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Questions about Engineer Class and Its Abilities  XML
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Hobo_Joe

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(Wasn't exactly sure where to put this post)

The purpose of this post is to ask any questions you may have about the Engineer class and it's abilities.

First question I have is: What are the sentinels with the green line supposed to do? I watched them and I couldn't see them doing anything.

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Loaded Weapons: [WMD]Hobo_Joe lvl: 389
Medic: Hobo_Healer lvl: 101
Loaded Artifact: LA_Hobo lvl:71
Engineer: enJOEneer lvl:110
No-Class: the_hobonator lvl:54
Monster Master: Summoner_Joe lvl:42
Szlat

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There are two forms of sentinels currently configured in.
The first one, looks a bit like a post, is the lightning sentinel. Works a bit like the rod.
The second one is a normal sentinel, that you will have played against in assault. Fires skaarj type energy blast I think.
Boingo_Babe

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I'm not sure if this is a bug or not, but I wasn't getting any experience with my engineer link. And the alt fire wasn't doing anything.

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Hobo_Joe

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I've noticed you have to be (or it seems you have to be..) closer than normal to do any damage with the alt fire. I was getting xp from the weapon in general though.

A wise monkey is a monkey who doesn't monkey with another monkey's monkey.

The only time I made a mistake is when I thought I made a mistake.

After partying all night Chuck Norris doesn't throw up; Chuck throws down!

Loaded Weapons: [WMD]Hobo_Joe lvl: 389
Medic: Hobo_Healer lvl: 101
Loaded Artifact: LA_Hobo lvl:71
Engineer: enJOEneer lvl:110
No-Class: the_hobonator lvl:54
Monster Master: Summoner_Joe lvl:42
Hobo_Joe

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Szlat wrote:
There are two forms of sentinels currently configured in.
The first one, looks a bit like a post, is the lightning sentinel. Works a bit like the rod.
The second one is a normal sentinel, that you will have played against in assault. Fires skaarj type energy blast I think. 



The 2 sentinels looked the same to me (but maybe I'm blind) and the green line I'm talking about is there all the time.. And when enemies were around it didn't do anything that I saw

A wise monkey is a monkey who doesn't monkey with another monkey's monkey.

The only time I made a mistake is when I thought I made a mistake.

After partying all night Chuck Norris doesn't throw up; Chuck throws down!

Loaded Weapons: [WMD]Hobo_Joe lvl: 389
Medic: Hobo_Healer lvl: 101
Loaded Artifact: LA_Hobo lvl:71
Engineer: enJOEneer lvl:110
No-Class: the_hobonator lvl:54
Monster Master: Summoner_Joe lvl:42
ECHO

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Hobo_Joe wrote:
I've noticed you have to be (or it seems you have to be..) closer than normal to do any damage with the alt fire. I was getting xp from it though. 


I believe that's an attribute of the engineer link, not a bug.

I see that the engineer spawning is point/timer based rather than the previous adren system. At first I was a bit confused why my adren wasn't draining when I spawned something

The shield bar on my Sentinels sometimes wouldn't register anything after using the link on them. The engineer link seems a bit finicky when it comes to locking onto sentinels.

edit: forgot to mention about the lag spikes. Spawn a vehicle = whoa lag!

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Pyramidion

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I think this is one of the lightning sentinels... but I think it's awareness bar is a bit long... or is it supposed to be?
http://i70.photobucket.com/albums/i111/pyramidion/Shot00487.jpg
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Szlat

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Actually I have just checked. The lightning sentinel isn't configured in at the moment, So you only have one type of sentinel. The picture is of a normal sentinel.

There is a slight problem with the configuration file at the moment, which I am talking to Dru about in a different thread, that may cause some problems with what sentinels are available, health bars and the spawn countdown counter. So more about the sentinels later.

When you spawn something, there is a time delay before you can spawn anything else. Basically, the bigger the thing, the longer before you can spawn the next thing. No adrenaline requirement.
Just throw your trans, activate the correct artifact and there is it. The counter next to the artifact should then countdown. The points under the artifact say how many points it takes and how many points you have available (or something like that). Note that there is also a limit of 1 turret, 2 sentinels, 2 vehicles and 20 blocks per engineer.

