#Sapper

1 messages · Page 1 of 1 (latest)

mental nebula
#

As in the title, seperate some of the loadouts on engineer, take away the lvl 3 satchel loadout and make it the default loadout of a new class ‘sapper’ (so the amount of satchels possible per squad stays the same).

Alongside this, develop a new item for the new sapper class, ‘wire cutters’/pliers. These can be used to create a path for infantry through deployable barbed wire, possibly as an option to disable mines instead of just shooting them.

Tldr, new class gets added, satchel meta isnt worsened as a result, pliers/wire cutters for new class to allow for infantry to deal with deployable barbed wire and disabling mines.

Possible or overcomplicated?

#

Sapper

rustic solar
#

Has good potential. Def will help free up roles for engineers who want to do logistics work. Ive run into this situation many times in games when i want to build nodes or help reinforce a point but i cant because all the squad already have an engineer but a majority of them are playing sapper.

mental gate
#

It's not a bad idea, although making a new class entirely just for the sake of a satchel and wire cutters seems needlessly overcomplicated.

If it were me, I'd still take away the Engi satchel loudout and replace the level 9 assault loadout with something similar to this and with changed weapons for balance then just add wire cutters (with a lower level requirement of course)
That way assault players actually do what they're meant to, spearhead a charge, cut the wire and move into the objective

formal basalt
#

Using wire cutters on a barbed wire should be a lengthy process, i.e at least 10 seconds (i.e equal to let's say built time of one) to destroy barbed wire. Why would anyone use this feature?

The same I can say about mines, what's the point in defusing them anyway when you can shoot AP mine and grenade AT mine, which isn't complicated or time consuming? The only thing I can think of is so that defusinhg is quiet, thus stealthy, but that's borderline to useless