What's Wrong With The Engineer?
Video Statistics and Information
Channel: Uncle Dane
Views: 1,095,817
Rating: 4.5543499 out of 5
Keywords: team fortress 2, tf2, engineer, gameplay, guide, tutorial, tips, first person shooter, uncle dane, professional, pro, free to play, free, steam, sale, deal, items, crafting
Id: KDICaSDMjXY
Channel Id: undefined
Length: 14min 25sec (865 seconds)
Published: Sun Jun 25 2017
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Thank you so, so much for bringing up the Pomson.
It's a pretty strong contestant for weakest weapon in the game right now. Mostly due to the completely bugged hitbox but the whole design is just terrible on top of that.
It used to be a very viable and exclusive option for mid and long range. Take away the uber and cloak drain if you must, I don't care, I just want a primary again that doesn't force me to get up close as a class with the lowest health in the game.
Since the video is a bit long and comprehensive, I'll just list some of the things that stood out for me in bullet points:
I strongly disagree about his suggestions on how to avoid a sentry hive. Teamwork should always be rewarded, and even though hiving is a very basic type of teamwork, it still is. Saying that this kind of teamwork is OP is like saying that a coordinated Uber push or everyone going heavy is OP. Strong teamwork from one team will require strong teamwork from the other to break, and I think the problem is more on how hard it is to attack compared with how easy it is to defend.
Uncle Dane doesn't mind removing allied healing because he usually goes solo engi and almost plays like a flank scout, but lower skill engineers need a "teacher" to survive spies and rockets. Instead, I suggest that each additional sentry doing damage for a user gets reduced For example, if 4 sentries damage 1 heavy, the first one will do full damage, the second one 75%, the third one 50%, etc.
Uncle Dane is missing the most important thing that makes medics so essential, which is uber . Many classes have ways to self-heal (Sandvich, Dispenser, Black Box), but Uber is what allows to turn the tides of battle. Another thing which forbids engi of being as good of a healer as medic is that he has a strong damage output. If Dane wants to make him a tier 1 healer, he will have to make engi defenseless without a sentry or "pocket", which many won't like. A way to accomplish this could involve a wrench replacement that removes his sentry completely, and instead allows either for a "Texas-Sized Dispenser" or for a AoE buff that supports the team.
The Pomson does need a proper reworking. Personally, I would give it a slowdown effect on hit, making it a good area denial weapon for the engi and something that's useless as a DPS wep.
Finally, the Wrangler. A good suggestion I heard here had to do with splitting the wrangler's shield and self-control into two weapons: One of them would allow you to self control (and maybe give engi the damage resistance Dane Proposed), while the other one would only give the shield (maybe reduced and as a passive weapon?).
Pretty Good video overall, we need more of thse analysis videos that actually give suggestions and less ranting videos that only talk about what's broken.
Right, Time to Copy+Paste what I've already wrote in a separate post...
Ok, before I say anything, I do not have anything against Uncle Dane at all. I just disagree with the a few of the points he has stated. I thought I might as well get that out of the way ASAP as some people can't tell the difference between criticism and hate on the Internet.
Right. The Video is quite an interesting one. It outlines most of the major balancing factors that Engie has, and Dane lays out some really good examples on why Engineer has problems. I agree with the idea that Engineer shouldn't be the Be All, End All class in the game as it would ruin the gameplay. He needs to be less powerful than the power classes to get the gameplay moving. However, the Suggestions are pretty bad, and will seriously damage the Engineer In my opinion.
Firstly, The Co-operative Engineering suggestion. This is an Awful idea. Reducing the healing output of a Dispenser on Engineers would stop the extremely rare circumstance of 6 Engies on last holding all of the good sentry spots and denying the Offensive team to win. Sure it happens, but that situation requires all of the Engies to hold all of the Good Sentry spot and keeping the buildings alive constantly. The chances of people that are competent enough to do this on the same server let alone on the same team, are extremely rare, and such an extreme change would be crippling for a 2 Engie defense as one can't benefit off of the other, making the defense really weak. It's an extreme change for a niche situation that, may I add, never happens in Higher levels of play.
Secondly, Dethroning the Medic as a primary heal source suggestion. I've already written a response to this one in advance, so here you go: The idea of allowing the Engineer to heal as well as a Medic (Or just below) would make defensive situations even more painful than they are now as the defending team has a strong healing output from a class that has the best defensive tools. The Engineer will not die as much as he would and the defending team will not die as often as well. Also, if you make another class more adept at healing, then the Medic will become useless. Why would I want to play a squishy class that can barely defend himself when every other class can heal themselves just as effectively? Also, people surviving more often slows down the game as well, so making the Medic the primary healing source and keeping him that way is paramount in keeping games fast as he cannot heal everyone at once, whilst the Engineer can. (That's from a comment I wrote when watching the Video, and I just Copy+Pasted it over). The speed pad Idea I like though, makes Engies goal of moving the team up on 5CP games easier.
Now for the Weapons section. Before I get into the meat of this bit, I want to point something out. At 6:24 Danes states that "The Pyro can do the exact same thing, but deal massive amounts of Damage" Except that the Difference between Airblast and the Short Circuit is that A) Pyro is fundamentally broken, and needs all the help he can get. B) Pyro can still receive self damage with Airblast and the Engie cannot with the Short Circuit and C) The Short Circuit is a Hell of a lot more spammable (as well as not requiring that much aim) than Airblast, making the Projectile Destruction easier than Airblast, albeit Airblast having more utility use than the Short Circuit. The Suggestions for a Fix for the Short Circuit are actually feasible fixes and I like them.
Now with the Wrangler. In 6s, it's utter broken and in HL (as well as Casual) its borderline OP. There is no denying that fact, no matter how you look at it. The shield resists way too much damage as well as giving the sentry near infinite range. Now I know that some people will say that "The Wrangler deserves that nerf!" However, the Idea of completely removing the Wrangler shield is a horrible Idea. Trying to counter balance the lack of a shield with the a +66% damage resistance on the Engineer that is Wrangling the Sentry doesn't make up for the fact you're sentry is more vulnerable in this state as it's auto-fire function is completely removed, and therefor removing the Self Defense abilities of the Sentry, as the Targeting is down to how good the Engineer is at aiming the Wrangler, although increasing the Skill cap isn't a bad thing. People would see a Wrangled sentry and see it as a free Sentry kill as the Engineer is most likely incompetent in Casual play. If the Sentry goes down you're left with the Wrangler in your hand doing absolutely fuck all and you'll get killed near instantly as the damage resistance has disappeared. In Higher levels of play, this isn't a problem as Engies know how to aim with the Wrangler, put this still leaves the Sentry vulnerable to attacks from multiple directions, whereas with the Auto-Aim, it can deal with Multiple enemies efficiently, unlike the Engie it belongs to. A change is needed to the Wrangler, and fast. But this is too extreme, and there is no doubt that the +66% damage resistance on the Engie cannot be exploited one way or the other. Just wait 2 weeks on Delfy's channel and you'll see someone exploiting it. I've thought of an exploit right now during the Edit: You can build a mini sentry out of the way where it cannot be reached, got battle Engie, and when the situation flips against you, you can go straight to the Wrangler and get a 66% damage resistance against anything that is coming towards you, and tank an obscene amount of damage, and there's nothing the Enemy team can do to stop that apart from destroying the Mini, which if the Engineer is smart, is on the last point or near spawn, out of harms way. There is a possibility it could if added that feature is added. You've also got to take in mind that taking down a Wrangled sentry (Or a Sentry is general) involves killing the Engineer to make sure it doesn't repair. Transferring the Damage Resistance to the Engineer to the sentry will just move the problem onto the Engineer from the Sentry unless there is a horrible downside added to the Engie whilst Wrangling sentries. Speaking of repairs, the repair penalty would also be removed as well as it only applies when the Shield is active. Therefor, this means that Wrangled Sentries could heal at 100% again. This could be a good thing or a bad thing depending on how you look at it. It could be a major balancing factor if this was to happen. I don't know how to nerf the Wrangler, but any of my thoughts and/or suggestions are defiantly not as extreme as Dane's.
And that's it. The majority of the rest of the Video I agree upon. The things I stated above are just my thoughts on Dane's suggestions in his latest video.
This is probably the first Uncle Dane video I can say I disliked.
Uncle Dane supports removing cooperative Engineering, which is a core reason to even have more than one Engineer, ever. I know Uncle Dane typically plays the flank Engie but that's not the only way to play Engie and not the way the game was designed around.
There are two ways to nerf Engie nests without removing cooperative Engineering entirely. Either have a -50% repair rate on other Engineers' buildings or add new anti-Engie weapons to Demo and Spy, like a stickybomb that does extra damage to buildings v. players, or a sapper that can be placed unnoticed and then activated later like Mr. Paladin's idea.
The Engineer should not be changed fundamentally to be more like the Medic, and if Uncle Dane wants to change Engie to heal more then his primary would be replaced by something as weak as the Syringe Gun, or his sentry would be massively nerfed.
However, I do agree with his proposed weapon changes, adding that a new shield secondary should be added for him like the Medic's shield in MvM, which would cement his support role in a better way than just flat increasing the Dispenser's heal rate.
How about adding Dispenser types? There's so many ways to change the Engie without infringing on the Medic, Mr. Cook. Dane's backpack Dispenser idea is even viable as a way to diversify him. Engineer is probably the class in TF2 with the most need for new weapons right now. After the Heavy Update we need an Engie v. Spy like the Heavy v. Pyro of last year, because they're the two classes that need changes the most after Pyro and Heavy get attention.
IMO give Spy / Demo / someone a weapon that deals with multiple sentries stacked more effectively. Removing co-op building as engie takes the Team out of Team Fortress 2.
The fuck you smoking dane? REMOVE COOPERATIVE ENGINEERING!? Jesus christ on a bike fucked hard sideways with a red hot rake.
Make it WEAKER, if you still have to commit this useless crime against one of the very few form of cooperation left in this mess of a game (something like you can still get metal from other dispensers and heal/upgrade buildings, but at a reduced rate, for example 50% or even 40%) but do not even think about removing it. What the fuck.ο»Ώ
And what about reducing the defensive/offensive capabilities to just buff the healing? Was it some strong genetically modified weed? Bah...
Edit (even more rant-ish): I'm getting sincerely tired of you comp guys asking for the game to be remade basing it on your MOD OF IT, because comp was born as a sub-sect of the proper game. You want every class to be equally viable but to mantain their uniqueness, don't you see the fucking cognitive dissonance at work here!? All classes must be equally viable in defense/offense/healing/support/planetaryinvasion/mining/building/demolishing/buttfucking. BUT at the same fucking time they must also remain unique. And I'm the motherfucking Queen Elizabeth. Making it be like that for a restricted number of classes would be already difficult enough, having this to be doable for 9 different characters it's almost impossible and not wort the hassle. Stop asking for the game to be remade to be a "muh skillz *wanks furiously* e-peen simulator". TF2 is a meme generator hat simulator, ask for a well done comp mode, but remain the hell away from pubs! You can play a gamemode where AT MOST you face 9vs9 (and usually you go for 6vs6), I (and I hope I'm not the only one) love the mayhem that is 12vs12. Stop mingling with "us"\ rant over.
So on the topic of Engineer stacking...does no one play demoman anymore? If the enemy team is mostly Engineers then they don't have battle classes to help cover them and you can just edge most of them and uber on the ones you can't. I guess that's asking too much from a pub perspective? I just never had a problem with Engineer stacking personally, if I ever thought it was egregious I'd just switch to demo and take them out.
My only real gripe is that Dane is more of a solo Engineer so the teamwork aspect of a nest (even if those players don't know much honestly) is something that shouldn't be removed or discouraged.
However I could slightly agree with a slightly lesser heal/repair amount on buildings that you don't own that way a nest doesn't become "impossible" to break since your own team has no coordination to break it down. (Talking about pubs in that stance) In comp there are no nests possible; hence why it wouldn't be an issue.
Now, being unable to interact with other engies' buildings seems not-so-great because... well, other people mentioned that already. TEAM Fortress 2 and all that.
However! There is one part about it that I do like, and that is the "Cannot take metal from friendly dispensers part".
Taking metal from another engy's dispenser does not involve much teamwork. A friendly engy can plop down a dispenser and sit in spawn for the rest of the match, and you can still get the benefit from it. Heck, you can get the benefit from it whetever the original builer wants it or not.
Perhaps even more important, "friendly" engies would not be able to nab metal from your dispenser that you might need yourself. And if you do want to share your dispenser metal with your team, just get it out and hammer away at their buildings yourself.
As for the Pomson, I want it to be able to pierce buildings too. That's be interesting. Maybe only enemy buildings though.