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Engineer Perk, Female Chars, Xmas Zombies

Even your beloved engineer hates the idea.
I will however, get behind the ammo box idea though, but rather than issue it to the already overpowered support, I move that the ammo boxes be issued to the underpowered, underappreciated, and generally all around weak commando.

The main advantage (besides encouraging ppl to play commando) would be that the metric ****ton of ammo for his ARs (and L22, but I think that counts as an AR) means that he would be much more inclined to drop ammo for his teammates than to grab it for himself.

Balance-wise, I like the idea of the trader charging for the ammo boxes after-the-fact. That is, when a teammate picks up an ammo box, the commando (or better yet, the person who grabbed it) has to pay the full value of the ammo they grabbed plus an extra 25% premium. Also on that note I would like to start a motion that the amount of ammo for a weapon picked up from an ammo box scales based on the power and value of the weapon, ntm the size of the ammo itself. I've never been able to figure out how so many LAW rockets fit inside that tiny box anyways.

the underpowered, underappreciated, and generally all around weak commando.

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I don't know what you've been doing, but the commando is definitely not underpowered or underappreciated, or all-round weak.
It is, one of the best balanced perks, with an amazing ability to clear weak specs and to take out Sirens and Husks easily. That's not weak or underpowered.
It does however, lack power against Scrakes and Fleshpounds; this was by design: the SCAR was nerfed to make it less capable of dealing with these specimens.

"Everybody is a genius. But if you judge a fish by its ability to climb a tree, it will live its whole life believing that it is stupid."
 
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I had this idea too today

I had this idea too today

Me and my friend thought about the engineer today too. We also thinked it would be something like armor repairing and ammobox using. This is what we thought it would look when it would be around lvl 6:

Non-Melee weapon damage: 30% more.
Reload speed: 10% faster.
Carry capability: 20
Ammobox ammount: 8
25% or 50% better armor.
Repairkit is 70% cheaper
Can weld doors to 125%

To level up this perk you would need:

Same ammount of welding as Support Specialist
Damage to 5.5M with non-melee weapons
100K armor repair

The idea for this was the fact that engineer would modify his own armor and weapons to get them little bit better. His main focus would be more of a ammo giver and armor repairer.
It would also require two new weapon to the game known as repairkit and ammo box.
Ammobox would only give ammo. This means no grenades or pipebombs from engineers boxes.
Repairkit would be able to repair max of 500 armor damage and would cost around 1500 without discount.

We didn't want to create anything too powerfull and only because he's capable to use all weapons more efective is a great boost already. The ammo box ammount he's carrying propably needs balance.
Also because we already have Support Specialist, Commando, Demolitions, Firebug, Berserker, Sharpshooter as a damage dealing classes we also thought that there's no need to add one of them.

We see engineer more of a alternative choice for a medic. He's capable to deal a lot more damage than medic and can give ammo to the friends. He's armor repairing skills aren't infinte 'cause it would take trader out of armor business.
 
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Medic tanks, Engy repairs his armour.

Also, why would an Engineer be needed to repair the armour, wouldnt a Tailor be better suited (lolpun) to the job? I mean, its kevlar, not plate mail that needs welding.

Though, could be new achievments for it.

A stitch in time - Repair a Kevlar vest of a teammate with it only having 1 point of durability left.

Crossthreaded - repair another Engineer (Tailors) armour as he repairs yours.

and the soundbyte when wielding the Axe "Stitch this you arsehole" can be used to request armour repairs.

I might be persuaded to accept that as a perk if the maximum armour repaired at perk rank 6 was in the area of 25% durability. Otherwise you are removing most of the need to return to the trader at the end of a wave (Armour repairs/restock on ammo) say 4% repair per level, and reduce the required repairs to rank up a perk. Even then its a very dicey proposal. What job does this perk fill? What is his purpose in a team?

You already are stepping on the toes of the Commando with reload speed, medic with better armour, the support with increased capacity, the damage boost from non melee weapons makes him a jack of all trades, so he can carry a Flamer and M79 and do more damage than someone carrying them offperk AND reload them faster. This looks to me to be a balance nightmare and screaming for a royal beatdown with a nerf stick in waiting. Couple that with Ammoboxes, so he can carry extra ammunition, the ability to repair armour, and weld doors beyond capacity, this perk idea just screams I WANT OVERPOWERED GIEF!!!!11

Ahh ****, its a troll, and I bit. Well played sir, well played. Leaving my post as testament to my naivety.
 
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Thank you

Thank you

Thank you Pika-Cthulhu for your ideas and showing me flaws in this idea. To be honest I didn't even thought about the medic tank, engy repair thing.

I also like the idea of not being able to repair it to max. 25% of max durablity sound good to me too.

About the reload speed I think there's a long way to go when comparing it to a Commando. But I see your point in there and must say that I should have spend more time to think about it.

