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Engineers underpowered

Posted: 2014-07-17 09:18
by Tommygun
I think the Engineer kit for the 'proper' armies is a bit underpowered. Insurgent engineers have more toys.
As an engineer you have no scope, no grenades some c4 which is about as useful as the breachers unless you get lucky enough to hang next to a tank for 10 seconds and not have them hear you beeping away while you try and place it and 1 mine which is sometimes so obvious on terrain that it may as well be bright pink playing a recording saying 'Warning warning, danger close'
How about a remote detonated thing like the insurgents or 2 mines or a grenade or two or sights even!
I enjoy the kit and get lucky with it on occasion even killing enemy rather than team mates.
Maybe I'm the only one, what do people think?

Re: Engineers underpowered

Posted: 2014-07-17 10:55
by Spook
Its fine. It has alot of C4, and its only purpose it to destroy bridges, emplacements for big FOBs. If you want to focus on fighting INF, grab Rifleman. Also there are no slots left to give him anymore items.

Re: Engineers underpowered

Posted: 2014-07-17 10:59
by Careless
1. The annoying "MINE THIS POSITION" should be removed for instance. At least, for conventional forces.
2. Perhaps more mines (2?)

Things that shouldn't be done in my opinion;
1. Giving them grenades.
2. Giving them scope sights.

This is one of those kits that has to avoid any confrontation, rather than provoking them. Combat engineer kit is to be used solo behind enemy lines scenario's or when a guy or two are providing you cover. Iron sights are enough for self defense, but don't make it a regular fighting soldier.

Re: Engineers underpowered

Posted: 2014-07-17 11:21
by Prevtzer
Whatever you do, don't add scopes for the engi kit, please. The stupid nobody-asked-for-it change that gave medics and breachers scopes is bad enough.

If anything, bring back shotgun only GB breacher, I loved that kit. Breachers and medics just shouldn't have scopes.

Re: Engineers underpowered

Posted: 2014-07-17 11:55
by Rabbit
Prevtzer wrote:The stupid nobody-asked-for-it change that gave medics and breachers scopes is bad enough.
Nice try https://www.realitymod.com/forum/f18-pr ... medic.html

Re: Engineers underpowered

Posted: 2014-07-17 12:20
by Roque_THE_GAMER
what about the use of the right click to hold the C4 like the grenade but no speed and run penalty? like he can prepare the C4 and when he is ready drop the right mouse button and throw out, same could be with the small C4 but that can be a ability to the engineer only so he can be more attractive.

Re: Engineers underpowered

Posted: 2014-07-17 14:10
by PatrickLA_CA
I think the combat engineers should get one C4 that can be remotely detonated instead of timed fuse in order to be able to create ambushes.

Re: Engineers underpowered

Posted: 2014-07-17 14:56
by ComedyInK
Prevtzer wrote:Whatever you do, don't add scopes for the engi kit, please. The stupid nobody-asked-for-it change that gave medics and breachers scopes is bad enough.
HAHAHA you're really funny!

I think that the big C4 should do more damage to the tank though, I mean seriously, It's a pretty big challenge to get it stuck on a tank in the first place, would be soo much more rewarding.

Re: Engineers underpowered

Posted: 2014-07-17 16:27
by Tommygun
Fair enough comments and good points, however, I do think a remote detonated C4 would be a good addition for (my) game play. The insurgents get em. Why not us advanced military forces.

Re: Engineers underpowered

Posted: 2014-07-17 17:01
by Mongolian_dude
I don't think the DEV team really want to encourage the use of Engineer's demolition charges against operational Tanks, since I get the impression such tactics are generally not encouraged by conventional armies, and are rather favoured by guerrilla, clandestine and unconventional combatants. Which is why they are better equipped for such tasks.

It would be nice if Engineers had better tools to combat enemy sappers employing such tactics, being able to safely de-mine a variety of explosives, in additional to being quicker at constructing deployable assets.

Re: Engineers underpowered

Posted: 2014-07-17 20:04
by PLODDITHANLEY
I certainly think if the tool bag could remove mines AND grenade traps that may make him more useful, IRL he certainly would.

Re: Engineers underpowered

Posted: 2014-07-17 21:47
by Spook
Prevtzer wrote:Whatever you do, don't add scopes for the engi kit, please.
The british engi has scopes btw.
Roque_THE_GAMER wrote:what about the use of the right click to hold the C4 like the grenade but no speed and run penalty? like he can prepare the C4 and when he is ready drop the right mouse button and throw out, same could be with the small C4 but that can be a ability to the engineer only so he can be more attractive.
The delayed C4 deployment was put in for a reason...it was insta drop pre 1.0 all the time.

