#Engineer - Feedback
1 messages · Page 1 of 1 (latest)
Honestly the class to me seems like its in a good spot! It's large arsenal means your never truly forced into tank hunting but its array of rockets and extra XP gained from destroying them means your still incentivized to do your job.
This class can be super fun at times. Run HEAT RPG with suicide C4 with no armor for maximum ADS speed. The terrorist build.
Fragmentation rounds for the Engineer are still not worth using, considering that HEAT rounds (general purpose) can one-shot infantry and fragmentation rounds (the dedicated anti-infantry rockets) can't.
Also you carry more HEAT than fragmentations
The utility of engineer (rocket launchers) is defeated completely by C4, everything launchers can do C4 just does better and faster and you have access to more of them.
Tandem either needs damage buff or range buff.
Fragmentation is useless as Heat is better overall
Heat even though is good is still outclassed by C4 at both anti-infantry and anti-building capabilities.
I would like to actually see some round that would be useful against helis as right now there is almost no direct threat to them (especially the small helis)
Overall rocket launchers are too slow, have not enough rockets and the impact is subpar compared to C4 that all classes can use.
absolutely not. C4 is very limited by its range, unlike the RPGs. a good tank/APC driver isn't going to just let you walk up and put C4 on him. heat can one shot people through walls from very far away, and tandem essentially one shots APCs. the only one that's actually useless is fragmentation
Engi would be my pick for next best class.
They have a huge selection of weapons for nearly any playstyle.
Their armor can be tailored pretty well for their desired playstyle.
They have a good selection of gadgets and pro/anti-vehicles options in both slots.
RPGs are good for ranged targets, vehicles, and infantry. (Except frag is bad, just use Heat)
If anything, I'd say the increased vehicle xp is a touch too much incentive. That could be toned down just a tad.
combine rpg launcher scopes into an attatchment of the main launcher instead of seperate ones. rn we have scoped heat and ironsight heat as seperate unlocks which is a bit weird.
I agree that is weird.
It's even more weird that you unlock the scoped versions first.
Fragmentation rounds absolutely need a buff
RPGs are an engi exclusive gadget so imma talk about them here. Overall I think this is the most versatile class for "what can do you for the team". That is reflected in them having almost every weapon type available, and a gadget for every situation. They also have the best choices in armor imo, or at least the broadest. Maybe this is a bit unbalanced but that's more into the weeds of class balancing.
RPGs are fairly balanced as is, with the main gripe I have being fragmentation is just never worth taking. If it was a frag or impact grenade you could launch, that would justify its downsides. Currently, I just don't see the point to it. HEAT kills infantry and demolishes walls, Tandem COMPLETELY annihilates vehicles at close range. Frag... makes people use up their bandages I guess? I just don't see a reason to pick it ever.
engineer needs the following quality of life improvements / buffs:
- instant vehicle entry and exit time
- repair tool should allow repair to full hp (like how medkit and bandages allow heal to full hp)
- buff frag kill radius RPG
Tandem is too strong and needs deleting. Its feast or famine gameplay, is, in my opinion terrible design as it'll never be in a balanced state
Frankly, I think the engineer could use more launcher options, which would inclue making the frag RPG actually function instead of being less useful against infantry than the HEAT warhead. With the standard transport helos being almost as strong as a tank as far as hits needed goes, I think an anti-air missile would be very useful, even if it was limited to only a few shots and would absolutely need careful positioning and planning before firing. It'd put you out of anti-armor capabilities, but I think helos as they stand are rather hard to kill, given vehicle MGs only do 1 damage tick per shot. Also, a purely cosmetic US equivalent to the RPG would be nice like BF4 had. A dedicated laser guided or fly-by-wire AT launcher would be very cool, but it would need some significant velocity nerf compared to dumb-fire rockets.
This class is in a great spot. Honestly, I would remove frag rpgs. I think engineer is best as the anti building/vehicle class and keep it's power there, rather than giving it a long range aoe frontline killer in frag rpgs. HEAT takes skill to get direct kills outside of buildings and feels cheap when you do already.
buff frag rpgs
the devs NEED to add a stinger to the game already so there is an option for anti air, right now there is nothing good unless you are in a vehicle. Have the stinger not work on tanks for balance reasons, totally fine, and then you can give the helos like 3 charges of flares or something
With how un-powerful air vehicles actually are, I’m not convinced that they need MANPADS for engineer. A few infantry with AUGs or ultimax/m249 are genuinely effective against air vehicles as is. IFVs and machine guns are also fair effective against them too. And if they positively must die, there’s HEAT and tandem skill shots.
