Post by En1gma on Jun 15, 2017 16:54:34 GMT -5
So first of all, I want to start by saying that the Pyro Engineers are a very refreshing way to play a crucial character. They are able to boost Crit% with their weaponry and Manual Vent, which is very cool, having a lighter AoE -Heat talent.
But their overall flexibility becomes very limited, especially once you realize their weaponry drops to 2 Range by late game investments. They're powerful weaponry, and perfect as they are; despite their limited range. I completely respect and understand the differences between the Flamers and the Revolvers. This being said, perhaps the Pyro Engineer would be well served by providing an alternative Attack Talent:
--I would love the Engineer to be able to have an unlimited use Cross-Shaped AoE attack talent either to replace Direct Shot upon equipping a Flamer, or to develop instead of Direct Shot. This allows the Pyro to act as a mini Hydra, laying Promethium or lasting flames down on the battlefield itself, instead of relying on having an enemy to target.
Since you are sacrificing both the range of a Revolver, as well as the Overwatch from your Turret, the Pyro becomes much harder to play on harder difficulties than the basic Engineer. Because of this I was forced to switch back to the basic Engineer weaponry, simply because they weren't providing enough tactical advantages, for me at least. I LOVE their Turrets, having a stationary flame-thrower that can lock down an entire section and make it impassable is amazing, and lends itself to a completely different play style. I just feel like the Flamers are wasted (or at least handicapped) by only letting them hit 1-2 enemies per turn, and then only at the closest ranges of any weapons in the game. Allowing them a short range AoE would instantly make them more balanced IMO and a worthy alternative to the basic Engineer.
As Posted by forgeking:
I think if anything should be changed it is manual vent, the ms decrease for 2ap is counterintuitive to such a close ranged character. A decrease in ap to 1, removal or nerf of mp penalty and ~35% decrease in crit/accuracy boost to compensate would fit the pyro better.
(Also from Forgeking) Having played the game more and coming to understand fire's ability to suppress spawns, I now do agree with some kind of ground targeted promethium fire ability for pyros, providing them some slight utility otherwise unique to the Hydra without the need to deploy one of their precious turrets. I'm still not entirely sure on spawn suppression mechanics - and I would love a detailed explanation on how spawn holes actually do work - but if all it takes is for the actual hole to be covered in fire to suppress spawns, perhaps allowing direct shot to be ground targeted without AoE but 100% fire chance would make the class incredibly more interesting.
Read more: startradersrpg.proboards.com/thread/edit/16074#ixzz52W9dfSMo
Read more: startradersrpg.proboards.com/thread/edit/16074#ixzz52W9L8FNG
Thanks as always for your consideration!
But their overall flexibility becomes very limited, especially once you realize their weaponry drops to 2 Range by late game investments. They're powerful weaponry, and perfect as they are; despite their limited range. I completely respect and understand the differences between the Flamers and the Revolvers. This being said, perhaps the Pyro Engineer would be well served by providing an alternative Attack Talent:
--I would love the Engineer to be able to have an unlimited use Cross-Shaped AoE attack talent either to replace Direct Shot upon equipping a Flamer, or to develop instead of Direct Shot. This allows the Pyro to act as a mini Hydra, laying Promethium or lasting flames down on the battlefield itself, instead of relying on having an enemy to target.
Since you are sacrificing both the range of a Revolver, as well as the Overwatch from your Turret, the Pyro becomes much harder to play on harder difficulties than the basic Engineer. Because of this I was forced to switch back to the basic Engineer weaponry, simply because they weren't providing enough tactical advantages, for me at least. I LOVE their Turrets, having a stationary flame-thrower that can lock down an entire section and make it impassable is amazing, and lends itself to a completely different play style. I just feel like the Flamers are wasted (or at least handicapped) by only letting them hit 1-2 enemies per turn, and then only at the closest ranges of any weapons in the game. Allowing them a short range AoE would instantly make them more balanced IMO and a worthy alternative to the basic Engineer.
As Posted by forgeking:
I think if anything should be changed it is manual vent, the ms decrease for 2ap is counterintuitive to such a close ranged character. A decrease in ap to 1, removal or nerf of mp penalty and ~35% decrease in crit/accuracy boost to compensate would fit the pyro better.
(Also from Forgeking) Having played the game more and coming to understand fire's ability to suppress spawns, I now do agree with some kind of ground targeted promethium fire ability for pyros, providing them some slight utility otherwise unique to the Hydra without the need to deploy one of their precious turrets. I'm still not entirely sure on spawn suppression mechanics - and I would love a detailed explanation on how spawn holes actually do work - but if all it takes is for the actual hole to be covered in fire to suppress spawns, perhaps allowing direct shot to be ground targeted without AoE but 100% fire chance would make the class incredibly more interesting.
Read more: startradersrpg.proboards.com/thread/edit/16074#ixzz52W9dfSMo
Read more: startradersrpg.proboards.com/thread/edit/16074#ixzz52W9L8FNG
Thanks as always for your consideration!