What I wanted the engineer be to the team was something like a alternative medic and a jack of all trades. That's why I tried to take little bit of everything from other classes and tried not to put them too near other classes.
He's main purpose for a team would be that of a ammo giver. But I neither want it to take the need to go to trader. Me and my friend first thought that ammo boxes would be pretty much same to him as pipebombs to Demolitons. And as I said 8 boxes would propaly be too much him to be able to carry. We could also make it that the boxes weight about 5 or 6 and it would leave him 13 or 14 to carry other weapons.
The armor repair was just a side idea that my friend came up with. I liked the idea, cause with that he could do something more than ammo giving.

About the door weldig to 125% I think it's not that big of a deal. It buys a little extra time to the team and he is going to have hard time to keep it in there. He is not getting any better welding like Support and Engineer would be the only one who would be able to weld the door to 125%.

The damage increase of 30% of all non-melee weapons could be lowered to the 20% or 15%. Making him still do more damage than medic, but not even near what other perks can do. Tho as you said about the reload speed it really would leave flamethrower and M79 or M32 to be best weapon for him.
Also the reason we went to this path of all weapon using was 'cause we weren't able to think weapon for him. Then we get the idea that he could be able to use all weapons except melee weapons little bit better. He's engineer after all why not be able to modify his own weapons?
The solution to this could be that specific weapon modifys. Like M79 and M32 would reload 10%, while flamethrower would do 15 - 30% more damage. AK47 would be 10% faster to reload and deals 10% more damage.

But thank you again for your post. I knew that there had to be something flaws in this idea what me and my friend had in mind. That is the reason I posted this in here that someone would give us this "royal beatdown" and tell their own opinions and ideas.
 
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Spoiler!
 
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I guess I should rephrase that. The Commandant is weak the same way that the M14, or the torch are weak: they have a steep learning curve which equates to a far greater percentage of amateurs and incompetents. For every Rainydaykid there'll be dozen people who shot themselves in the foot with their own AK.

I suppose you could say that for every perk.

Though Sharpshooter and Support seem to be straightforward enough for most people.

Perks like Demo, Berserker and Firebug are either disregarded as useless/weak or used in such a way as to become an hero.

I'd probably say that Commando is most familiar and comfortable to cowadooty players.
 
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Can anyone link to the post where someone from Tripwire said female characters were impossible/too difficult to implement "well"?

Sounds a bit strange to me. Especially the part about having to remake every single animation.

i can't link to anything but the body width/proportions/gait would all be wrong -you would surely have to redo the movement animations.

Imagine a female skin rigged to the run animation of the current characters.

The poor girl will look like she has suffered an all-night session of having her back doors banged in - which of course is inappropriate and un-ladylike.
 
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i can't link to anything but the body width/proportions/gait would all be wrong -you would surely have to redo the movement animations.

Imagine a female skin rigged to the run animation of the current characters.

The poor girl will look like she has suffered an all-night session of having her back doors banged in - which of course is inappropriate and un-ladylike.
Wasnt there a guy named Hunter that tested it?
 
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Engineer is overpowered, commando and firebug already owns zeds like crawlers, stalkers and clots, but with sentry that would be totally make commandos and firebugs useless.

Female chars would be something that needs more skins, so more dlc's to create which means more profit for tripwire. But still that would take too much time because of voice acting and modeling.

Xmas Zombies should atleast stay on the evilsantaslair map, and on every map during christmas.
same with Circus Zombies
 
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Engineer Perk.. Yep thats right .. His abilities will be to repair teammate's armors, give an ammo to teammates, and ofcourse build a sentries. For example he can have two sentry types like, one shoots bullets, and other sentry shoots rockets. So this is basically will be like demoman's M79 and M32 (One is good, second is better, but together its real profit)..

WHY WE NEED HIM ?
Since you released "Hell on Earth" difficulty its will be highly required that someone could fix your armor and build a good defense to the players when the bad time will come, like to give a time for medic to heal up other players. Also, you guys released a character that look like an engineer, im talking about "Foundry worker Aldridge". Yes he can be as Support Specialist, BUT he is an Engineer.

That would totally unbalance the game, everyone would seriously whore the hell out of that perk, there would just be a row of sentry turrets destroying everything walking, although then concept is good, I wouldn't suggest it.
 
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Nom nom,

hey, when it'd be so ultimative CPU hit... why are there some server with adminmodels and 50 players, new perkz and max perklvl 20 (netsky)?

i dont believe this is a CPU/GPU problem... because i got some mixed maps (old zeds+circus models) and when your statement is right this would be a core hit of ultimative atomic-world ending dimension.
yeah... -3 FPS (96->93) when looking a clowd of them instead of only 2-3 monsters...
otherwise you could say: just a new texture, not new monsters!
but you have to fill your RAM with that...

those models dont really take a massive amount o_O
voices too (use MP3 ^_^ )

and for the new movements: the old didnt really look that much better (the berz lv 6 is a pure slide-show :rolleyes:) ... females move maybe a bit more graceful, but in a vest they look like males (even the face if they use a mask :D, but not the breasts)

dont tell about million hand-animated, ultrahigh textured, all dynamic rendered wind-influenced hairs that make your 580GTX-SLi look like a Gameboy :D
 
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