The dynamic of infantry and air in the battlefield games was like what you described and it was genuinely awful. Battlebit has done a much better job by making anyone able to harm a helicopter and some things being very good at it. But not giving any options that utterly shut down fliers. At the same time, helos don’t have the offensive punch they do in other games.
The most I think would be appropriate is a launcher that damages when close to a helicopter or armored vehicle. It would have a highly limited amount of shots like tandems and still be dumbfire.
they arent unpowerful, I was playing last night a guy went 87-1 flying the small heli the whole game
The helis get damaged by the augs and lmgs, then just fly back to base to heal
87 people out of a 3000 ticket game?
87-1 is normal and balanced, got it
It’s a nice K/D ratio for sure but it’s not gonna win games on its own. The helicopter miniguns are pretty much only good for disrupting massed infantry and eliminating solo targets. They do not kill very quickly and I’ve rarely been killed by them.
I think I’ve shot down more helicopters with small arms and RPGs than I’ve been killed by them.
apparently they do kill quickly if a guy went 87-1
you can just admit you are wrong, its ok, your worth as a person doesn't depend on you being right about this 🙂
lil bro is STILL typing lmao
Right so if we assume an average conquest game is 30 minutes long and this person spent the entire time in an armed little bird, that’s a KPM of 2.9. That’s a kill every 20 seconds.
If this is the best a high tier helicopter pilot can manage while high tier infantry are pulling 5.0+ KPM, I think you’re over representing their effect in the game.
/shrug I don’t use helicopters, I kill them. I don’t think the counterplay options are lacking enough to need dedicated anti air options.
can we get repair tool in primary gadget slot too pls 🙏
oh wait im a looney toon it already is
I would like to see some love for the humble repair tool. attachments to improve repair or different types of tools to fit different scenarios or styles.
imo the issue is that going back to base is just so much better than repair tool
also you get of your vehicle, repair it and then you get killed cuz it takes 5 secondds to get back in
just allow repair to full hp and give instant vehicle entry/exit for engi
HEAT and frag need to be diversified currently HEAT rockets are a thermobaric warhead that vaporizes infantry within a mile radius and also kills armor while frag rounds give infantry little tickles
HEAT rounds should do basically no splash when they hit a surface so you cant just shoot it onto the floor or ceiling of somewhere that has a bunch of guys because that should be the job of the frag round. I think the only place where HEAT should splash infantry is if they are BEHIND the wall you are shooting at because realistically it would not be a good time to be sitting behind that wall since HEAT is meant to cause spalling behind what it hits
I dont know if engi has a explosive resistance, but I keep getting point blanked with rpg, I die to it while they walk off. I don't think that's okay, at point blank both should die.
its because the explosion radius is very small
Ah okay, still I think it should be changed since ppl are kamikazing with rpgs :O
Only 3 Tandem rockets......
I would like to see more or at least a backpack/vest of some kind that can give you aditional rockets.
the engi xp bonuses just make people eject from vehicles before they explode and get their buddy to explode the vehicle so you don't get the xp.
removing xp gains from empty vehicles was a character assassination of the class
you don't even get vehicle kill assists when an enemy finishes off their own vehicle.
sorry, ackchyually you do, but it's basically nonexistent xp gains b/c it's empty
+1xp, +161xp, not even kidding
i seriously can't believe that there isn't even a grace period after people eject.
calm down lol
With around 100 hours of gameplay experience, mostly as an engineer, I've gathered a few thoughts. Firstly, the RPG HEAT performs satisfactorily and contributes to an enjoyable experience. However, regarding the RPG TANDEM, I'd really appreciate the option to use it without relying on the scope but instead with basic iron sight. This adjustment would provide more tactical versatility and ease of use in various scenarios.
Transitioning to another aspect, I'd like to address the visibility of Anti-Tank (AT) or Anti-Personnel (AP) mines. Currently, they are quite conspicuous, which diminishes their effectiveness. To address this, it could be beneficial to introduce the possibility of partially burying or camouflaging these mines. This addition would not only enhance their strategic value but also contribute to a more immersive gameplay environment.
