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		<title><![CDATA[Latest posts for the topic "Engineers as Explosives Experts"]]></title>
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				<title>Engineers as Explosives Experts</title>
				<description><![CDATA[ The other thing I was thinking of for Engineers was to make them into explosive experts.

My initial thought was to improve the mine layer for the engineers. This would be by letting them have more mines and to implement the spider steriods mod for engineers (so they can 'feed' a mine with the link and make it bigger).

However, on reflection, I am not keen on increasing the power of the mine layer. I have seen too many instances where the player is safe out of the way, throwing down mines, which scurry off and blow up the enemy. 

So instead I think I would propose a proximity grenade launcher. Works as now, except also
<li> they blow up automatically when an enemy comes in range
<li> they can be 'fed' with the link gun to produce big bangs.

This would still allow Engineers to protect their backs, but wouldn't allow the 'launch from a safe spot' exploit.

So, what other ways can we make Engineers explosives experts?
<li> ability to get improved damage with splash weapons?
<li> ability for greater protection from splash weapons?
<li> trip mines? Probably not worth it with the prox grenades.

Any thoughts?]]></description>
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				<pubDate><![CDATA[Wed, 18 Oct 2006 15:17:23]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Engineers as Explosives Experts</title>
				<description><![CDATA[ <blockquote> My initial thought was to improve the mine layer for the engineers. This would be by letting them have more mines &nbsp;
		</blockquote>

I thought the mine layer was limited to only 2 mines for performance reasons.

The 'feeding' idea is cool, but what about mines that simply last longer? For instance, instead of growing larger or becoming more powerful, they last for 3 explosions before disapearing.
Or what about mines that are permanently spawned? After they are shot from the mine layer they will continue to run around until the energy runs out (which is replenished by the link gun).]]></description>
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				<pubDate><![CDATA[Wed, 18 Oct 2006 15:38:12]]> GMT</pubDate>
				<author><![CDATA[ ECHO]]></author>
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				<title>Engineers as Explosives Experts</title>
				<description><![CDATA[ Well..This is an old thread that I just found quite by accident....BUT Seeing the engi class is up in beta now this seems like prime place to post the idea of:

<u>Timed Bombs(mines?)</u>--> 

ie the engineer tosses out his trans to summon it, as they do for all their constructs..
The timer will start..as it does for all their constructs BUT this timer not only limits the spawn time but then this 'bomb' will detonate at the 0 mark *cue red <font color='red'>3-2-1-0</font> and <font color='red'><b>explosion</b></font> here*  And a large explosion ensues....killing monsters..and the engi should they wonder too close by..>_>...(maybe his own sents too?)

This is just a developed thought originally from wonko..which I though about a bit...prolly <i>could</i> be implemented for potetionally higher lvl engi's 

<u>Limitations:</u>
<li> This bomb could have some health..and if 'destroyed' b4 self detonation..but can be healed via the engineer

<li> VERY high lvl and a minimumal 60 sec counter..(or w/e the max is between constructs)..one up from that..)1 bomb per map perhaps?

<li> The bomb would obviously also need to a non-team killer..which then begs practicality seeing the redeemer explosion kills you + teamates then wont this bomb do the same..o.0

<li> The bomb will cease to be too if the engi dies b4 detonation (this is a given..the rest to his stuff does this)

<li> Maybe bomb can be tweaked down redeemer explosion..ie smaller radius more damage? (like real high explosives..o.0) or just..less damage...less radius...just a free explosive cus still..free explosive is still something..isnt it..:P

<p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>
<li> they can be 'fed' with the link gun to produce big bangs.
&nbsp;
		</blockquote>
Is a thought too...but heh ..still just a thought

Also ideas I liked..
<p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>
So instead I think I would propose a proximity grenade launcher. Works as now, except also
<li> they blow up automatically when an enemy comes in range
....
<li> trip mines? Probably not worth it with the prox grenades.
&nbsp;
		</blockquote>
This idea I like..Could be modified yet again for higher lvls to summon proximal mines summoned via the <i>trans</i> which can be counted into sent count?....or just be limited to 2 or 3 (lvl dependant?)..but they basically explode..when a monster steps near them..(not when players..but can kill engi if they stand on it)

Yet again..as with most my suggestions..Im no coder..Thus I have no idea how possible these ideas are..nor how balanced they are....(mostly why i suggest fr higher lvls cus in class  related skills.engis and AMs have the least i believe..?.)

Not to put extra stress on designers but its just a thought...

So yeah thoughts?...aside from "wow this is and old thread..."
]]></description>
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				<pubDate><![CDATA[Sun, 14 Oct 2007 14:37:48]]> GMT</pubDate>
				<author><![CDATA[ -Jason_x-]]></author>
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				<title>Engineers as Explosives Experts</title>
				<description><![CDATA[ A demolition class would be kind of cool. Not sure how balance is with the engineer right now but seems like they have a ton of stuff to play with already (be able to play more over the summer hopefully be done with school by then)

Be kind of cool to deploy a warhead and run off or have decent grenades... or make the shield gun a tagging device with remote detonator :)]]></description>
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				<pubDate><![CDATA[Sun, 14 Oct 2007 19:34:37]]> GMT</pubDate>
				<author><![CDATA[ Continuum]]></author>
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				<title>Engineers as Explosives Experts</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>So instead I think I would propose a proximity grenade launcher. Works as now, except also
<li> they blow up automatically when an enemy comes in range
<li> they can be 'fed' with the link gun to produce big bangs.
&nbsp;
		</blockquote>

I like this idea and I have another one. The alt fire is a laser pointer (same as ML pointer). It is used to destruct engineer stuff (only your own, see <a href='http://www.disastrousconsequences.com/dcforum/posts/list/3451.page' target='_new' rel="nofollow">http://www.disastrousconsequences.com/dcforum/posts/list/3451.page</a>) I'd make it so that the explosion is pretty powerfull, but the GL is very low on amo. Something like:
- when you buy LE 1 you get engineer link and engineer GL. The GL comes with no amo and you can't toss it to someone with resuply and pick it up again. You cant pick regular grenade amo either. You just use it as a destroy tool.
- Another ability with several levels. Each level gets you 1 more GL amo per wave. So with another ability level 3 at the start of each wave you get 3 grenades and that's it. If the explosion is powerfull, than I'd say 5 levels, 20 points per level and you have to be 50 times the ability level. Really depends on the explosion's power.

Another idea: It's a stun grenade, similat to those they use in SGC. It blows when monster approaches, does no damage, but nulls or freezes in moderate range. I actually like this idea more, it would mean more help to others (I think engineers were meant to be a support class) and would also be a way for engineer to defend when 1on1. I think engineers are powered enough as long as damage goes, its staying alive that's hard.

]]></description>
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				<pubDate><![CDATA[Mon, 15 Oct 2007 02:40:19]]> GMT</pubDate>
				<author><![CDATA[ Wonko The Sane]]></author>
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				<title>Re:Engineers as Explosives Experts</title>
				<description><![CDATA[ Let me be the skeptic(as usual):

Engineers are powerful enough as it is, the new sentinels have huge advantages over the old ones and I am noticing the engineers are once again climbing the XP ladder every map, but its balanced. Having the sentinels on the roof allows the sentinels to be basically out of harms way most of the time and can now do damage so much more easily.

I know you have been working so hard on this szlat making the engineer the best class to start and the most fun to play; but can you imagine what these mines you are proposing would do if there was 4 or 5 engineers playing on one map(very likely)? The null or freeze idea is very slick though.
]]></description>
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				<pubDate><![CDATA[Mon, 15 Oct 2007 05:59:25]]> GMT</pubDate>
				<author><![CDATA[ Micron(Micron)]]></author>
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				<title>Engineers as Explosives Experts</title>
				<description><![CDATA[ Well...as said b4..this thread was b4 engi class was up..as in back to <b>one yr ago</b>...HOWEVER for high lvl engineers we dont have yet...noone rlly knows how they'll balance...(I think zneer is highest..or roadwork?..anyway...noone is near 150 or up yet ..:P) os unless u had 5 lvl >150-200 engis I dont think itd be huge problem...

Though I will admit with addition of the ceiling sents it is rather nice..:D..still great job on the class..;)..]]></description>
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				<pubDate><![CDATA[Mon, 15 Oct 2007 06:16:13]]> GMT</pubDate>
				<author><![CDATA[ -Jason_x-]]></author>
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				<title>Re:Engineers as Explosives Experts</title>
				<description><![CDATA[ At the moment, I think I agree with Micron. Engineers are probably powerful enough already. 
I am not keen on giving Engineers a very powerful redeemer size explosion - too offensive.
The initial thought was in protecting the Engineer's back - pretty much in the way mines can - place them behind you for when someone sneaks in the back door. However, Engineers tend to settle in dead ends anyway, or block off the other exits, so I am not sure of the need.

