Core issues: The Plight of the Engineer

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  • vbl

    #1

    Core issues: The Plight of the Engineer

    Similar to my bit about the evolution of planes from BF1942 through BFV, DC, and into BF2, another thread got me interested in a similar analysis of the Engineer kit.

    In BF1942 I played Engineer 100% of the time, in BFV I played it about 90% of the time, and in BF2 I play it only when I feel like using the pump shotguns.

    Let's look at the loadouts:

    BF1942 Engineer
    Weapons: Rifle, Pistol, Knife
    Equipment: Mines, Detonation Packs, Wrench

    Basically, the BF1942 engineer was a Sapper with a good anti-infantry rifle (provided you could aim well) and the wrench. This made the Engineer the premier ambush specialist, able to cut off chokepoints with a dizzying array of landmines and remote-detonated TNT. They were also indispensible for defense and sabotage.

    The 42 Engie's only weaknesses were CQC (where a slow-firing rifle provided very little in the way of close combat power) and engagements where too many enemy targets started taxing the rate at which Engie's could deal damage.

    Otherwise, the Engineer was able to address any threat on the ground, both human and mechanical.

    BFV Engineer
    BFV's class system and alternative weapon/equipment combinations makes for a confusing summary, so I'll just list out what was available.

    Weapons: Knife, Pistol/Revolver, Rifle/SMG
    Equipment: Anti-vehicle mines, Claymore mines/Pungi sticks, C4, Blowtorch, Wrench, Mortar, Shovel

    The short of the long is that the engineer was flexible, but only by way of being choosy about your team and being willing to trade-off one function for another. People had choices about whether or not they wanted tools for anti-armor or anti-personnel, offense or defense, long range or short.

    My chief frustration with BFV's engineer stemmed from my love of the BF1942 Engie amd its ability to adapt not by switching teams or switching kits, but by using the core equipment differently. It put the flexibility in how equipment was used, not in how equipment was issued.

    DC Engineer
    To be fair, there really wasn't much of an Engineer in DC. They created a Support kit instead, and I don't remember it very well, so I'm using their site as reference.

    Weapons: Shotgun, Pistol, Knife
    Equipment: Health Pack, Mortar, Smoke Grenades, Wrench(?)

    For DC, the engineer gives his anti-armor mines to a dedicated anti-armor class, gifts his C4 to the Spec Ops class, and gains a health pack. To be honest, I never played the Support kit in DC, primarily because the "Engie" lost both C4 and landmines, and I never really got into fire support with the mortar.

    The shotgun was nice, but on most of the expansive DC maps it proved flaccid.

    BF2 Engineer
    And here we are.

    Weapons: Knife, pistol, shotgun
    Equipment: Grenades, AT mines, Wrench

    The Engie regains his mines (though they're fragile in BF2, and stick out like sore thumbs on most terrain), retains his shotgun, and gets some grenades. No mortar or C4.

    So what's the point? From BF1942 until BF2, the engineer has de-evolved into only one practical role - repair. And why bother? The introduction of supply crates means that repairs can happen anywhere on the map and without player intervention.

    The shotgun is exceptional in CQC, but other kits tend to dominate in close thanks to body armor and weapons such as the DAO-12 and over/under rifle/GL.

    The Engineer has no ideal range for engagement. No choice of functions. The kit is completely irrelevant. Marginalized. Pick any engineer function (except repair) and other kits can do it better and more efficiently (particularly true when it comes to the purpose of the land mine). And does anyone, short of serious armor users, have a need for a kit whose only redeeming quality is a wrench? Nope.

    Maybe that's what the designers intended - a dedicated vehicle kit. Which is too bad, given what the original BF engie was capable of.
  • WarGimp

    #2
    Re: Core issues: The Plight of the Engineer

    I've been thinking about issues with the Engineer a bit lately too. It does seem unfair that their main tacitcal weapon (mines) have been rendered usless 2 fold. You can't lay 'em without getting TKs and any smoe can clear 'em with a 'nade or other explosive round.

    I wounder how much of an improvment it would be to give 'em mines that recognize friend or foe? Sure, it's not hugely realistic, but it's the only way I can see to solve the TK issues.

    Comment

    • Bob_the_Insane

      #3
      Re: Core issues: The Plight of the Engineer

      My opinion is that the engineer is marginalized as much by the maps as anything else... A few destructable bridges with no other viable route would make them required.

      They are also an excellent vehicle class but need the Support class around to rearm...

      Then is the issue of the Spec Ops who gets the C4 as his only special ability, and would be somwwhat redundant if the engineer had it too. If would have been sweet to give the engineer claymoors as well as the sniper, which would make him a defense specialist... Mixing a few AT mines and claymoors around the commander assets would really give the enemy Spec Ops something to think/worry about...

      Overall I agree with your points...

      Additionally I would love to see the C4 packs be as vunerable to destruction as the mines...

      Comment

      • vbl

        #4
        Re: Core issues: The Plight of the Engineer

        Originally posted by Wargimp
        I've been thinking about issues with the Engineer a bit lately too. It does seem unfair that their main tacitcal weapon (mines) have been rendered usless 2 fold. You can't lay 'em without getting TKs and any smoe can clear 'em with a 'nade or other explosive round.