Turrets may be currently configured out due to some bugs.

Engineer link has a much more powerful alt-fire, but a lot shorter range to balance it. Should get xp from damage done with it.

There is a shield healing skill which you can buy, which means your alt-link will heal someone's shields. You get xp for it (0.5% - not a lot, rising to 1.5% if you get level 3 shieldhealing). Note that you cannot heal the shield of someone if they have the link gun out. Instead it links fire. It would be too exploitable to link and heal at the same time.

There is also an EngineerAwareness skill, which isn't configured in at the moment, that gives you the bars over people's heads for shield strength.
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aaah was wondering why my sentential was just sitting there....(well one of them...)...eh.....

and yes will there be a detonate(kill) oldest summon , detonate(kill) all summons?..
cus more than once i summon a turrent in a bad place where it wont get any fire..or spawn a tank and ..well...is half inserted into a wall and cant move..(not very helpful..)

also do engineers similar to medic linking...gain XP for linking up to a person who is healing shields?

oh and on a side note you can destroy ur own blocks by trans fraggin them..(translocators will sink into the blocks..) but only if the block hasnt be "destroyed" already and is just a intangible block..which is sorta confusing..o.0...but yeah..

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ECHO

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Thanks for the post Szlat, that will help clear things up with people who are new to the engineer class until the FAQ is updated

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(DC)DEMONSLAYER

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Ok, from an outside observer's point of view, I notice some things.

1. Sentinels do not target anything that is flying above them. They target only ground forces.

2. Ghost is instaneous (sp). Great job-gets us back into action quicker and with less confusion.

3. Only bug encountered was right after a ghost. It knocked me totally out of the game and back to my desktop. Tried to send bug report but internet page expired.....I ghosted and started to jump down and that was the end of that.

Very good job otherwise on the engineer class.

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ECHO

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Are the blocks supposed to drift? Cause I noticed that some where.

(DC)DEMONSLAYER wrote:
Very good job otherwise on the engineer class. 


Agreed

You can never have too much precision in your soup.

"I don't think it's fair for me to be on the jury because I'm a hologram..." - Liz Lemon

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Szlat

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ECHO wrote:
Are the blocks supposed to drift? Cause I noticed that some where. 
No. Was this sliding down hill, or was this being pushed by enemies/enemy fire?
Szlat

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-Jason_x- wrote:
and yes will there be a detonate(kill) oldest summon , detonate(kill) all summons?..
cus more than once i summon a turrent in a bad place where it wont get any fire..or spawn a tank and ..well...is half inserted into a wall and cant move..(not very helpful..) 
Dru/Shan have requested one so there will be at least kill all sentinels/turrets/vehciles/blocks artifacts.

-Jason_x- wrote:
also do engineers similar to medic linking...gain XP for linking up to a person who is healing shields? 
In theory yes. Don't know in practice.
Szlat

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Szlat wrote:
There is a shield healing skill which you can buy, which means your alt-link will heal someone's shields. You get xp for it (0.5% - not a lot, rising to 1.5% if you get level 3 shieldhealing). Note that you cannot heal the shield of someone if they have the link gun out. Instead it links fire. It would be too exploitable to link and heal at the same time 
I forgot to mention. The xp for shield healing uses the same healable damage concept that medic healing does. So each time you take damage from a monster, it gets logged. Then healing that damage (health or shield) will give xp. Extra healing on a newly spawned player, or on self inflicted damage will not give xp.
Maximum healable damage a player can have is their healthmax plus 150.

For example, consider a player with base 150 health, but currently with 300 health and 150 shield. If that player takes 300 damage, then he has 300 points healable damage, and will currently have 150 health and no shield.
Medics heals back to 300 health, and gets xp on the 150 healed. Healable damage now 150.
Engineer heals shield back to 150, and gets xp on that 150. Healable damage now 0.

So, just like a medic, you will not always get xp for healing.
 
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