4th weaponry class: Engineer

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Aumir's picture
Aumir

This is a translated suggestion from Spanish forum, for added feedback from the English playerbase: http://forums.spiralknights.com/es/node/52938
__

Someone asked once which new style of weaponry could we have if it were to be featured in Spiral Knights. After thinking for about half a minute, taking into account that what I could think of wouldn't be a "mix up" of other weapon types, the answer came fast: summoning things.

Somehow, this has been asked for a while as "pets" who would help us fight, but I would like to make a new type of "class" in Spiral Knights with this. Not only this, it would be something unique among the other unique classes (swordsman, gunner, bomber). A "summoner" would be perfect and something that is missing in this game.

Though, Spiral Knights are almost entirely technologically based, so this presents us a problem: the basics for it wouldn't be able to be mystically based, but technological. With this, I came up with this change of name, as much as how it would be based: Engineer.

As so, Engineers would control a wide range of devices which would be able to make their role work. The Engineer wouldn't attack directly, unless this "Engineer" would be a hybrid player and carry with himself a sword, gun or bomb.

How one would control a device would be as explained now:
- With the "attack" key we would control or summon the device, usually a "drone", a robot from some kind of type or class. Do not mistake them with the "drone" enemies from Clockworks, which already exist... though this one would be one of those to control and a basic type :)
- With the "shield" key, while "playing" as the device, you would be able to return back to your Knight's position and move him freely.
- While controlling a device, pushing the "attack" key would make a "command" that the device would have, if such thing is possible... because there would be summoned types that may be able to attack while not controlled, or while controlled they wouldn't be able to attack (which isn't the same)

Summoned robots and devices would have a max "signal frequency" depending on their type, and would stop being able to control them after a set distance between your Knight and the device was reached. A signal indicator would appear while controlling the device, and would show how many "screens", for example, would it be able to go alone.

After a device is destroyed, it would be able to be summoned again with the attack key, like using it the first time. Obviously, the device would have a "repairing" status showing up that would serve as a cooldown, so not to be able to spam a close combat robot or set up a turret instantly.

Now for some examples of weaponry, and for starting up, that basic type, the drone:
- Basic MechaShankle, 0*: A mechanized replic of a Shankle. Used by starting Engineers, it is the ideal type for those starting to learn the mechanical arts.
> Control: With the control device in hand, push Attack key to deploy and control the drone. Able to move left to right, and up and down. The drone will automatically attack once every two seconds to any hostile target which may come across. Push the Shield button to stop focusing on your drone if you need to defend yourself, although the drone will then pop up and seek the signal, leaving it vulnerable to attacks.
Warning! If this practice robot is damaged, it will need 5 seconds to repair itself. After that, it will automatically retreat himself from the field, ready for more practice!

^Simple to use, right? Shankles and Wisps could be used this way perfectly as bases of the Spiral Engineering, and would feature in their upgrade line with higher Tier ones, giving them more damage and status effect strength as they perfect themselves... and with those basics in mind, we could then adapt this technology to other devices used by Knights:

- Basic turret, 0*: A mobile robot with a deployable turret inside. Engineers can learn to control strategic points in the battlefield by using this practice robot.
> Control: With the control device in hand, push Attack key to deploy the robot and control this moving box. Movement in 360º range. Once you have chosen where to set up the turret, push the Shield key to install the turret, leaving you able to move freely. The box will open up to the front of its end and will be able to shoot laser beams every now and then after detecting hostile targets. If you feel you need to change the turret's place, control it again to return it to box state and move it where you consider.
Warning! If the box/turret is destroyed, it will need of 10 seconds to recover its parts and repair them. Once the process its finished, it will retreat itself from the field, ready to be deployed again.

^As you can see, this turret device wouldn't attack while being controlled, but in its "passive" state. While deployed, you would be able to change weapons and control other devices or fight with a different class of weapon. Now, for a more advanced device:

- Mecha-trojan MK-I, 3*: A grotesque mech robot with the shape of a metallic trojan. This heavy robot tears to pieces intruders, said to be designed against possible Haven invasions by partners of Bosco.
> Control: With the control device in hand, push Attack key to deploy the Mecha-trojan MK-I. Tank-based movement, with default control keys, push A-D keys to turn the robot and W-S to move forwards-backwards.
Attack command I: Charge - Push Attack button to dash forward, damaging enemies in its path.
Attack command II: Smash - Push Attack button while in the start or end of a Charge attack command to throw a giant slash to the front.
Push the Shield key to stop focusing on your robot and leave it in a defensive state until you push again Attack key with the control device in hand. While in a defensive state, the robot will try to follow hostile targets to protect its weak point, its back. If an attack connects there, it will try to emit a shock burst, which will vigorize its internal circuits and give it an attack boost to its next attack.
Warning! If destroyed, the robot will be inmovilized by an estimated time of 20 seconds while it autorepairs itself. Once the process is finished, it will retreat itself from the battlefield, ready for a new use.

