The officer is not useless IMHO...if you remove it - who will spot for artillery? Surely not the few snipers there are...just place a driver kit next to every tank or just put them into buildings/crates next to them...
The Pioneer suggestion is very nice. Just replace the "knife able to disarm mines" with an entrenching tool...it'd be funny as hell to bonk someone with this! (and it disarms mines, too!!)
problem is that ppl end up tossing them onto tanks, then the tanks go boom when the move. at most they should get ONE mine. those at mines were big an very heavy, 4 is way too much.
Well, Mines might be heavy, but your not going to achieve much with every Pioneer only having one Mine. Imho 3 is a fair amount and allows you to block a street.
And if you have Satchels, there is no real need to abuse Mines.
As for spotting for Artillery, the Driver has binoculars as well and he would be far more popular than the Officer since he has the same equipment with an additional Wrench. Officers would only be required on Infantrie Maps with Artillery support such as Karelia.
Unseen_Soldierdidn't people used to run up to tanks in FH and throw a mine on it like a kamakazie and kill both himself and the tanker? or was that only in vanilla?
Thats vanilla, i used to love doing that.. Anyways, i disagree here. The engineer should stay, i want to be able to repair my buddy's equipment and be able to defend myself. Im not the type to carry an smg either. The driver class is a nice idea but its pretty much as the pilot kit, once you pick it up all you can do is take a vehicle and drive it. And since you would be stupid to leave your tank in an engagement, AND vehicles usually only carry one man. You see alot less repairing going on, im the type of person that would roam the battlefield in search of a damaged tank so i could repair it. Trough showers of bullets. I would repair that tank even if it killed me, and then i would just try again. I dont need the AT capability, just give me a decent rifle and a wrench and ill be quiet.
Would it be possible to have an engineer/pioniere that has the ability to lay a small minefield? This would take a minute or two, and could not easily be used offensively against tanks
Dee-Jaý I say screw the Engineer and make him a Pioneer/Sapper with: -Knife that can disarm mines -Shotgun or Carabine rifle -2 Satchels -3 Mines The driver should remain the only class with a wrench and repalce the uselss Officer on most maps...
Amen, brother. Although I'd suggest giving four mines; three is not enough to cover most tank passages.
(first posting - greetings everyone)
How about a delay before the mine activates (30 sec or so), that would keep people from kamikaze stunts, an make the mines more of a tactical weapon.
The way I see it, the engineer is compromised of three classes; Mechanic, Engineer/Pioneer and Sapper. How about separting them? Mechanic --> Crew class. replaces (Tank commander) unlimited. 1. Knife 2. Smg (2 mags) 3. Wrench. 4. Binocs.. Sapper (similar to current spec ops pick up kit), should be limited to 2-3 in a 32 player team. 1. shovel 2. rifle or smg 3. satchels Engineer/Pioneer/country specific name, limited 5-6 in a 32 player team. 1. shovel 2. carbine or pistol 3. mines 4. extra ; lay barbedwire or place 1 ammobox (limited ammo) or other 5. remove mine ability but no repair. just some suggestions
Why don't you make that the engineer randomly spawns with satchels or mines?
Doing this, people who want more mines and people who want less satchels will be happy :)
javierlopezWhy don't you make that the engineer randomly spawns with satchels or mines? Doing this, people who want more mines and people who want less satchels will be happy :)
Except when half of the time they'll spawn with satchels instead of the mines they were hoping to get. Randomizing the primary weapon of a class (the weapon the class is selected for) is probably the stupidest thing ever.