S2 base engineer will have 3 ability slots like all classes, given engineer should be low mobility, I am considering of removing the dash and giving him overclocker on the dash slot (with maybe some speed boost if self used) that would give him another ability slot
Now the question is, which ability should this be?
It needs to be a team utility ability that has some synergy with the team and maybe with summons, something on a longer cooldown that is strong but limited to charges. Let me know your ideas!
Well how about switching the shield overclock into something like temporary beserks with stat buffs for the whole team for just a short while
If the engi is most about summoning units to fight for him (the way i like to play him) maybe a hologram decoy on a mini dash. which last 5 sec or until you fire or use other gear making it a get out of jail free card from heavy weapons. with very low HP This add the ability to act as fake bait while friendly put down heavy fire making his Shift a Support for the team and himself The decoy cannot fire or move and it HP scales 1/3 of the Engi HP. and you could make it throw taunts at the other bots for fun calling them Names
Under-barrel Flame Thrower: Deliver a spray of fire toward the reticule, with the amount of fire relative to how close to overheating the currently equipped weapon is. Cools down faster during high heat, does not cool down outside of combat.
Weapon Mount: Spend 50 Scrap to deploy one of your non-current weapons as a turret. No cooldown, and can be reclaimed prior to turret expiration for a relative percentage of Scrap returned.
Emergency Replicant Dispenser: Spend 300 Scrap to place a machine that will rebuild you. One minute duration upon placing, if unused, 25% of Scrap is recycled. Lose 33%(At base) of all Body upgrades upon being replicated.
Scrap Magnet: For the next X seconds, increase all Scrap gain by Y%. During active time frame, increase Maximum Scrap by 50. Upon reaching the temporary Maximum, automatically overclock any active turrets, and Self. Upon expiration, overclock Self if at least 25 Scrap over Maximum
Scrap Blast: Forcibly eject Scrap in a moderate AoE if pressed, or directionally with additional range if aimed. Enemies killed by Scrap Blast, or killed up to 2 seconds after drop 1.5x Scrap and Currency.
Scrap Gamble: Spend 50% current Scrap in an attempt to Tinker. The more scrap spent, the better chance at a positive outcome. Automatically gives 10 stacks to Blackjack Drone
+++++++ Spawn additional Blackjack Drone
Permanent Body Upgrade Spontaneous Weapon Upgrade Kit One Cursed Weapon, Relic, or other Collectible Pip
Full Heal/Max Scrap
Lose 50% health or Shield, gain 50% of lost amount as other bar
Randomize the chosen Weapon Upgrades on currently equipped weapon Finish Cooldown of some items, place others on Cooldown
Increase or Decrease Terror level
1 minute Poison debuff
Lose All Scrap
Currently equipped weapon loses one random upgrade
Destroy random Class-Agnostic Artifact
Permanent Body Detriment
Destroy one Blackjack Drone
Targeting ability (focus fire). Makes all your minions prioritize attacking enemies in a medium radius circle around your cursor. I can't imagine this as a strong, long cd ability though.
Perspective distortion. Refracts light around you to mess with enemy's targeting. Provides immunity to weapons (except explosives) for a short time. I think it would make more sense as an item, but could also replace sprint.
Thermoelectric shield. Absorbs heat from a weapon and converts it to shield points. Can overcharge shield, overcharged shield slowly leaks until returning to normal capacity. This I think is the most suitable for a role of a strong ability on a longer cooldown.
I have another idea! This idea is inspired by Eathbound's PK Flash move, and I think the chaotic nature of this fits very well with Engineer's nature.
It's synergy with items is very simple... but anyway, here it is:
(Upon activation, loud dial-up noise occurs followed up by bright flash of light)
"A jumble of bogus instructions is forcefully injected into enemy systems,
causing them to go haywire."
All the player's items are immediately deactivated/cooldown for a minimum of 7 seconds and a random effect is afflicted onto all the units on the screen. Most of the effects also apply to bosses too (not all).
The total power of items increase the chance of rare effects occurring.
The type of items in the player's inventory can cause certain effects to occur more often.*
Effects on enemies include:
Doing absolutely nothing
50% HP damage
Disabling shields permanently
5 second stun (bosses too?)
Damage over time (bleed/burn/acid or a combination)
A "normal" player item attack (e.g. orb of wind, reality ripper, etc)
Scramble (enemy loses focus on player and goes some random direction)
Rare effects include:
Changing sides temporarily
Significant buff in power and speed (like Loop)
Rank change (Elite>Normal or Normal>Elite)
I think this idea has potential, though, it's probably a bit too complex.
It should be toned down... But I'm just exaggerating the idea for the fun of it, haha
If the player has Order 322 or Gun Drone Spawner, "Changing sides" is more likely to occur.
If the player has Dragon's Masterkey or Biting Throwing Stars, "Damage Over Time" is more likely to occur.
If the player has Rosarius or Shock Impulse, "Disabling shields permanently" is more likely to occur.
If the player has Last Stand or Refractor Crystal, "Instant Death" is more likely to occur (not to bosses though).