^
A powerful offensive robot, with a complex system due to its strength. Remember that while controlling a device, you are left helpless and standing in place... And yes, if you ask me, I would like that a 5* type of this robot would be the old Golden Trojan, from the preview.

Could we maybe even control a Tortodrone? Possibly! These three examples are only basic ideas of what would be able to be done. I had other concept ideas, far less developed, but some of them included things like a small mobile tank, or we could even go the "mystic" road and be able to summon ghosts with boxes (Ghostbusters based but reversed? for those who know them) and zombies (B-type movies have played around with this idea sometimes)... after all, a Spookat in Moorcraft says something about "dark rituals", that one could help craft some of those kind of things :)

If you like it, please support this. If not, feel free to criticize. If you also have ideas of other device types, also feel free to explain them! This could give a new feel and way of play in Spiral Knights that isn't Sword, Gun and Bomb, which since this game started exist. And with that, I may retire by now to do some other things.

Bluebrawler's picture
Bluebrawler
engineers response
Juances's picture
Juances
~

Unless the signal distace is super short, nothing stops you from basically sitting in a corner away from trouble most of the time.

The easiest solution would be making you suffer damage if the robot gets attacked (think as if the robot send an electric signal to the controller or something that shocks you) Or make enemies target the player and ignore it's toys.

But it gets weirder when you imagine LockDown with this.

Aumir's picture
Aumir
@Juances

Yep, the signal distance wouldn't be that great for the most part, turrets may be an exception. Though the idea that if the device gets destroyed you would suffer X damage, that would be good, I suppose. Also, you have to take into account barriers, I replied you in Spanish forum about this and I think the best would be to despawn summoned things when hitting a barrier.

And yes, IA should ignore devices, to avoid "enemies attacking mechatrojan shield" all the time while you pelt everything. Though turrets could get detected? It would maybe depend on type.

Lockdown with turrets etc? I think it would get interesting.

Doctorspacebar's picture
Doctorspacebar
SUNSHAAAAAAAAARDS

Some ideas for an Engineer:

-Voltech Frankenzom (Still the same Frankenzom you know and fear, but with the added bonus of being entirely remote controlled.)
-Nano-Gel (A cyborganic Slime compound, attack types and possible branches are up to you. A Quicksilver supercharge attack? A Toxigel Cheap-*** Spike Spin? You be the judge.)
-Iron Moth (A robotic Greaver that has Dark Matter spikes, with a swipe and a possible charged swipe that unleashes a status mist.)
-Gremloid (A mechanical Gremlin with a Hammer and/or Bombs)
-A LUMBER! (YES!)
-Block-R (A large block with wheels that has little attack power, but soaks up damage like a boss.)
-Venti (A robot that can fan out and turn into a temporary fire/ice/shock/poison trap, but if it's active too long it overheats.

Blandaxt's picture
Blandaxt
i dont know.

i cant see a player using this when he faces turrets, spike traps and monsters. because i think most of the game is base on using last minute decision to dodge, attack, or shield. its a fast pace game. so how would we be able to use this new device in a fast pace situation. otherwise are they gonna have to retreat all the time and try to use their device where the monsters cant hit them directly.

i just cant see a player be able to come out alive in a danger room with this weapon or an arena. it just doesn't feel reliable. its a nice idea though, i just cant see the exact way it can be used.

this idea makes sense because we are suppose to be technological and be able to use that tech in battle, but i don't see this idea being reliable in a dangerous situation.

Aumir's picture
Aumir
One more weapon concept: activated devices

Yeah, I know that some weapons wouldn't be used when requiring an "active" state, such as the Mecha-Trojan, but Turrets may work in these kinds of situations possibly... maybe such as any weapon type in any situation, but yes, using Shankles against Devilites when not much distance is left between you and them could be really risky.