Lastly, I believe an interesting addition would be the inclusion of mines like the PTKM-1R. These mines, designed for top-down attacks and proximity-based activation, could introduce a unique layer of tactical complexity to Battlebit Remastered.
I truly believe that implementing these suggestions could significantly enhance the overall gameplay experience and appeal of Battlebit Remastered. Your dedication to refining and evolving the game is greatly appreciated by the community. Thank you for your ongoing efforts. https://youtu.be/7ODl_vXhTKY?t=70
Russia's most advanced anti-tank mine, the PKTM-1R is a high-explosive, top attack mine. The previously unseen munition has begun to appear in Ukraine.
The mine was publicly revealed by its manufacturer at the end of 2021.
The system works by detecting a target using sound and vibrations. The PKTM-1R's accoustic sensors switch on when a vehicl...
this class is the best class of the game, that is, that is my opinion and feedback
I love to play without armor and helmet
The repair toolkit should be a standard equipment for engineers, allowing them to repair vehicles without occupying the gadget slots reserved for other equipment like RPGs and explosives. This way, engineers can effectively support their team by both repairing vehicles and utilizing offensive gadgets simultaneously.
even medics don’t have the luxury to run no armor!
riggghhht it makes no sense when you own 2 repair tools, idk what the second one even do
Can’t drop it can’t do anything
For example, I always play with RPG TANDEM, AT MINES, AT grenade. But with this config I can't repair an vehicle. As an engineer I should be able to repair without reducing my offensive capacity. If I equip the repair tool, I will be less effective against tanks.
what if engi replace bandage with repair tool
Or allow additional repair tools to do something… anything
I believe that a class-specific gadget could solve this issue. This way, there would be three gadgets available for this class instead of two.
Medic has the first aid as dedicated secondary
But engi got overloaded with both rep and rpg
Rep is kinds underutilized other than on chooper where you can magically repair it from inside
Slot 1 : Repair tool, Slot 2 : RPG, Slot 3 : Mines/C4
Ground vehicles mostly don’t and can’t be repaired, they either drive away back to base or stay for repair and die horribly as result
Maybe repair tool just shouldn’t exist
Every time I let an engi repair me I got blown up instead
I never saw an engineer repairing in Battlebit...
oh and one of the worst part, the hp cap reduction
Apc if got hit by rpg once, even if patched up to full, gets one shot by tandom from the front
Why even bother repair then?
I only repair air craft. Most vehicles run away once then get hit. And since you can’t heal to full there’s really no point unless you are using it to retreat. Even then. Repairing kinda sucks.
my proposed re-work to make frag RPG useful:
- give it same AOE vs infantry as RPG HEAT
- give it airburst/proximity detonation
- airburst mode should do same damage as HEAT RPG against everything EXCEPT for tank/APC/attack boat
-airburst mode should have zero destruction and zero damage vs APC/tank/attack
frag RPG = anti infantry / anti light vehicle
tandem = anti tank/APC
heat = multi-purpose launcher
Let's talk about the fragmentation RPG!
As many, many people have found out before me, there doesn't seem to be any practical use for the fragmentation RPG. I've forced myself to use it, and after ~100 kills with it, I found that:
- It has weak damage. (You need a direct hit to kill full-HP target.)
- AoE isn't special.
- Nothing in its performance justifies lower rocket count to HEAT. It can't even destroy cover.
There needs to be some kind of distinctive advantage the FRAG RPG has over HEAT. If HEAT is to remain as a middle-ground with decent AT and anti-infantry utility, FRAG should be the flipside to TANDEM rockets: Higher AoE, higher damage on infantry, and bleed on any hit. THE anti-infantry tool for engineers.
i dont want engi to have a dedicated anti-infantry tool tbh
heat is already decent vs infantry, im guilty of using it for easy kills and there's already a lot of explosive spam in this game
engineer's niche should be vehicular combat
not demolition / fire support / assaulting positions, and an anti-infnatry rocket launcher would make it too good in those roles
id give frag and tandem the same AOE vs infantry as HEAT, frag with airburst would be good vs light vehicles, tandem with high damage would be good vs heavy vehicles, and heat would be in between
simple, allow other classes to use frag RPG
brb while I run medic with heal, frag RPG and SMG
cuz that will be the meta in gamemodes without vehicles
actually nvm i take it back
assault with +25% reload speed on frag rpg would be also be powerful
and so would support with infinite frag RPG rounds
I don't agree engineers shouldn't have anti-infantry tool. But something has to be done with the frag RPG, even if it's just removing it. It's currently a noob-trap with no real use.
