Engineer's rally point need changes

I encountered a situation where the enemy was either not aware of my Rally Point or simply didn’t want to destroy it. This led to my Engineers not being able to place a new one…basically holding my Rally Point usage hostage…

This is why, when you ware looking to place a new Rally Point, your old one should automatically be destroyed upon finishing building it…

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(So there is no editing butten? WTF?)

Engineers as a whole need a rework.

The AA is uselss, the AT is useless.
The Sandbags and barbed wire get 1 shot from any kind of explosive.

There is no reason to use the Engineer squard.
Best to just take 1 with mutliple other sqads for possible spawm set up.

But yes i agree. I spend quit a lot of time on invasion maps, running back to dismatle my spawn so i can set up a new one.

speaking on invasion, there is one more major problem.
The Spawn location is not showing up on the respawn screen if its to far out.
And i dont mean past the map border but on D-Day invasion as US, if i set up the spawn on the mountains, it doesnt show up in respawn selection as the respawn “Area” is much smaller then the battlefield for some strange reason.

The Engineer in Hell let lose has other problems but at least you dont spend 10 min building defeneses only to have 1 HE Granade blow them all up.


So rather then just complain here are some suggestions.

-The respawn is extremly powerfull. It decides often the win or loose of the battle.
Rather then nerf it, change it.
To do that intruduce the Tier system.

All Engineers can build all tier 1 structure.
But only the Engineer Squad can upgrade structure to higher tiers if unlocked.

Example the respawn.
Tier 1 Respawn has a respawn timer of 1 min.
Tier 2 of 30seconds
Tier 3 of 10 seconds.
The higher the tier, the larger the Respawn.
A Tier 2 or 3 Respawn can not be build in a building.

Sandbags need a buff in terms of Explosive protection.

In The video you can see that while the granade did damage to the sandbags, it was minor at best.
Tier 2 Sandbags get higher ( not wider) And have a little window to shoot from as well as higher protection against explosives.
Tier 3 Sandbags get a roof like the sandbag forts we see on many maps. And ofcourse even more durability.

In additon each tier, no matter the building type, increases the time for dimantiling it for the enemy faction.

Barbed wire can follow the same rule with higher wire walls that slow even more and deal more dmg as they tier up.
Wire should even more resistent to Explosives.
A new skill in the engineer skill tree could decrease the time to dismantly barbed wire.

Tank traps are tricky.
They could just stay as they are but full imunity to any kind of dmg.
They only way to get rid of them should be to dismantle them.
That would make them from useless to very usefull.

The AA Gun , is called AA gun for a reason.
Its current primary use is against infantry.
Change the minumum high of the gun. The the gun allways points a bit upwards.
each Tier could increase the protection of the gunner.
From the current half assed protection to fully encasing the gunner.
Higher rate of fire, higher traverse speed and a bigger magazin could be added as well.

The Anti tank gut suffers from the inability to penetrate Amors.
Most uses i see are against infrantry with the explosive shells.
The few times i tryed to shoot tanks, the entire Tank was shown as Red. (No possible penetration.
-Remove the High explosive rounds
-Increase Amor Penetration to be able to penetrate all Amors uneless the shots bounce off.
-Tier 2 gives the gunner full frontal protection against small arms fire. (Right now you dont live more then 5 seconds manning an AT gun)
Tier 3 gives 180° fire arc and encases the gunner futher from the side.

Aidditonal Defenses would be offcourse welcome.
MG Nests should be a thing of all factions. Limited to 1 per player.
Anti Personal Mines that only apear on friendlys HUD would be dope.

In History, Enginees were capable of building defenses that could halt an entire army.
Now we dont need that here but dedicated engineer squads should be capable of setting up forts that the enemy cant just ignore.

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