I decided also to update this too because I made up another example of possible examples, devices that could be activated by you or other team members:

- Portable mortar, 2*: An assembly kit based on reverse engineering of the Battlepod which allows the construction of a mortar to make safe zones. As this is still a prototype, it requires manual activation.
> Control: With the control device in hand, push Attack key to deploy the robot and control this moving box. Slow movement in 360º range. Once you have chosen where to set up the mortar, push the Shield key to intall it, leaving you able to move freely. The mortar will ready up charging in the place, activate it by going nearby and pressing attack when the interaction icon shows up. A projectile will shoot up towards enemies or to its own place and fall a few seconds later, inflicting area damage. As shooting the mortar is such a basic action, any team member can activate it.
If you feel you need to change the turret's place, control it again to return it to box state and move it where you consider.
Warning! When shooting the mortar, it will run out of energy, thus making its energy shield break until it recharges. If the box/mortar is destroyed, it will need of 15 seconds to recover its parts and repair them. Once the process its finished, it will retreat itself from the field, ready to be deployed again.

Possible upgrades may increase area and/or damage, some lines may inflict status clouds, and may allow it to shoot without manual imput - but making it a bit more vulnerable in PvP situations possibly.

Orangeo's picture
Orangeo
Blue beat me to the punch.

Blue beat me to the punch.

Aumir's picture
Aumir
So

Can you offer anything actually useful to the topic?

Lil-Toula's picture
Lil-Toula
actually you could use the

actually you could use the engineer similar to the TF2 engineer. you setup the turret (start would add more firepower/weapons to the turret). also, you have 1 summoned 'pet' that would do all the attacking for you. it would be like the energy knight you see in some of the levels (maybe even make that as the 0 or 1 start). You could get alchemy paths setup to eventually craft Trojans (or do trojan alchemy lines).

I'd even go as far to say have a love puppy that the engineer could plop down (limit it to 3 seconds with a 1-3 minute cooldown timer) that heals for x over 3 seconds (would scale from surface to core). if the reusable item is too OP then the item could be consumed but then limits would have to be setup for them.

Weapons for the Engineer could be Wrench (we have a few of those already), datapad, etc.

Artistbma's picture
Artistbma
Yup. We all see you just want

Yup. We all see you just want Diablo 4.

Luguiru's picture
Luguiru
Honk

I slapped this thread on my index of stuff here in the wrong section, being in the mix rather than to be addressed. Derp.

Seeing as this is its own weapon it should only be usable with its own weapons. In other words, the construction/summon is useless if you switch to another weapon. No one says attacking with the weapon used to build/summon is not allowed to be able to attack. Since engineering is based on technology and not the other silly types of enemies in the Clockworks I assume the construction/summoning only involves construct family enemies. Robots. Beep boop.