Too bad I have no idea how it was pre-nerf. It wasn't always like this, right?
What I agree with is that HEAT is already decent against infantry. If frag is to be better anti-infantry, it could easily be over-tuned if no changes are made to HEAT.
Which might have been the situation before FRAG nerfs 😄
yes and this my concern with buffing frag vs infantry
and engi can still pick C4 😂
I really want to know what the pre-nerf FRAG RPG was like.
When I first used the thing, I thought it was bugged somehow. A blast in the middle of enemy group didn't kill anyone, hehe.
i tried frag rpg for a lil bit
struggled getting kills
then just stuck with heat
honestly i think making frag specialized against light vehicles (helicopter, hummvee) is the least problematic way of making it useful / unique
hence i propose the proximity detonation / airburst idea
proximity detonation / airburst is a realistic way to damage lightly armored vehicles
like airburst frag rpg should do same damage as heat rpg direct impact, but only for helicopters, hummvees, ATV, RHIB and infantry
the advantage of airburst vs those targets is that its much easier to land those hits cuz you don't need a direct impact
the tradeoff is that airburst would have zero destruction and do zero damage vs APC / tank
I doubt it'll be any useful making it air burst if is meant to be used against vehicle passengers
how much radius do you think it should be?
5m? 10?
whatever is enough to make it an appealing alternative over heat rpg
honestly, not needing a direct hit (while still doing same damage as heat rpg direct hit) vs helicopters would be super useful
if it's too big it's noob tube; if it's too small it's still gonna have problem hitting due to RPG natually have limited muzzle velocity let alone trying to lead a moving target
heck, even tank can "dodge" RPG at range
ya it needs to be just enough that its a viable alternative to heat rpg
I believe it'll be complained by both sides regardless
tbh, a proximity fuze that only airburst near vehicles would be decent
so infantry wouldn't make airburst detonate, and it would function the same as heat rpg vs infantry
actually, frag rpg with (vehicle triggered) airburst would probably be worse against infantry because no destruction
duh, the game doesn't even have proper claymore (deal directional damage)
the frag rpg i proposed would probs have little complaints because it still wouldn't be good vs infantry as heat; when used vs infantry it would be the exact same as heat, except no destruction
the advantage is vs light vehicles such hmmvees and helicopters
The concept doesn't sound too broken to me at least, I'd let the devs come up with specific radius etc. balancing factors, if they even bite on the idea 😉
Good chat!
... huh
Did you @junior sphinx have some idea on the frag issue? Did you play pre-frag-nerf?
maybe just make frag fly straight and fast ... like they do IRL
Wouldn't you touch the damage at all?
Or do you mean it would be more or less HEAT equivalent on stats, but fly straight and faster, and not destroy environment
It's real bad 😄
You need direct hit on infantry to kill anyone.
It's not enough to hit the ground under their feet.
wow
...and I'm pretty sure I've had a couple of direct hits that didn't kill either.
I recommend using it for a match or two, just to feel how sucky it is!
A challenge run 😂
I did like 2 matches all I got was hitmarkers and my own demise
so not my aim sucks, it really sucks
right now, frag rpg is basically the same as heat rpg, but with less damage vs everything
its a total downgrade from heat, there's no point in using it
can probably tune down effective range of regular RPG ngl
nah, heat rpg (and tandem) are fine the way they are right now
if it's like 500(frag)/300(HEAT)/100(Tandem) and also base carrying amount (5/3/1) I can see it more welcomed
don't you think it's just too accurate in game 
granted people hate randomness
the overwhelming majority of my kills are below 150 m tbh
like my longest kill is 160m with scar-h
most of my rpg kils are probs under 100m
you haven't seen rpg HEAT sniping across map have you
and even if the current heat rpg is "too accurate" compared to real life, I don't think its OP, and adding randomness isnt fun
true good point
I'm thinking more of dom "when people prefer HEAT over Frag as sniping tool it feels wrong"
Does HEAT lose all damage past 500 meters?
