Engineer SQUADS (1& 2): Unique Defensive/ Offensive Structures

but with the merge, there won’t be any type 2s 3s and what not.

so… how will that actually work?

you are kinda too much confident about that.

they… actually don’t.

and i wouldn’t trust them to not blow them selves up like they do when you order them to destroy a tank

way too much for my liking.

so i think they are kinda fine as they are

the ones inside houses and what not, more than i like them to.

but fair play to those who placed them i guess.

which, you can easely destroy them as replace them with an engineer.

that’s the play.

not really that much because it takes ages to set them up, and you can cover only so little before getting shot / running out of czech / resourches and so on.

That wasn’t my understanding of it. They haven’t given us as much information about how that is going to work, so once I have that info, I can hopefully work my idea around it.

When it comes to friendly fire with TNT, it only kills the character that set it. So one AI dying I’m not really too concerned about. In case you haven’t noticed, they tend to die in droves anyways.

I get that AI aren’t the best at pathfinding, which needs to be addressed in a whole host of ways, but the primary balance shouldn’t be made for “if you are playing against AI”. This just means that players are the primary ones that need to be kept out, and if you are just going against AI and no players, that comes down to a matchmaking issue, as a player would be able to go through it in an intelligent manner, or flank even.

Interesting. In my experience, and the experience of those I talked to in order to make this post as accurate and as balanced as I can, that is not the case at all!

My question now is if it was the barbwire that was placed by PLAYERS or the ones that are built into the map by default? Which campaign do you frequent?

1 Like

placement restrictions are horrible game design, buildable structures need to give maximum freedom so players can create interesting, new strategies.

strong structures likes concrete sandbags, stronger barbed wire etc. can be balanced by making them cost more ressources and time to build.

2 Likes

Great work mate.

Shame most matches dont allow time for much. But still. Love it in general.

We should be careful, with the weapons we give engeneers but to start with, id like to be able to build rally points in digged up trenches.

I did suggest longer build times, but it appears i forgot to mention increased costs.

The placement restrictions are to prevent exploitable situations and better the balance.

1 Like

true, but it’s kinda already enough to imply that those won’t be a thing anymore:

#AilivesMatter

on a serious note, if you have a small squad, it does matter.

i suppose a matter of opinions.

of course not.

but when it comes to deserters and what not…

it does affect. and … somewhat comes down to just that.

maybe they don’t play the same game i play :woman_shrugging:

you’re… joking right?

what would barbwire already placed in the map has anything to do with engineers?

btw, you can check my replays in tunisia, stalingrad and occcasionally berlin.

i find barbwire all the time that i have to personally break everytime.

not partciular against it, but this suggestion sounds like a fever dream of combat engineers.

making effectively everything around engineers to build and dismantle.

not much of a fan of that. i’ll tell you that much.
( yes. i have read the suggestion, and it isn’t entirely true. but you get the point )

My HOPE is that down the line that will change. I’ve submitted other suggestions that could help with that.

To what are you referring?

1 Like

I’m curious to see how this actually works out.
To me it sounds like the different TYPES Engineer 1s, Engineer 2s, etc. will still be a thing. However they are instead going to work on the perk system for each.
Hey I could be wrong, but we’ll see when (if) it ever comes out.

The desertion factor is something that needs to be dealt with, I’ve said that before on other posts, but again, shouldn’t be the main source for balancing.

PVP is where the balancing needs to be, not PVE.

Some campaigns such as Normandy, Pacific, and Berlin have a lot of barbwire built into some of the maps. Players often get tangled up on it and get frustrated because it can be kind of difficult to get rid of. That’s why I ask.

OUR experience is that barbwire almost never survives for more than a minute when placed outside UNLESS you dig a trench for it. The artillery, aircraft bombs, tank shells, even grenades take it out quite rapidly. Which is what leads so many people to cluster it up in doorways.

1 Like

yeah… tipical DF move.