Re: Engineers underpowered

Posted: 2014-07-17 22:59
by Roque_THE_GAMER
Spook wrote:The british engi has scopes btw.



The delayed C4 deployment was put in for a reason...it was insta drop pre 1.0 all the time.
sorry but that's maybe is a stupid reason, why in the hell some one gonna wait all that time to put a C4 if he can just trow up? if this is to avoid destroy tanks and apc should be better remove the C4 from the game and add a hammer for the engineer if hes job is just destroy constructions and put mine for hes friends.

Re: Engineers underpowered

Posted: 2014-07-17 23:13
by Spook
Because IRL you are not running around throwing live C4 charges all over the place. It is supposed to simulate the proper deployment of the explosive. Main purpose is to make it less vanilla-like, make it harder to destroy assets, since you have to think ahead, secure the area before applying the explosives and cannot just zerg into the enemies and blow it up after running away like pre 1.0...and also to make it almost impossible to kill manned vehicles with it, because that is not supposed to be done by the engineer at all and is extremly vanilla-ish.

Re: Engineers underpowered

Posted: 2014-07-17 23:22
by Roque_THE_GAMER
Spook wrote:Because IRL you are not running around throwing live C4 charges all over the place. It is supposed to simulate the proper deployment of the explosive. Main purpose is to make it less vanilla-like, make it harder to destroy assets, since you have to think ahead, secure the area before applying the explosives and cannot just zerg into the enemies and blow it up after running away like pre 1.0...and also to make it almost impossible to kill manned vehicles with it, because that is not supposed to be done by the engineer at all and is extremly vanilla-ish.
still can be bypassed by the Kit drop glitch.

Re: Engineers underpowered

Posted: 2014-07-18 03:53
by matty1053
I think the Engineer is fine. I mean, they get C4 and ****.... what else do you want?

Plus, scopes for the engineer would be dumb.

Re: Engineers underpowered

Posted: 2014-07-18 06:33
by camo
Doesn't the repair bag build razor wire really quickly? Maybe add that ability to all emplacements? idk probably not worth doing tbh.

Re: Engineers underpowered

Posted: 2014-07-18 08:35
by Tommygun
matty1053 wrote:I think the Engineer is fine. I mean, they get C4 and ****.... what else do you want?
A remote detonated C4...and possibly an extra mine. The ability to remove grenade traps would be a bonus, oh and cake.

Re: Engineers underpowered

Posted: 2014-07-18 10:30
by Prevtzer
Spook wrote:The british engi has scopes btw..
Yeah, the GB kits seem a bit different from the others. The officer and rifleman can both choose between 2 different scopes instead of scope or iron sights like most others.
Roque_THE_GAMER wrote:still can be bypassed by the Kit drop glitch.
Apparently the DEVs fixed that for the next version.

I'd definitely welcome the GB breacher shotgun only kit back as an ALT version.
'[R-DEV wrote:Rabbit;2022659']Nice try https://www.realitymod.com/forum/f18-pr ... medic.html
That thread is from 2010 and is locked for 11 months. How many of the voters there even still play the game?

Re: Engineers underpowered

Posted: 2014-07-18 11:04
by Midnight_o9
Prevtzer wrote:That thread is from 2010 and is locked for 11 months. How many of the voters there even still play the game?
So what? Want a new poll for "remove the scopes from medic and breacher"?
We should make a new poll about scopes every new release, just like deviation debates, cause nobody's tired of those petty arguments, whatever the Devs do, there will always be a certain amount of unhappy players, whatever the change, someone will always want to change it back or change it more. Making more polls wont fix anything.
What would be the point? What's wrong with them having scopes anyway? The breacher is more or less a regular soldier, as for the medic, he's supposed to stay back and only engage in last resort, mostly close combat, he has a scope, he's screwed.
Them having scopes also make people less resilient to take and use the kits, before that it was a pain to get people to be willing to get the medic kit and sit on their *** all round long waiting for your guys to get killed.


The engineer is just fine right now, as every soldier he's not supposed to go lonewolf and stuff so no scope is okay since he has his squadmates to protect him. He's supposed to put charges on obstacles and so on so if he's close enough to said obstacles, he's too close to danger to be needing a scope.
Give it a scope and more power and it'll be the perfect lonewolf l337 specops kit.