Why should I even bother with F when I could just press and hold 4?

This is actually an irritation to me in the class system, especially with mines and turrets because it toggle locks you into a placement mode which can and has gotten me killed in game. Removing the extra F step and making it a pressure toggle would have been a much better and obvious choice in the case of the engineer talents.


(Dr. Herbert West) #12

PC here as well.


(LyndonL) #13

Having a cry because you want an aimbot (turret)? The turrets are great. Simply put them with more an 2 metres lead in so that they have time to acquire target then start shooting. THEN stay nearby the turret… They’re not just set and forget. You actually have to play the game people. Mines are great too for choke points, or just in front of the objectives.


(tokamak) #14

Turrets can’t function independently, they need maintenance and protection.


(Kratos) #15

Engineers in Tf2 are the most overpowered class in team objective FPS history. The developers purposely made it to not be like that. Turrets in BRINK were created to assist and not do the job for you. In Tf2 you can not step infront of a turret for more than a second before you are dead.


(Dr.Ricktofen) #16

I would just like the turrets to aquire targets abit faster…

Other then that, they are well balanced.

And i like how you can only repair it when it has been damaged and disabled, so people cant keep repairng it infinitly and hide behind it.

Ive been engineer only for the most part, planned to be since u heard there were classes, and it looks like it is the best class right now, next to medic.


(LyndonL) #17

The acquisition is a bit slow, but it’s good imo. Means it’s an added layer, not a uber weapon.

I like the non-repair thing too. You can replant a new turret if you want to “heal” it.


(Bakercompany) #18

I’ve killed dozens with my mines and turrets. Try better locations (mines in chokepoints and at objectives, turrets aimed at bottlenecks).

Don’t change a thing about my engineer please.

Medics are great too, love my health boost and when I go down i’m crying for one to be nearby.

Soliders are your pure combat class, with boosted grenades (coupled with grenade shooting, its very lethal).

Operative isn’t the sneaky class people wanted but still very useful. The ability to highlight key players (medics, or whatever is capable of hindering your objective). When you spot mines everyone can see them (and you can shoot them). Disguise is more useful than people realise, seeing as how you can hack turrets and they don’t shoot at you while disguised, so manuever behind them and hack away. Yes you lose your disguise when you start hacking the turret, but if you’re behind it, it can’t track you.


(Scip) #19

i bet, if the turrets were a bit more powerful then people would complain too…

“oh noes, teh turretz are inexpugnable obstacles… HALP PLOX!”

:wink:


(CombatJack0331) #20

Man I’ve got a butt ton of kills using mines. And willing to bet a good 50 kills by turret alone. And I’m only a few hours in. I thought they worked great!