.>drops info
.>refuses to elaborate
.>leaves onto the next " make enlisted a better place " or right into another devblog.

gotta see what they will actually do.

because after all, they can and will change idea.

like, now that i think about it, despite that statement, you are right. type of engineers were on the spreadsheet so. maybe those will remain.

but this game it’s also pve.

heck, i’d argue i’d be more interested in the latter. but that’s on me.

but as far as it goes for this conversation, your bots are made of AIs.

so… yeah… again, i’d argue they are not ideal for such a task.

and when you have to worry about setting / remove defenses getting dragged back by bots it’s horrible. even worse if they take panoramic route just to get shot because they do pathfinding without finding.

which… i’m afraid we’re going in circles. but i hope they will fix that first.

anyway.

that is true.

normandy is kinda full. and both normandy and barlin have those annoying destroyed barbwire that deals damage.

but, no. i can recognize a placed barbwire and one already placed.

i wouldn’t say difficult to get rid of, but those plays somewhat already an important role for defenders.

which;

well yeah, they don’t last very long because it doesn’t take that long to set them up either.

it’s a fair play.

you destroy them easily as much as you can place them.

that’s my argument.

as after all, their role is to close the path of ais ( which not sure if that’s intentional, but it actually works ) slow down the attackers / defenders, and above all, deal some damage.

you see things that aren’t there " my friend ".

i have yet to see any whiners in this post.

so…

way to go ken… wayyyy to go.

we are also missing “bunkers” If anyone is wondering about the “usefulness” of this mega wooden structure (because I am talking about the typical one that can be made with wood, sandbags, etc. and there are countless photos), it could be a refuge area that can only be placed in exteriors and that it is a bottleneck, it is worth mentioning that if YOU decide to have this inside the construction wheel you should eliminate some structures to be able to balance it but in return it is very resistant to explosions and is a perfect place to mount machine gun nests , cannons and even depending on the type of bunker, accommodate an AA

EDIT:
Adding Photos of different wood and sandbag bunkers for give ideas to the devs

1410254998_oblozhka
Fortifications__pillbox
Fortifications__steel_pillbox
Bundesarchiv_Bild_101I-395-1513-09,_Russland,_Luftwaffensoldaten,_Holzbunker

1 Like

anyway, apparently i have to specify because someone struggles to actually understand someone opinions but,

i’m not particularly against tougher defenses. heck, i’d like to have those for my pves.

it’s just that i don’t believe it should all be around and come down to engineer gameplay.

unless you are playing engy squad, there is somewhat of a scarcity of engineers roles in other classes. and if we consider especially with averange joes which, i’ll admit, for once, mr Para is right.

not many people dismante stuff or even have engineers to begin with in their squads…

which for me, it comes down to, having to do everything my self.

place a rally, get more engineers, use engineers to dismantle, and be left out to play engineers for other roles that will cover up 60% of the match.

if it makes sense what i’m trying to say lol.

1 Like

That’s what I usually do, being a useless player in terms of combat ability, I focus my efforts on more tactical support and working with my engineers, it’s what I like to do the most…

3 Likes

well, i can tell you that as long you actually build rallies, that is not being useless in terms of combat abilities either.

because you are aiding those who fights.
( so thanks for helping and do what not many people do like we do ).

on the other hand, many people do not… even place a rally or have engineers in the first place.

which i’d argue it’s worse.

gets no kills, no rallies, nothing.

15 minutes with barely capture point in their score, barely above 20 kills, no engy points…

nothing.

which on the other hand, it’s fine. not everyone has to be " god " in the game.

but… i was fairly sure these type of stuff were in the tutorial.

tutorial need be improved…and thanks, many don’t like people like us, the other day a clown insulted me for don’t be in high tier in the list of kills and a few protect me because I was making good helping with the walls,rallies,nests and such…

3 Likes

yeah.

there are those type of people…

the toxic kind who insults the team despite being part of it.

so… idk what’s going on inside their head.

i kinda do that too, but way more generalized. and don’t really actively insult people in particular.
because at the end of the day, they are just trying to have fun.
or, they might be legit new. and last thing they need, is some scorns from allies.

but the loudmoths sure do deserve some of their own medicines…
even though, those people will be everywhere. not much that you can do beside ignore them.