Haven't gotten the chance to try extreme sniping with the thing 😄
I don't think they even self detonate like IRL
iron sight can zero up to 500m
I don't use the scoped one ;)
Just remove frag rpg or give it an actual niche like albud has been saying. There's already aoe damage in grenades and HEAT that doesn't feel as bad as a noobtube buffed frag rpg would be (HEAT already does this tho).
How are frag RPGs used IRL?
Oh huh… from video it looks like it should be more powerful than frag grenade but explode on impact
If frag isn’t intended to kill on impact then it should definitely make anyone in the blast bleed. Which would force a fire fight to stop.
The base ammunition definitely feels high. As an engi with HEAT I can just shoot through a few walls, snipe a couple of people and still have some left in case I come across a vehicle. It's way too versatile with basically the only tradeoff being you're not medic for the infinite heal.
2 or 3 HEAT default + a separate slot that needs to be chosen for extra rockets to reach the current 6 would feel more reasonable. Because right now you get to have AV mines/C4 on top of a highly versatile rocket.
If you wanted the engi to stay the solidified anti vic class I would tune the frag rockets to maybe be anti little bird (explode in proximity with high damage or leaving a AOE to dissuade a strafe)
This. 👆
what can I use repair tool for in no-vehicle mode is the question
maybe dumbest idea of all times, allow repair tool to repair armor
in regards to the RPGs, it's a drastic measure, but i think frag and tandem should just be straight up removed
fragmentation RPGs are useless and a noob trap, but if you were to make them strong against infantry, then they'd be extremely aids. you wouldn't even have to aim right at the enemy like with HEAT, just shoot near them and they die or take enough damage to start bleeding. it would not be fun to play against
and tandem is just straight up not fun for vehicle players. getting to essentially one shot APCs is cancer, and encourages them to camp in safezones or water, which makes the game less fun for everyone
and as a sidenote, it's really weird how there's an unscoped and scoped version of each RPG launcher. you should be able to just put on a scope attachment on them like with other weapons
If I had my way the Frag would shred infantry but do ZERO damage to vehicles and buildings. It would kill people if you hit the windshield of a vehicle i.e. the cockpit or people in a HUMVEE.
I don't think you can balance vehicle gameplay in this game imo. It works in Squad because there's a limit to classes per squad so half the lobby aren't engineers and at 127v127 vehicles get camped IN spawn.
If I had my way HEAT would do less damage to APC's and Tanks and Tandems would be removed. Anti-vehicle mines would be buffed and anti-vehicle grenades would stuck to a vehicle.
Engineers with repair kit should be able to repair their own and teammate's armor.
The vehicle spawncamping is a spawn system problem. It would not last a minute if killing people forced them to walk back from a rally point you can track down. Instead, as long as you don't clear every single person in a squad, they can just keep respawning.
They're not even limited by ammo because they can just respawn with a full loadout when they run out of rockets.
I'd say that fits support better
Engineer already has a repair tool, and support will refill players' ammo in the upcoming update
Vehicle = machinery
Armor = literally just a fancy ceramic plate.
You can't repair a shattered ceramic panel with any combination of drills, wrenches, and duct tape.
It's a video game
So... HEAT nerf under consideration? 👀 #battlebit-eng message
One message removed from a suspended account.
We know why were all here. 1. make fragmentation protection an armor bonus so we can be below 1 shot damage range from heat rounds at a loss of mobility. (or just make it part of existing armor that is the classes heaviest option.) 2. Let me kill people with the repair tool. 3. I wont talk tandem rounds as they speak for themselves. 4. Add a smoke mortar. with 2x sized smoke clouds so we can perma smoke waki more.
Agree, would like to see it on support
Could the XP for repairing a vehicle be toned down? Currently there are people living in helicopters all game with a 0 kills 3 deaths score topping the scoreboard far in advance of most of the server.
It’s a good thing
You want people to do that, vehicles need repair people to do well
If you don’t highly incentivize it then nobody is going to do it because frankly it’s a kind of shit job
Also, if someone topped your team keeping a blackhawk up all game they for sure made a huge impact on the match, so they get a ton of points
it needs to be incentivized i agree, but currently every server i join there is always at least 2 engineers on each team top of the scoreboard with 0 kills and 1 death. They sit in the helecopter all game and dont engage anyone or anything. Thats surely classed as exploiting XP unless the dev's think this is the highest form of game play and skill that needs to be highlighted and used as an example of the "best" performance
when in reality they just hold mouse 1 and drink coffee and eat their dinner
That is an example of best performance
I disagree, but i respect your point of view. I think its helpful to the team but demonstrates no skill and shouldn't be placed 2x higher in terms of XP than someone who revives 40 people, or gets 80 kills.