This was an initial ideas thread, which I think remains on a 'possibles' list. If we end up with high level engineers that are seriously underpowered, then we will re-consider. But I have a feeling that engineers with 3 sentinels will not be considered underpowered. And there will always be other ways of making Engineers more powerful (e.g. giving them the link turret or goliaths back)

So shelve for the moment.]]></description>
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				<pubDate><![CDATA[Mon, 15 Oct 2007 06:35:26]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Engineers as Explosives Experts</title>
				<description><![CDATA[ Oh, I did not notice at all this was a way old post. And I agree, engineers are powerfull enough, anything remotely similar to deemer explosion would be overkill. There is a certain scene rolling in my head that I can't get rid of:

A group of warlords in a room, an engineer throws in a stunt grenade, everyone jumps in and kills them. The engineer would not make any benefit of it (makes no damage, gets no xp, no adren, no score points, even gets stunt himself if too close) other than what he manages to kill afterwards, but other players would apreciate it I guess.

As an engineer I can't get rid of the feeling that most of the time, people find me a little annoying. I think any addition that would not increase engineer power in any way, but would help others, would so rule (ok, there is shield healing and blast, those two are cool).]]></description>
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				<pubDate><![CDATA[Mon, 15 Oct 2007 08:25:58]]> GMT</pubDate>
				<author><![CDATA[ Wonko The Sane]]></author>
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				<title>Engineers as Explosives Experts</title>
				<description><![CDATA[ I believe u mean STUN..something to stop the action momentarily make them go.." ooh pretty lights..hey whats that painful shooting sound coming form my spleen..>_>.."
Yes? Like cant move nor shoot for lmited..(VEEERY limited..or it would be too easy..to kill stuff)

And yeah...perhaps the over powering ideas were said above../\.....hmm...maybe instead of the ' bomb' idea...a flash stun bomb?.ie its does 0 damage...but it will STUN after a set period of time..making all the monsters and the stunner.(ie the engi who threw it out..) if they are in range.......limited like the bomb idea above which i wont bore u with again..:P..
Oooh also if this stun idea were implemented....have it affect certain creatures more than other..like titans..rlly long..cus well..they ..arnt to smart..rlly...skaarj..rlly short....

So something like in lengths of stunniedness....
titans-->bethmoths-->warlords -->nalis-->humans(players that are throwing it..)-->krall-->queens-->razor flies-->skaarj..etc etc..to give the jist..
With metals being the least effected..or even immune to it....

So yeah.....uuuh...>_>...Srry for over abundance of ideas...sorta do that a bit ...]]></description>
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				<pubDate><![CDATA[Mon, 15 Oct 2007 10:12:11]]> GMT</pubDate>
				<author><![CDATA[ -Jason_x-]]></author>
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				<title>Re:Engineers as Explosives Experts</title>
				<description><![CDATA[ Oh.  Yes, I meant stun. 

<i>something to stop the action momentarily make them go.." ooh pretty lights..hey whats that painful shooting sound coming form my spleen..>_>..</i>
 :-j  :-j  :-j 
Why doesn't my dictionary explain things in such a simple manner? 

<span style="font-size: 9px; line-height: normal">Btw, humans should be first, nalis should be imune...</span>]]></description>
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				<pubDate><![CDATA[Mon, 15 Oct 2007 11:24:06]]> GMT</pubDate>
				<author><![CDATA[ Wonko The Sane]]></author>
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				<title>Re:Engineers as Explosives Experts</title>
				<description><![CDATA[ What about a decoy of sorts you dont need the monsters to stop moving just shoot at something else.  Like a dummy with decent health(so it can live with warlords shooting a mass of rockets at it) that just sits there and draws fire.

Edit: Sorry that was a little of topic]]></description>
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				<pubDate><![CDATA[Mon, 15 Oct 2007 13:15:03]]> GMT</pubDate>
				<author><![CDATA[ 5p33d0fD4rk]]></author>
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				<title>Re:Engineers as Explosives Experts</title>
				<description><![CDATA[ <p></p>

		<cite>5p33d0fD4rk wrote:</cite><br>
		<blockquote>What about a decoy of sorts you dont need the monsters to stop moving just shoot at something else.  Like a dummy with decent health(so it can live with warlords shooting a mass of rockets at it) that just sits there and draws fire.

Edit: Sorry that was a little of topic&nbsp;
		</blockquote>


Thats what we have Jason X for :))]]></description>
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				<pubDate><![CDATA[Mon, 15 Oct 2007 13:59:15]]> GMT</pubDate>
				<author><![CDATA[ Micron(Micron)]]></author>
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				<title>Re:Engineers as Explosives Experts</title>
				<description><![CDATA[  :))  :))  :)) 
You are killing me.]]></description>
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				<pubDate><![CDATA[Mon, 15 Oct 2007 14:31:44]]> GMT</pubDate>
				<author><![CDATA[ Wonko The Sane]]></author>
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