I think the engineers should get more building options. E.G. Level 3 engineers get to build medkit stations (Because I rarely see medics drop them) or allow them to build more complex structures such as those sand bag walls that have the small window to them.
They already carry around AA guns, HMGS, and AT guns
Like I said, a bit silly already. But how to “fix” them without going over the top? The only reason a fix is required is because of HMG power creep. And it’s not like this is TF2 and they should have teleporters or such.
It’s called rally point here
You know what I mean. The current system is somewhere in between going realism where an engineer is just a lad with a shovel and arcadey TF2 mechanics with autoturrets and such pulled from his pockets on the fly. How do you improve on that status quo without upsetting the established gameplay?
A good engineer player can already turn a game around. Several at once can make a point so entrenched that at the very best you’re going to bleed half your tickets to take it. How do you enhance that without going with say unbreakable barbwire which even in its current state when coupled with ruined guns and hedgehogs can already break the game?
If you take engineers from other squads, you ruin the current RP mechanics. People don’t build rallies (or other support) enough as it is. I assume part of special emplacements for non-engie squads are precisely there to encourage people to take engies and not just charge in with flamers or lmgs. On the other hand if just about every other squad has something more interesting why take them at all?
By using this games top feature: bots.
I’ve made posts about it months ago.
Basically only advantage on engineer squads right now is the amount of engineers, mg squads can have 2, engineer squad has 6.
With some improvements to bot orders or some added blueprints this squad would be more viable:
-oder bots to (automatically, right now you have to press x on each and it gets buggy) build any blueprint you place, just run around placing sandbags, ammo, rallies, barbed wire and AA/AT. 5 bots will build it in seconds, no boring hammering for players
-order/blueprint of trenches, order 5 bots to dig, give engineers bonus to digging speed
-more blueprints for bigger fortifications,
-better AA/AT guns, but with SPAA coming out, and AT squad lacking it could benefit from better AT even more
That I can get behind 101%.
Deeper trenches would be nice if the engineers could build that
never liked the idea of MG squads being able to build HMG, its like they already have their own MGs, why build an emplacement?
LMGs should have been buffed to be useful first, before adding this mechanic.
With all due respect man, if you can’t find just about any LMG useful that’s on you.
I still have the engineer squad as must have squad. Thats just me.
Also I love buildables so id love more options. Not for everyone but stuff i think would be cool (yes i get carried away).
- 88/qf 3.7 inch/90mm emplacement. Dual purpose, aa and anti tank
- vehicle ammo dump
- howitzer/field artillery (think big mortar)
- pill box
- ladder
- barricade (longer, taller, stronger than sandbags)
- aid station (perhaps should be medic buildable)
agreed, seems the devs just wanted to make the engineer mainly, or, totally being arranged to other squads like at gunner nowadays. however, since they said they will strenthen the engineers in at and even could be sniper squad, the biggest clown is the original engineer squad. 4 engs isn’t that much better than 2 in fact.
Plus if you setup an anti-tank gun wrong it vibrates a lot
the easiest solution for that would be to allow engineers in engineer squads to use assaulter weapons too.
this way the squad becomes actually worth it compared to playing single engineers in other squads.
That’s rich coming from someone who’s been recently preaching against taking three+ assault squads and not trying other weapons. Also, what’s the point of assaulters, then?
Yes Ladders please.
Refill Station for stuff like Artillery so it auto refill them without having you to do it constantly
Ability to call in Supply Truck or Infantry trucks to allow units to cross to safely would be amazing
About that i suggest making the standard mgs building displaceable giving it more flexibility than HMGs
The engineering team still has its advantage.
And that’s because of giving orders.
The engineering team is able to build faster and more.
I would give the engineering team the opportunity to build 30 traps and 30 dams from sacks and Czech hedgehogs. And I would add the ability to issue trench digging orders.
Of course, it would be useful to construct structures that could only be built by engineers, such as Pillboxes.