Before continuing I must point out that in order to use a weapon you must be holding it. Take the TF2 example, you need a wrench to build something. You started with a device to select what you want to build, but why steal even more from TF2? Since there are several options of construct family enemies (Lumber, Retrode, Mecha Knight, Scuttlebot, Gun Puppy) to build something you may as well have different weapons for each. However, if you switch away from that weapon for ten seconds the constructed ally falls apart and you have to wait for a cooldown which appears as a status effect. This effect prevents building of any kind for thirty seconds though one of the potential weapon specialist branches can decrease that cooldown. The symbol for the status could be a red circle with a slash or a hard hat with a crack in it. Back to the weapons, each construction tool has a specific enemy which it can create. Each weapon also has a very weak melee attack and only has normal damage (by "weak" I mean less than twenty in D29) in various combo patterns; the charge attack is the building part. Obviously different constructions will have different charge times, the stronger the ally the longer the charge time. Lumbers would have the longest while Scuttlebots would have the shortest. Each construction weapon can only create one building at a time. If you switch from that tool your built ally is disabled for ten seconds, after which it will collapse and the half minute cooldown status comes into play. Stick to the building or shut up. The tool itself can be upgraded as all weapons do, which in turn makes the constructed ally more powerful scaling to the tier; for the sake of simplicity it starts at 3* with T1 based allies, upgrades to 4* to have T2 based allies, and ends with 5* to have T3 based allies. This is to prevent dirt poor players from running around and vomiting robots everywhere. Recipes for these tools would be exclusively available from Basil. Not in the Hall, not Vatel, not some other moron; Basil in T2 and T3 only. That means if you want to play with the new toys you have to go back into the Arcade. Punk. Each tool can only build a specific type of ally (Lumber, Retrode, Mecha Knight, Scuttlebot, Gun Puppy) and the star rank of the tool determines the tier rank of the built ally. For UVs it would have the same bonuses a sword can have, except charge time is significantly more important since that is the primary use of the weapon. However, there are also construction tool exclusive UVs: status affiliated constructions. For example, say a wrench builds a turret; when you crafted it from 3* to 4* you got a fire affiliation UV. When you go to use that wrench now it makes a Red Rover or Rocket Puppy instead of the normal Gun Puppy; both the rocket and fire turrets have the ability to inflict fire so something would have to differentiate between them. This means you want UVs on your wrench or whatever. This also means you will be harassing Punch and vomiting all your crowns down the drain. Can you say crown sink? Due to the variety of effects a sword could potentially get as a UV such as family bonuses, the UV on the tool effects what it built except for charge bonuses. For example, say you got some attack speed on your turret making wrench. Now your turret fires faster. Punk. What if you got a stupid family bonus UV? You can still use your wrench to hit things for all of ten damage, but your same turret now also does more damage to whatever family the tool which made it has a UV for. What if you have a Swifstrike which gives universal attack speed on you, what happens then? It affects the wrench, it affects the construction. Punk. You better take those weapon bonuses. Since this is its own weapon type other weapon bonuses do not apply, such as the gun damage on Shadowsun. You have to get the "engineer" armor for bonus effects.

For those who still have both eyes in their noggin after reading all that I will continue with even more of my own take on this here because I will probably babble on for a page or something ridiculous.

Doctorspacebar's picture
Doctorspacebar
SUNSHAAAAAAAAARDS

@Lug: Maybe not entirely the Construct family. It could have a: Nano-Gel (robotic Slime), Frankenbot (robotic Zombie), BTR-FLY (robotic Greaver), Gremloid (robotic Thwacker), and Chromatron (robotic Chromalisk) to fit in all families. Other than that, you've got it down..

Luguiru's picture
Luguiru
Robotize everything

Assimilate all life into robot-ness. Make giant Megazord. Destroy Haven. Beep boop.

I transplanted that post over to my thread over there and glued some more stuff on its face.

Building other families seems weird. Not as weird as a crab pretending to be a hat, but fairly strange. Summoning them would make even less for the same reasons there is no magic around here. Take your magic and get out of here, go perform at birthday parties or something. If it stays with robots then only other robots and their creators will have more effective damage on your robotic allies. The robots on either side deal more damage to each other but deal less damage to the element-resistant creators if you have that kind of armor on. Actually, my next trick for my thread will be to make armor for this.

Andrew-Wiggin's picture
Andrew-Wiggin
tl;dr

@Luguiru

Luguiru's picture
Luguiru
Hurr
Aumir's picture
Aumir
Thanks

Your idea also is quite good Luguiru : )

Dark-Flare's picture
Dark-Flare
This just might work...

So my bit...

Monster class > Damage type > Robot's damage type
Makes sense right? And they could even have the same weaknesses (thought this might screw around with how/ where you use them, since their weaknesses and damage types don't reflect each other...)

Moving with the robot:
While controlling the robot, you "become" it right? So while you are wandering around as that, your knight body is following it mindlessly. Monsters may aggro you only, so your body doesn't get hit, etc, when the robot is destroyed, you are sent back into the knight body, where you are now vulnerable to monsters. Yay!

Weapons:
Basically some of what Luguiru said above, UV's apply normally to the robot, while you attacking it can boost its power (exactly as engineers from TF2). Not much else to say, they could also be very weak in power, but have very large amounts of knockback (so the point is, as an engineer person thing, you use the robots, not the weapons)

Armor:
Since when you use the robot, it's essentially a meat shield, your armor could give you little to no health boost, so you are already more vulnerable to monsters. They could also have unique boosts for this class such as building time reduction, "boosting" time reduction, etc etc

LD............................................................................................... (to be continued)

The-Fayz
Im not sure about this

I agree to make a 4th weaponry class but 'engineer' just doesnt seem right. If it is going to be summoning then it should be magic. If you are going to have a magic class then make it magic not some cheap form of it. Having an engineer does kinda seem like a copy of tf2. These are all just my thoughts though.