Adding on to these ideas because I like where you’re going with it.

WINDOWED SANDBAG: These don’t even need to be a separate construction wheel option. If you stack a sandbag on-top of another they could just default to a windowed sandbag. Maybe with the option to have a metal cover on the inside so anyone inside the bag can open and close the window so they can decide if it should be a full sandbag wall or a windowed wall with the same structure, saving construction wheel space.

HANGAR CONSTRUCTION SETTINGS: Because you’ve outlined a bunch of new ideas that would add to the wheel and be more complex, there could be a setting in the main screen where players can choose which structures their engineers can make. So in the case you have various AT/AA weapons, players are limited to how many weapon types their engineer can construct in battle. This would also help balance these new weapon types so players have to decide what they want to prepare for rather than be able to magically spawn the perfect weapon counter to any situation they find themselves in during battle.

DEDICATED KEY FOR BUILDING: Rather than have to switch to an engineer with a building tool then accessing the build menu through that, have a button for building (similar to switching Squad mates or calling artillery) where if you have an engineer in your squad the button becomes enabled. This allows you to open the construction wheel using any soldier and when you place an object, the engineers in your squad automatically start building while you keep lining up your next structure.

Instead of “auto cannons” they should just make the AA guns return to having full traversal. They were used against infantry as well, and they are weak in the first place and became massive targets to the enemy.

And I think Heavy AA guns should have full traversal as well because it adds a really great opportunity. Heavy AAs were used as AT guns as well so it would give us two play styles when using it. So we can fight the air and the ground

1 Like

The thing is, its the job of engineers, regardless of squad, to build fortifications. That is something I’m sure we can all agree with.

Other squads have unique structures that only the engineers within THOSE squads can build.

  • MG squad builds HMGs
  • AT squad builds AT field guns
  • Flamethrowers build Ampulomets
  • I’m sure others will follow

IF players choose to not have an engineer in their squad, that’s on them.

The issue that I am seeing however, which is one of the major reasons for this post and also why I bring up my suggestion for changing the “dismantle” feature, is that the meta needs to be shaken up a bit.

If players are running around with squads that don’t have an engineer, and instead are walking around decked out with assaulters, grenade pouches, etc. They should NOT be able to just walk up and break structures down, unless they have some kind of consumable to trade for that capability.

If they don’t want to bring engineers, or a consumable, then it should be as simple as THEY AREN"T ABLE TO DESTROY IT.

It will force players that are only focused on that one way of thinking to find flanks, or adapt.

1 Like

I had considered this, but the issue is that not ALL double stacked sandbags walls should have windows in them. There needed to be a way to choose between the two.
Additionally, in the case of placing one in a window, how else would you get it to choose a windowed sandbag wall?
The idea is to reduce the area that a projectile can come through, while still being able to shoot through it yourself.

I disagree with this for 2 reasons:

  1. It adds another “interaction” button, when there are already enough issues for those of us on console.
  2. Trolls would take such advantage of that, closing the windows directly in your face.

I actually had considered this, but after thoroughly thinking it through, I decided that could potentially cause more problems than it would solve.

One of the big reasons that I suggested removing the AT field gun as a whole from the engineer class (believe me, I use that thing a LOT), is that it exists on the AT squad, but nobody really ever uses the AT squad for that purpose.

So by eliminating it from the engineer squad, and replacing it with other options, it better optimizes the engineer squads for their intended roles, rather than making them “Jack of all Trades, Master of None”.
Through my suggestion, it forces them to play more on the support and defensive side, as they should be.

Personally, I think the hammer option is fine as is. The only addition in this regard that I would advise adding would be this: