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Engineer Bots (Ah shit here we go again version)
#14
EenKogNeeto post_id=36668 time=1558665427 user_id=2034 Wrote:Do keep in mind that just because a class isn't played often doesn't mean it's weak, an engineer is very powerful in team battles, it's just very team-dependent to really shine. 1m positioning skill to your team is very strong, and so can the grenades and bombs be. It can also shred certain tank builds that are reliant on earth damage, or surprise people with overload damage. And refraction can be extremely situationally mildly useful too - And protect is never anything to scoff at as much as people joke. Aegisbot will literally take a bullet for you.

TLDR: Entire class doesn't need reworked, bots are lackluster though and could stand to be brought in line with the rest of their kit hence support.

I've played a lot of engineer lately and all I can really say is that the idea that it's somehow great in team battles ignores the fact that someone doing a marginal lot more AoE damage is much better. 1 momentum reposition sounds great, but it costs 3 momentum for you to throw it on them, and they get to use it twice at the highest rank. Most people have some low momentum movement that will get them within range of the enemy already.

The grenades are an okay amount of damage, but getting out of their range is easy unless you skip turn or have low enough celerity where no other enemy goes after you. Cobra stance shuts this down entirely because the grenades go off at the start of the next turn instead of the end of your turn, so you can't pop DHs with your bots to get them to blow their dodges.

As for the bots themselves?

In a duel situation, the medibot exists entirely to eat potions where people scratch their heads and wonder if that's okay. For the cost of 3 momentum placing them down in a real fight, it would almost always be better to just get the immediate heal using a pr. hi potion. Considering you can get extra bag space with engineer, you can spam these pretty well, usually. Without adding new skills, adding movement range to the medibot would make it a much more attractive option because its current effective range of healing in a turn is 4 tiles. Adding in actual skills for it to use would definitely be a step in the right direction for making you wonder why you didn't just go bonder.

The turret is next to worthless for anything other than using its auto hit to take pliska's off of someone or something similar to that. It doesn't do much damage, it doesn't have enough hit to get almost anyone in PVP, and trying to use ignite engine for PVP is just a win or lose because of that. It has a low mana pool so against anyone with CEL, it's eventually just useless entirely.

Metalaegis is honestly where I find the bots shine most. Because it shuts down some builds almost as effectively as kensei shuts down MGunners. It's easy enough to counter for most people, and barring something in the kit there's at least one item that can be used to push either the aegis or the player away from one another without triggering protect. The reflection skill is just as situational, and placing it on a player's tile directly often leaves the player getting hit by the AoE projectile before reflecting it because it can be shot at an angle.

As for problems with the bots in general? They are easy to destroy, take 150 focus and 9 momentum to get all three out compared to the cost of putting out something more useful like youkai, have horrible hit values against anyone but a no dodge tank, and they make for easy targets for things like titan gale or rebound. Against most players, I've found that not putting them out is absolutely better than letting them see the field.

With that said, they do come in handy sometimes. Building yourself toward being effective in a teamfight by giving someone jetpack means you're going to be useless in any other type of fight, though, and I still don't see giving someone jetpack as very good considering most people can handle themselves and it's 3 momentum to let them use a 1 momentum move twice.
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