Softhead's picture
Softhead
My god.

Knight, Magic doesn't exist in this game.

All "Elemental" attacks are energy, explosive or mechanical based ones.

This game is heavilly about machinery.

I have seen games before Tf2 have an engineer role, so screw it.

Zephyrgon's picture
Zephyrgon
DUDE nice way to put it

This is the MOST viable "pet" idea. +1 to you sir.

Valorai's picture
Valorai
I dont know... Seems a pretty

I dont know... Seems a pretty cool idea, but if this were to come true, more and more people would be engineers. Im pretty happy with the 3. -1

Grittle's picture
Grittle
when i hear engineer this is

when i hear engineer this is what i think(EEEERRRRECTING A DISPENSER!)

but why have trojans fight for you, how about a sentry thats starts out as a bomb, then you charge it like a normal bomb, when dropped, it turns into a sentry that shoots blasters at enemies for you.

Aplauses's picture
Aplauses
-1

So many minions or robot will cause lag.

Sondrei's picture
Sondrei
This is what I think...

Could you just make the summoned beasts act like a Mecha Knight? So it wont be a problem to control it and like a Mecha Knight it is able to die and this "Engineer" can only summon one beast at a time but can use the other weapon types.....

So in summary, you will take out the controlled beasts/drones and stick to the Mecha Knight type instead and also as a added bonus so this wont be too easy to use you must stay still and charge to summon a beast/drone.....

Is what I think good?

Fastlex's picture
Fastlex
Aplauses, how is this going

Aplauses, how is this going to lag?
It's just one more mob on the screen that you have to render.
if it is THAT laggy you could pick up a 25$ Video card.

Mzculet's picture
Mzculet
so puppets? +1

I use Alts.

Misty-Wellington's picture
Misty-Wellington
This could actually be a

This could actually be a viable idea if there was some way to make it properly fit with the gameplay. I do like the idea of setting up a turret but if something like that were to be used in LD I can see many complaints on the forums about it.

Xxpapaya's picture
Xxpapaya
The papaya groans

I don't like it when people suggest more "classes". The thing I like about Spiral Knights is just that. There are no such thing as "classes". This isn't TF2 my friend =) I won't go into as much detail as Luguiru did above but to put it into simple words: I don't think SK was designed to have "classes" in it. Swords, guns, and bombs are all we need =) Try to think of us as "Advanced Knights". With guns, being crossbows, bombs, being catapults, and swords..............as swords ^^. I've never seen a knight build a wooden horse in the middle of the battle field and attack the enemy wit it ^^

(Oh and one more thing, Tortodrones are kinda bio-mechanical, so I think they have a working brain :D )

Captainshockwave's picture
Captainshockwave
Idea

This was really clever, you included much description, I hope it comes to reality and hopefully BRING BACK TORTODRONES

Hexzyle's picture
Hexzyle
@Captainshockwave

Calm down, they're coming. Though they don't feel very good.

Infernoburner's picture
Infernoburner
1+

Reminds me of LEGO Universe. Nice sounding, tough. You have my support.

Lezlyblaze's picture
Lezlyblaze
:P

Drones should be mindless and repairable, like a repairable meka-knight. Engineer should be able to lay okayish turrets and have a weak weapon. hehehehe I is a firefall founder!! Consult FireFall Engineer class :D

Baronvonmoneybags's picture
Baronvonmoneybags
@Xxpapaya

Yea, I'm a little confused how people keep talking about how there are classes in spiral knights. Because there aren't. At all. In any way.

Though I always thought of bombs as spells.

Severage's picture
Severage
...

Though I always thought of bombs as spells.

They might as well be - they're pretty magical.

~Sev

Psychodestroyer's picture
Psychodestroyer

"At all. In any way."

Actually, there are, in a way.

Gunners, Swordsmen, and Bombers, Hybrids...Tribrids?

Bombers are support, Gunners are 'Assassins' and Swordmen are 'Warriors'.

Whatever way you wanna look at it.

Severage's picture
Severage
@Psycho:

Technically, Hybrid doesn't come from any known prefix to a Latin word, it comes from the Latin word "hybrida", whose etymology is unknown. So, saying anything except for "Hybrid" for one, or three or more objects, are not really words.

Okay, school's out.