        I wounder how much of an improvment it would be to give 'em mines that recognize friend or foe? Sure, it's not hugely realistic, but it's the only way I can see to solve the TK issues.
        It's reasonable - build in the assumption that a teammate would always know the mines' exact locations and never run into them.

        I would also like to see an alternate fire function (suggested by someone else) wherein you could hold Mouse2 and spend time "burying" the mine so only the trigger would be exposed, reducing the likelihood that an enemy would see it.

        I also think that DC had mines that were colored according to the map's colorset. So desert maps had sand-colored mines, and city maps had darker, asphalt-colored ones.

        Comment

        • WarGimp

          #5
          Re: Core issues: The Plight of the Engineer

          Actually, the idea of friend or foe mines isn't that outragious.
          I've hear about a few new IFF systems being tested that would broadcast specially encoded signels to prevent friendly ordanace from locking on. It's not a huge stretch to imagine a mine based with the same system.

          BTW, they're also working on the same system for grunts. Not only would it tag you as being friendly, but it would provide exact GPS information for commanders to use via their remote command stations (which are also likely to see more action).

          Comment

          • Bob_the_Insane

            #6
            Re: Core issues: The Plight of the Engineer

            Originally posted by ||ass||variable
            It's reasonable - build in the assumption that a teammate would always know the mines' exact locations and never run into them.
            Commnader no longer gets TKs for friendly arty kills, then make Mines the same. Perhaps after they had been layed for 30 secs or so to stop people lobbing them in front of friendly vehicles for the diberate TKs...

            It is a tricky one really, because if you make them so they don't blow up friendlies you will suddenly find mines everywhere... Balance is everything..

            Do you apply the same logic to claymores?

            Comment

            • vbl

              #7
              Re: Core issues: The Plight of the Engineer

              Originally posted by Bob_the_Insane
              Commnader no longer gets TKs for friendly arty kills, then make Mines the same. Perhaps after they had been layed for 30 secs or so to stop people lobbing them in front of friendly vehicles for the diberate TKs...

              It is a tricky one really, because if you make them so they don't blow up friendlies you will suddenly find mines everywhere... Balance is everything..
              Of course now, you find them nowhere. So what's the middle ground?

              Half damage for teammates? Mine disappears (disarms) when a teammate runs through it, resulting in no TK but also no mine?

              Comment

              • Bob_the_Insane

                #8
                Re: Core issues: The Plight of the Engineer

                Originally posted by ||ass||variable
                Mine disappears (disarms) when a teammate runs through it, resulting in no TK but also no mine?
                Now that is not bad, not bad at all... Advanced IFF system does not stop it getting crushed under the tracks... Discourages engineers puting the mines in high volume friendly areas (it's a waste)...

                Nice...

                Comment

                • WarGimp

                  #9
                  Re: Core issues: The Plight of the Engineer

                  Originally posted by Bob_the_Insane
                  Commnader no longer gets TKs for friendly arty kills, then make Mines the same. Perhaps after they had been layed for 30 secs or so to stop people lobbing them in front of friendly vehicles for the diberate TKs...
                  Unfortunatly, you'd still get grieffers mining the crap outta their own team's vehicles. Most likely right at base.
                  It is a tricky one really, because if you make them so they don't blow up friendlies you will suddenly find mines everywhere... Balance is everything..
                  Each engineer can only have 5 mines out at one time. If you toss more than that, the first one will vanish.
                  Do you apply the same logic to claymores?
                  Donno. It's not quite such a big deal since snipers are more combat effective anyway. I can also see claymores beng somewhat abused if they were FoF.

                  Comment

                  • vbl

                    #10
                    Re: Core issues: The Plight of the Engineer

                    Originally posted by Bob_the_Insane
                    Now that is not bad, not bad at all... Advanced IFF system does not stop it getting crushed under the tracks... Discourages engineers puting the mines in high volume friendly areas (it's a waste)...

                    Nice...
                    Ah, I'll do ya one better for the sake of the Engie's ammo consumption.

                    The mine disarms but stays - then the engineer can come "re-activate" it. Deactivated mines timeout after a certain period of time.

                    Comment

                    • The Chez_5

                      #11
                      Re: Core issues: The Plight of the Engineer

                      My opinion :

                      I play the Engy all the time, and as a team, not as a Ramboo...The Engy in BF2 in order to be sucessful at 100% it must be a sneekr, with carefull moves, or else it IS dead meat(in a good server). I use the element of surprise to take the enemy, and I must say that at the end of the round 90% of the time I get a medal, except on the s*ck*r maps like Dalian Plant or the oilfields. Talking about the guns, to me it must be a pump action(china/USA), and if u want to say "oooohhh it's short ranger and craap!!!"--I have to say learn how to use the damn pistols . My favourite weapon: The Miney...lost for words, I mean isn't it great to blow a tank/APC when they less expect...the majority of the n00bs don't know if ex: u put a mine on top of a tank/APC when they are capping a flag...lool... as soon as they say OK it's capped...vrrrooooommmm.BAAAAAMMMM!!!! what the f was that???!!!

