![]() ![]() Even if it's a small amount, I would see that matter cost and tell myself screw it, no matter how good they are I want the matter for other reasons and I can get by with another item. The issue I have with costing matter is that it's something that doesn't apply to any other item, so I feel like for most players that will just be a complete turn-off right off the bat. Along with preventing in-combat respawns and, if needed, tweaking down their total HP, I think this would be enough to make them balanced and give them a solid niche to fill that sets them apart from other engineer tools, and is more interesting than the kind of flat DPS increase that they currently offer. Either a cost or make it so you can't build them mid combat or make it have a cooldown on turret death. They dont have insane DPS but the fact that "Oh it died, i'll just make a new one in 0.5 seconds" Is too much and loses any tactical value. ![]() Overall they're fine, just add a penalty to them being destroyed. That or just outright make it an AOE! Have a full effect on regular targets reduced on bigger targets. And the jam could make the person just suffer minor damage and be stunned for a brief amount before having to attempt to reload again. Perhaps tweak it to jam the next time the person tries to reload instead of just jamming it for X time. The cooldowns big, the length isn't great and does work when you want it too. Really makes a medic useless in a team like this since medic can't heal as rapidly this number of targets. Also they heal other drones and turrets which should not be the case, they're not repair bots and it can feel awkward and be strong since AD's take agro and then they're constantly healed/rebuilt. Sometimes they just don't stack and only 1 at a time heals. ![]() Would make the engineer not so useless if they lose all drones and will make the tactic of a full engineer team useless. While they rapidly (and cheaply) rebuild out of combat. Also can cost matter like in the first way to fix it, maybe even "Extra". Using it rebuilds ONE drone with a cooldown. Its too fast, i suggest just remove drone spawning in combat and add an active part to the 1st skill. Also maybe add health to the defense bots so they are not immune, but you can salvage them and return the matter you use depending on their health left. Also could apply to turrets/defense bots using matter to be summoned. ![]() It will just not be worth it at that point to have just drones and use them as fire support like they were intended. You just get another one for free! Adding a matter cost to the drones based on their level (Level/5 or something) can remove the swarm tactic altogether. There's absolutely none for losing a drone. Possible ways of fixing this without lowering any damage: If anything does reach my squad there's the infinite smoke screen that the 7 engineers provide and even if it runs out, I have a vanguard who can tank while the drones tear anything apart. They get rebuilt as soon as they die, and 5 engineers worth of assault drones are just insanely op. What i do is have my squad hold position in a tight area, 2 healing bots deployed in it, smoke bomb and just send out assault drones non stop. No healer!? Of course not, multi purpose bot with healing upgrade on two of my engineers, 5 assault drones. I poked around more and figured that a squad of 1 vanguard and 7 engineers is all you need to play on the max difficulty. My low level AD tool had more DPS and was much safer to use compared to my marines with epic equipment of their level. Then I started to experiment with the class and realized that the "Assault Drone" Tool is just overloaded and has too much power. I was extremely disappointed with this class at first, the weapon jammer tool proved itself to be just about the most useless tool for me when I started the game. ![]()
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