Here’s my take on it:
While SOMETIMES a coordinated team can get fortifications down and make a good defense, that is far from common. Unfortunately, the “established gameplay” pushes for more run-and-gun tactics, and puts defenses in a really awkward spot. There is not in-between time on objectives, and defenders are not told in advance where the objective is going to go. The only way to set up a really solid defense is to be on a map with a guaranteed location (such as Fortress on Tunisia).
Even then, the current fortifications get melted with such ease that it becomes extremely difficult to defend against certain kinds of attacks, such as flamethrowers, white phosphorus, GL, and artillery strikes. Not only do most explosives take out 90% of fortifications due to the lack of durability, but they can be taken down by hand, by any character type, without the use of special tools. Despite the fact that it requires an engineer, using a hammer, and resources of which he has a limited amount, to put it up.
In addition, tanks are usually where currently? Sitting in the back, because they can’t use vehicles to capture objectives, and they currently aren’t needed to push through fortifications. If the fortifications were significantly harder to destroy, they would have more reason to push forward and assist the ground troops.
You’re probably thinking at this point: “Then they would be too strong, I can’t get through them.” Surprise! You still can by using other engineers to break things down, TNT mines to clear fortifications, smoke to provide cover while you move around.
Mines currently are really only useful for defensive purposes, and are still quite limited. If they followed what I am suggesting, TNT mines would be more pertinent for attackers type squads, while the other mines are for defender type squads like the engineers. It could also pave the way for troops with Bangalore Torpedos, that can be used to clear fortifications.
This is especially necessary with the introduction of Paratroopers, as defenders now have to worry about attacks from all sides, not just one or two. Being able to actually hold back enemies is extremely necessary.
Overall, my point is that the “established gameplay” needs to be upset a bit.
You know as well as I do that people who spend 40+ minutes grayzone camping or spamming “Need coordinates” while using even a fighter as a dedicated bomber regardless of the combat conditions won’t change their playstyle one bit.
Imagine every cap circle being covered in two layers of indestructible barbed wire. Imagine your regular spawn being the same, especially after it moves to a new zone. Imagine one of those bunkers in Norm having more wire than concrete inside. Well, the last bit you don’t even have to imagine.
I get what you’re saying but they made a good compromise to avoid abuse.
In all fairness I already do that. Engineers with quick build remove barbwire and hedgehogs much more faster, and detonable TNT packs are just about my go-to solution for most problems. Attack or defense.
There’s a difference, though, in being able to clear fortification in 40-50 seconds (and that’s not something you can afford while the enemy is present in most cases) and not being able to clear them without extremely limited TNT packs or admittedly less limited explosive charges while the enemy can replace them in potentially seconds.
I think that’s the point people are missing when they’re saying this isn’t worth it. The engie squad, II+ especially, is just so versatile. The jack of all trades type squad.
The HMG is a beast, but your emplaced LMG can still do some serious damage and lock down an approach just as well if you pick a nice position.
AT cannon? It’s not a tiger or IS-2 but it’s rather nice direct fire support with the HE shells, and can catch most tanks by surprise. Provided you’re not building it in the open, or trying to kill a jumbo thru the UFP.
Or that it doesn’t bug out.
AA guns? Yeah, a fighter is better, especially after recent changes. But it still gets the job done. The soviet one especially is a bastard when used to block off access to buildings and alleys.
So, I propose the engies ARE worth it precisely because of the currently established gameplay. They’re perhaps not as effective at sprinting and flaming everything in CQC, and they’re not as effective against any particular type of situation but they’re equally effective against potentially any threat on attack or defense. The ability to suppress infantry charge one moment, counter snipe entrenched enemies with HE shells or catch a bomber by surprise instead of leaving it to farm up kills is in my opinion quite valuable. Being able to create sandbags on the fly with most of your squad to support approaches or at least provide a stable firing position is also invaluable.
And it’s not like they lack firepower in the current state of the game. Pre-warK98s or manlichers, No4s and winchesters early to mid game; AVTs, FGs and M2s lategame, are all excellent weapons.