I think that’s my problem with your view though. Points shouldn’t be about skill, they should be about contributing to the team. When you get that many repair points you need to be repairing for a highly skilled blackhawk pilot who is making a huge impact on the match by maintaining air superiority and dropping troops. It requires a lot of skill on the pilot’s part, but they cannot do it without the engineer. Those two together are making a bigger impact on the game than anyone else probably.
Before the point buff people would rarely repair because it’s not fun, it was needed to correctly incentivize the role
I think the pilot themselves is contributing more to the team, the fact you can easily fly to base and repair lessens their contribution as well. Again i dont think someone sat in a helicopter all game holding left mouse, is giving that much of a contribution that its celebrated twice as much as anyone else and rewarding with the XP. You're right that XP shouldn't be rewarded by skill alone, but there is just 0 skill, or danger or anything in repairing a helecopter which deserves the highest amount of XP awarded.
repairing needs to be incentivized for sure but not to this degree.
You should go try getting that many repair points, I think you’re underestimating how difficult it is
And also, having to return to base bc you don’t have repairs makes the helicopter significantly less effective
It’s also just good in general for the state of the game for every heli to have a repairman
I don’t see the argument of “I’m upset that they get more points than me” being more important than heavily incentivizing correct gameplay
If anything I guess change the mechanics so that it’s not necessary to have a repairman, but it’s been a staple of this genre for so long
It needs to be as highly incentivized bc it’s not fun. Before they changed the points nobody would do it, which was bad for the game.
It speaks to how shitty it is that people will only do it bc they get top on the team points
Also out of all the matches I play with Blackhawks, it’s only very occasionally that I actually see a repairman topping the leaderboard
It’s possible but it’s far far from guaranteed that if you hop in the Blackhawk and repair you’ll actually do well. A helicopter repair only player probably averages mid leaderboard
There’s also a bit of randomness with the tail rotor mechanic, some games the enemy team has a good APC and there’s not much you can do
The points have to be that high to make it worth in all the games where it doesn’t go well
Ok so here is an example of what i see in the usual 127vs127 games i play, maybe you player lower count and its not an issue
5 people in a chopper all repairing, flying round, back to base, drawing fire, back to base, repairing. They can hardly fit anyone in their chopper to actually do any good 😄
This is not the exception, i see it most games. This is not balanced
Interesting, I play only 127s and have never seen it that extreme
The helicopter holds 12 people tho and what you are describing is literally the exact intended gameplay loop
Also I would venture that they are attacking people as one person in the chopper on your team went 17 and 1, probably gunner in the helicopter
I’ll keep an eye on the scoreboard matches, I do agree that this is too extreme, more extreme than I had seen before
While I do agree that it’s clearly too extreme I do still think you’re underestimating how much they are helping the team
perhaps, i just think there needs to be a balance, currently it needs tweaking, which was my original point 😄
Yep sorry for disagreeing so hard, I’ve never seen it that egregious and I usually check the scoreboard at end of match
But maybe people have started leaning into it harder in the last week or so and I just haven’t noticed
Would you think engineer being able to deploy a small sentry-like device that marks players nearby would be balanced?
Balanced: ✅
Fit with the rest of the game: ❌
Edit: Realistic: 🟨
More realistic than a trophy system
With new update yalls took away the ability to use SMGs with engineer class, please change this back! Best way to start losing player base further is by taking away things we have relied on and forcing us to a different play style no one asked for... just saying
If you just want 3sk then try the groza and if you only want movespeed then then try Mp7 or pp2k
If you still want both then... idk go play assault or medic
thanks mate im aware there are other set ups to play
Honestly, considering all the development ai has undergone in the last few years, this seems like it's probably possible irl.
see?
Damn you openAi
Bring me back Scorpio for an engineer class dude
i second this
scorp plus heat is just a combo you can‘t give up on
massive nerf to the scorp and to my fun