~Sev

Baronvonmoneybags's picture
Baronvonmoneybags
@Psychodestroyer

Wait, how are you defining "class."

Do you mean as in "striker," "tank," "healer," and "support?"

Psychodestroyer's picture
Psychodestroyer

Not really defining them, just saying that some do exist in some form, although not the same as TF2+other defined.

Baronvonmoneybags's picture
Baronvonmoneybags
Return to topic...

Ah, I just think a better and more accurate way of looking at Spiral Knights weapons is as melee, ranged, and area of effect rather then as classes, since classes implies certain things which aren't really true of spiral knights.

To return to the original topic, that's one of the reasons I don't think they will or should make this a weapon type. They already have melee, ranged, and area of effect as ways to attack enemies. Which are really the three most fundamental types of attack so having a 4th weapon type is just kinda pointless. It doesn't add anything to the game and just creates a massively huge problem with designing the weapons and balancing them around everything else in the game.

Also the summons would either be player or AI controlled. If the summon is player controlled, why bother having it? No, seriously, why? If it shoots projectiles why not just use a gun yourself? If it causes damage around itself, why not just use a bomb? If it attacks things next to it, why not just use a sword?

Now the other possibility, AI controlled. Now with this either the thing you summon requires you to keep it as your weapon, meaning you will just be running around avoiding hits while your AI fights for you. This is a terrible idea since you are no longer playing the game, you are watching it. Or you can summon it and then switch to a weapon and fight along side it. This would mean basically having an infinite amount of mecha knight capsules. It would also mean you could effectively use both your weapons at once, which is in no way balanced.

Aumir's picture
Aumir
@Baronvonmoneybags/Thanks for the support!/ Supply structures

The point of this possible "4th Alchemy branch" is to have things that do other things for you and assist you and/or your team. That is the whole point in a summoner type in a game. And like any other Alchemy branch, you can use it freely with other types. And as well as with Swords, Guns and Bombs, an armor Alchemy line that increases Attack Speed/Damage of summoned things could be made. Though this one may not have "Charge Time Reduction" - though Bombers don't have Attack Speed Increase too. On a side note... maybe the Engineer armor line could also upgrade Vial damage/effect and Mechaknight items, as well as Laser Turrets and Mechaknights activated by them - maybe even make the Mechaknights not Shock themselves.

About the AI or not AI point: The ideal thing is that specific functions you wouldn't let them an AI to do, like crowd control - See actual Mechaknights and their bad timing to spread enemies around, if one would be able to be made with this, would you prefer it to have AI or to be controlled by yourself? Still, I have included options to have both an AI and direct control in some if you read my examples, in fact most of them has an AI reaction when not controlled by yourself - Turret deploys, targets and shoots, Shankle/Wisp is left vulnerable instead of yourself ( Mindgames ) as well as Mechatroyan - even if this one has a passive tracking and counter. Every "summon" would have uses, regardless of AI. Conclusion: AI or not, depending of the type.

And about the whole exploit factor: Again, for that there would be a "signal limit", a distance in which you would lose control or make that device disappear, most likely represented by a visual icon in the "summon". So no sniping with a Mechatrojan. And some exceptions of course MAY be possible - like the Mortar, as it is an structure which you or your companions shoot manually and does nothing else than staying there... and if you feel it unnecesary, regarding direct control, maybe things like Mortars and Turrets wouldn't have a direct control - in fact the Wrench idea someone said to "dismount it" may work here... oh, I may be straying from what I was saying. Well, that was that xD

About turrets too and as a side comment... looks like in the Christmas repeatable mission, the turret has some "health" and then has to respawn... I never experimented that much with laser turrets but it is interesting... with current assets this suggestion may be able to be created.
_

Also, two more possible ideas which go together, it may be jumping the shark a bit, but that is why you people can tell me that here freely xD

Supply structures: These ones follow the Mortar concept, but instead of them attacking, they would provide you a VERY limited ammo (mostly one shot) for a powerful hit. The catch is that it the weapon would need processing, making them a "once in a while" special attack sort of which you may need to defend tactically. Estimated example, incorporating also the "Wrench" idea for removal:

