Increasing Engineer build range

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Re: Increasing Engineer build range

Postby IceDreamer » 27 Oct 2018, 20:10

I would approve this change. If we can push more gameplay away from tedious base micromanagement because the lategame pathing sucks, that's good. IMO an ideal to strive for would be T1 engies used lategame for expendable expansion and reclaim, with base ops taken over by T2, then T3 engies over time. Each continues to be useful lategame, but in their own arena.
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Re: Increasing Engineer build range

Postby Platinumizer » 27 Oct 2018, 23:52

Isn't that what we have rn?, if you put 100 t1 engies in your base latgame, no wonder why you have pathfinding issues. increasing range would make it viable to keep t1 engies in base lategame
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Re: Increasing Engineer build range

Postby Morax » 30 Oct 2018, 15:15

Sparky gets Novax satellite and 510 build range and I'll accept those changes.

Also give UEF acu a cigar with constant-emitting smoke.
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Re: Increasing Engineer build range

Postby Morax » 30 Oct 2018, 15:17

Maybe we can make it so tier 1 engineers can combine to make a higher level tier?

Eg, mass-equiv tier 1 selected, you get option to merge units and they transform to make tier 2; same for tier 2 to tier 3; but you can't combine tier 1 to make tier 3.
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Re: Increasing Engineer build range

Postby uzurpator » 30 Oct 2018, 17:52

Morax wrote:Sparky gets Novax satellite and 510 build range and I'll accept those changes.

Also give UEF acu a cigar with constant-emitting smoke.


Converting novax into satellite, remote building suite would be all kinds of awesome. Imagine building Ravagers for the lolz at someone's base.
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Re: Increasing Engineer build range

Postby Steel_Panther » 25 Nov 2018, 05:35

I think a small range increase would be very good, but higher speed and acceleration would be even better to help with pathfinding.
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Re: Increasing Engineer build range

Postby Dro » 25 Nov 2018, 16:52

i like the idea but i think the change is too severe
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Re: Increasing Engineer build range

Postby Dro » 25 Nov 2018, 16:53

Also morax you would have to make it so u already had access to t2 for that to be possible for that to be not totally game breaking. <---- can english
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Re: Increasing Engineer build range

Postby Dro » 25 Nov 2018, 16:54

Also icedreamer if you think this would remove the viability of t1 engies you are mistaken. It would make them all the mroe viable late game. The fix to what you are saying is to buff the bp of t3 and t2 engies comparitively to t1.
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