                      I'll be an engy till the end...

                      Comment

                      • kamandor

                        #12
                        Re: Core issues: The Plight of the Engineer

                        I also think the Engineer class has been marginalized. You guys have covered everything pretty well, but how about this:

                        - Give the engineer "explosives" packs that can be strewn about beside landmines - these explosives are detonated when the mines go off, or when grenades/explosions happen near them --> this gives the engineer the ability to set terrible boobytraps, choke points, etc, but keeps him from becoming a Spec Ops C4 specialist

                        - Give the engineer an automatic rifle (M16/AK) - it's ridiculous to think that the guy who runs out in front of enemy fire to repair a bridge or a tank would only arm himself with a shotgun - I blame the DC crew for taking this route and Dice for copying them - it's stupid and makes people not want to play the class as the shotgun can't hit anything more than 15ft away...

                        - Speed up the point-getting process for repairing - make it 4x faster, making it much more rewarding to repair bridges and tanks. As it stands now it takes far too long to get even a single bloody point as an engineer and is extremely frustrating because half the time you die halfway through a repair and get nothing. Why Dice chose to award points so slowly is beyond me... its absolutely ridiculous. Speed it up already.

                        - Make the AT mines hidden - once again Dice takes the ridiculous route on this one - REAL MINES ARE NOT ABOVE GROUND DICE - THAT'S THE WHOLE POINT! YOU CAN'T SEE THEM IN REAL LIFE! Gah, don't need to say much else.

                        - Give the engineer extra TeamPlay points for repairing ground defense emplacements that are within flag capture radiuses - this promotes two things: repairing stuff, and defending flags. Used in conjunction with hidden mines that don't teamkill, extra explosives packs and an automatic rifle and you have a formidable class that has a clear purpose and distinct functions. You would make the class an actual defense class that can really make a difference.

                        - Give the engineer 5 or 6 claymores - none of this "2 claymores" BS that the snipers have. Claymores are used only for one thing - passive defense. If each engineer has 5 or 6 of them you can really create havoc and a messy chokepoint for the enemy to cross. I don't understand why Dice doesn't want this type of gameplay. They'd rather make destructible bridges and then offer alternative routes to get around them instead of forcing people to work together to repair them....

                        My 2 cents, what do you guys think.

                        Comment

                        • The_Misfit

                          #13
                          Re: Core issues: The Plight of the Engineer

                          great post, and I'd certainly agree.

                          Though, I have palyed the engy class alot, as of late its been more assault and anti-tank. At times I'd go with with engy as an anti-tank kit, but seeing too many APC's blast away my mines became too frustrating.

                          Then, there's the TK issue. I like the idea of having them fall into the same category as arty tk's, it would certainly help engy's with using them on choke points. The introduction of the mp7 from SF has helped a bit with a longer range weapon, but playing engy on an expansive map like Fushe Pass is crazy.

                          I still play it, but for only one reason - repair. 2 engy's in armor and staying close to one another can be a lethal combo...

                          Comment

                          • CaptJordus

                            #14
                            Re: Core issues: The Plight of the Engineer

                            I have to say, playing the engineer class is ok. But it gets old damn fast when teammates run over the mines and then punish.

                            Also, the shotgun is cool but useless on 95% of the maps.

                            Here are my suggestions.

                            Main weapon- Take out the shotgun, or atleast make it to where you can pick your poison. My suggestion is a carbine type M16 (and equiv for PLA/MEC) that is perhaps stuck on single shot. Or, maybe a M24 with no scope. (just like the engineer rifle in 42 was a sniper rifle, with just iron sights). This would make the engineer a decent mid-long range unit.

                            Mines- I like the suggestion of teammates hitting mines just making them go away with no TK and no death. Also, if this happens it could just put the mine back into the Engineers possession for use again.

                            AP Mines- Let's face facts, Engineers in real life are trained for more than just anti-armor. I would like to see some kind of anti-personnel mine that acts more like a bouncing betty than the claymore. A quick google found this.

                            "There are numerous variations of the PMR-2A or POMZ-2 antipersonnel stake mines, which are generally planted in clusters or rows of at least four units and are set off by an intricate system of tripwires. "



                            Have these deployable in single (short range explosion) or in clusters with tripwire between them, (long-range explosion). Used in clusters it would be effective in cutting off back passageways to flags and, in some cases, complete roadways. Would be a GREAT anti-squad ability.

                            Wrench- Make repair points easier to get....FFS I repair the blackhawk about 20 times from 50% and never get 1 point, its ridiculous.

                            Comment

                            • vbl

                              #15
                              Re: Core issues: The Plight of the Engineer

                              Originally posted by CaptJordus
                              Mines- I like the suggestion of teammates hitting mines just making them go away with no TK and no death. Also, if this happens it could just put the mine back into the Engineers possession for use again.
                              I think this is better - it was mentioned farther down...

                              When a teammate hits a mine the mine disarms but stays put - then the engineer can come back and "re-activate" it. Deactivated mines timeout after a certain period of time. The little red skull icon could turn gray if the mine is inactive.

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