> 2* Energy Bazooka Prototype generator: A supply structure that creates a 1-shot Energy Bazooka Prototype. Leave the structure by using your Attack button and pick it up again by the same means - disassembling it with your included Wrench in the pack. Remember it is not that good -low damage, Proto Sword attack style- for combat purposes! 20 seconds will be enough for a workable Energy Bazooka Prototype to be made, ready for pickup with the Shield button near the generator by yourself or your companions. If wrecked, the Energy Bazooka Prototype generator will need 20 seconds to repair itself, retreating himself automatically ready for a new deploy.
- Energy Bazooka Prototype control: Ready yourself in the direction where you want to shoot the Energy projectile, and hold Attack button to aim further on, with a mid speed aim mark moving forwards. When you release the Attack button, the Energy projectile will arc in the air and drop fast, attacking in a considerably big area for heavy damage. You will automatically discard it afterwards... it is one use only!

I think a viable pure Engineer could perfectly work having a deployed turret, a AI bodyguard Mechaknight type robot, a manual attack structure and a supply one or a directly controlled one... could make a nice tactical "class". Not to mention its support value. Again, thanks to the people who like the idea - and also thanks to the critics, the Wrench idea is nice, though I think it would have to be pretty weak, maybe just have knockback/knockdown for tactical purposes.

Irthan's picture
Irthan
After giving it some thought,

After giving it some thought, I believe we need to expand on this a bit more. There are a number of good ideas out there that don't fit the sword/gun/bomb trichotomy well, such as the Magnitude, and I think that turning them into gadgets to be used by engineers is the way to go.

Psychodestroyer's picture
Psychodestroyer

*Sniff*

You...you...bothered...to remember the name...

;u;

Aumir's picture
Aumir
Battle Sprites addendum

In the announcement, Battle Sprites background:
"E-Class Battle sprites were originally small, mechanical, AI-driven field companions that aided the Spiral Knights in planetary reconnaissance. That was before the crash landing on Cradle. Sprites collected from the crash within the Clockworks appear to be reacting to the Core's energy signal, changing dramatically based on their environment, improving their capabilities even as they remain loyal to their primary directive to support Knights in exploration and discovery."
: )
Had to say they are sort of what Engineer "weaponry" is, and also they could have an added relationship with this "class": Maybe Engineer boosting equipment - like Wolver for Swords, Gunslinger for Guns and Demo for Bombs - could also increase Battle Sprite damage and/or efficiency with them, due to their specialty being "Summoned things".

Maybe, if "Engineer class weapons" aren't added, maybe an armor set boosting Battle Sprites could be created eventually?

Waffleconecake's picture
Waffleconecake
Don't even like the show
Aumir's picture
Aumir
"No"s aren't friendly = Not magic

Mind elaborating on your negative valoration? I would be interested in your feedback.

Skold-The-Drac's picture
Skold-The-Drac
Farking necromancy

It is everywhere.... it's beautiful....

Xxpapaya's picture
Xxpapaya
The papaya frowns

Well, I really don't see how they are gonna introduce this "class" into the game................In a lot of missions, it is mentioned that Spiral HQ is still unsure how constructs "reproduce". This shows that they don't no much (or nothing at all) about constructs besides the fact that they're weak to Elemental damage and resist piercing damage. I can't imagine a Knight building a Mecha Knight in a matter of seconds...............

Just look at Bosco! (http://wiki.spiralknights.com/Bosco) He's been trying to fix that Mecha Knight for about 3 years now!!!

Shotjeer's picture
Shotjeer
umm...

4 players+4 robots+ a maximum of 16 mecha kits and+ 3 if you are in deconstuction zone or IMF= a total of 27 people on your team.

Aumir's picture
Aumir
Well

Yeah, Spiral HQ said that, true... anyways, with Battle Sprites coming our way, it seems that we DO have our own drones etc. But if that is the way that our mechs will go maybe OOO, as I said before, could create armor sets that strengthen Battle Sprites, or let us equip extra ones at the same type - maybe downgrading our own combat capabilities.

Engineer maybe now would just be turrets, supply structures and the like, if this were to continue. Though, we also have to see what kind of variety will Battle Sprites bring with them - maybe some could be like turrets and supply structures too, rendering this suggestion "done" 100% in a... different way, intertwined with our known weaponry.

Xxpapaya's picture
Xxpapaya
The papaya frowns

I still don't think we should introduce an engineer "class"................again

Just look at Bosco! (http://wiki.spiralknights.com/Bosco) He's been trying to fix that Mecha Knight for about 3 years now!!!