What the Engineer Update should not do...

That isn't a class flaw, that's a map flaw. A vast majority of Valve maps, official and community, are cramped, chokepoint maps with 1-3 man pathways, 1-3 paths to the objectives, and very, very defendable positions. If maps were more open so that one sentry didn't cover at least 1 chokepoint alone, engies would be much more balanced.


I just stated PL maps as an example of what can happen when an engineer is supported. The reason for this is because of how the maps play, a good team will work together to protect the sentries and a bad one will not, and suffer because of it.

And as far as most maps being full of choke points, that is so the engineer can use his buildings. On an open map, the engineer is next to useless in the open unless he is supported by sniper/soldiers to counter the enemy's snipers/soldiers. A good team will cover choke points with more than one sentry, just look at 2fort if you need an example. The engineers will usually cover the entrance to their base with at least 2 sentries if it is a full server. The engineer is designed as area denial, and he does that well enough already. If you give him more toys, he will become like the dead ringer spies or the FaN scouts, a huge annoyance due to how unbalanced they are in the hands of good players.

The point of my argument is this: How can you really make the engineer better, yet not overpowered? The simple answer is that it is impossible due to how strong, but balanced he is right now. Therefore the engineer does not really need anything. The only reason for this update is because Valve updated every other class, and they feel obligated to update the engineer because of this.
 
I want to see the Guitar in the trailer, sounds ridiculous but looking back at Jarate and Sandvich it would be pretty funny.

[ame]http://www.youtube.com/watch?v=m0UtTxagCrI[/ame]

That idea could work after all...
 
I just stated PL maps as an example of what can happen when an engineer is supported. The reason for this is because of how the maps play, a good team will work together to protect the sentries and a bad one will not, and suffer because of it.

And as far as most maps being full of choke points, that is so the engineer can use his buildings. On an open map, the engineer is next to useless in the open unless he is supported by sniper/soldiers to counter the enemy's snipers/soldiers. A good team will cover choke points with more than one sentry, just look at 2fort if you need an example. The engineers will usually cover the entrance to their base with at least 2 sentries if it is a full server. The engineer is designed as area denial, and he does that well enough already. If you give him more toys, he will become like the dead ringer spies or the FaN scouts, a huge annoyance due to how unbalanced they are in the hands of good players.

The point of my argument is this: How can you really make the engineer better, yet not overpowered? The simple answer is that it is impossible due to how strong, but balanced he is right now. Therefore the engineer does not really need anything. The only reason for this update is because Valve updated every other class, and they feel obligated to update the engineer because of this.

I agree, the engineer is a good class as it is. Although, another thing valve wants to do is get more players to play it, which tends to degrade the class (cough FAN scouts cough).
 
would be nice to have something like a portable sentry, click a button and it gets wheels and moves along with you but cannot shoot while moving. It takes a small amount of time to get set up and be able to shoot, idk just throwing out ideas is all ;).

Spinecrawler for TF2?
 

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