I was thinking about an ability in which the engineer creates a tether/link that connects him and a player / summon. Grants an utility effect when an enemy touches that tether (between engi and the ally) could be a CC, or enemy's health gets siphoned and splitted between you and the player/summon, any Utility effect you can imagine to be honest, so in theory its easy to tweak the ability (not talking about programming into the game). If the player/summon gets too far from the engineer, the tether disappears and goes on CoolDown. Maintains the core idea of him being a support class. Plus it does have some synergy with the Overcloker if its self used (speed boost to stay in range of the other player/summon) It can be a really strong ability depending of how strong the effects of the tether are (when gets in contact with enemies) + the range of the tether.
If you're removing the dash, I think the new item should compensate for the huge defensive nerf. Considering how many bosses in S1 rely on you being able to dash through or out of huge lines of fire, not being able to dash could be a death sentence in certain contexts.
Maybe something like being able to use scrap to create temporary cover/forcefields would work.
Or you could play into the summoner style and give him a way to directly command his units to a specific spot, which would also sort of work as cover/distraction if used well.
Those are just off the top of my head. The important part of this post is the above bit about making sure that he isn't helpless defensively
What about a more in-depth scrap system? For example, scrap could be used to build structures, like cover, ammo boxes or traps. Scrap could also be used to repair summons (full heal and removal of the DoT), or make existing summons more tough, maybe plating or more armor.
To support all of this, scrap could be acquired more easily, maybe killed enemies would drop scrap piles like power ups.
So I was thinking, and came to a conclusion:
Engineer would hugely benefit from a zone. In this case, he'd deploy a drone that lasts for until death that he could give a move command to by reactivating the utility ability.
That drone would provide uninterruptable shield regeneration to everyone in the zone, unaffected by being recently hit. The rate would be high enough to allow the engineer and his teammates to tank a fair bit of damage
The drone would have a relatively medium health pool to be able to absorb some shots. If the drone survives until the next stage, the charge is not consumed and instead the drone is teleported along with engineer
Stats to be readjusted
Grants 1 plating to you and allies by consuming charges collected from shots fired by team and/or hits you and allies receive (scrap from bullets and casings)
I do like the placable generator idea but it should do something else that has some good synergy effects with other things, gotta think more about it
Summon a drone swarm like S1 gun drone item. they soak damage and dish out some
Energy Drain- saps enemy shields and gives shields back to engi, summons and squad. If the enemy has no shields very short stun to enemy. Upgrading powers gives more aoe. When energy drain is upgraded to a higher power, on activation it temporarily increases shield regen for a duration (maybe temporary armor too?).
In order not to spam the thread with a whole bunch of ideas, I'm just going to post a google doc here instead. Divided in three categories with the ideas I've found most interesting myself are highlighted in color. https://docs.google.com/document/d/1A99GbgEL5dqtH5u2xEppK1fbnTG6noK9Bo11kCFmKHI/edit?usp=sharing Here's the tree ideas I like the most as well. Electrifyer :
All bullets now create an electric arc between them that damages enemies, benefiting spray-type weapons. Additionally, a headshot will cause a lightning arc to hit a nearby enemy. Benefiting single-target, accurate weapons. Dampening field :
Deploys an area-of-effect field that slows down enemy projectiles by 50%, making them easier to dodge. Additionally, friendly bullets shot through the field have an increased chance to crit and extended status duration.
Shaped shield :
Lets you draw a shield with the cursor, allowing for an adaptive shape and coverage. The shield has limited health and deflects bullets. Dashing through the shield restores a small portion of health and shields, and reloads one bullet into the chamber. But doing so damages the shield. Longer shields are easier to hit, but break faster.
Engineer's known to be the class that uses and powers up summons, right?
So what if he has the ability to replenish charge items?
In other words, this item will act as a shaker that guarantees adding charge to all items (or, if it doesn't have a charge upgrade items)
So this ability will combine three things:
- Stimpack (a little) - Soul Charger
Using it will be as follows:
Deploy a "mini-generator". These have health and can be destroyed, so players need to defend it.
Within a radius, players are granted all-around minor buffs.
Within a radius, enemy kills/damage will charge the generator strongly. Kills/damage outside the radius charge the generator slowly.
(a rough sketch)
At the end of the generator's duration, it will offer the following rewards based on its charge:
Stage 1: Low charge; grants 1 charge or upgrades 5%.
Stage 2: Medium charge; grants 2 charges or upgrades 10%.
Stage 3: High charge; grants 3 charges or upgrades 15%.
-Long cooldown / or has to be charged by certain enemy drops / or also uses the scrap ressource that the overclocker uses and you need a very large amount. -Grants a permanent stat upgrade to you or a team mate (equivalent of a stat chest)
-Deploys a powerful EMP emitter that periodically stuns ennemies on a very large area during "x" seconds
-Deploys a structure that acts as the mystery package shrine. each player gets 3 free rolls -alternatively, just use a large amount of scrap for a mystery roll
ngl the whole engineer experience was using the primary and being like "o so it's temporary" >> instant resign no one will ever stick to emergent gameplay just look how all pump 16++ upgrade kits into a single weapon instead of a situative approach it could be a decent rts mode if not the decays : ^ \