Monday, February 11, 2013

XCOM Engineer

In this segment, I aim to introduce each TF2 class as an XCOM soldier, complete with ranked abilities. Today, we're looking at the Engineer. Hey, XCOM players! If you have any opinions about the balance on these abilities, let me know in the comments section.

The Engineer is an area denial class, focused on manipulating the environment

Squaddie Rank Ability: Sentry
Allows the Engineer to deploy a sentry once per mission. 
[Sentries share a weapon type with their engineer (conventional, laser or plasma) and deal equivalent damage minus one. They have 3 base HP and have 50% of their engineer's armor bonus.]

Corporal Rank Ability 1: Bulwark
Allows the Engineer to construct Walls that confer 50% cover.

Corporal Rank Ability 2: Observant
The Engineer takes Overwatch after other units.
[Won't waste overwatch if another unit kills the target]

Sergeant Rank Ability 1: Hauling
Packs up a sentry and allows it to be redeployed with its current health.

Sergeant Rank Ability 2: Wrangle
 
Lieutenant Sergeant Rank Ability 1:  Sentry Suppression
The Sentry will begin suppressing an enemy after attacking it.

Lieutenant  Rank Ability 2: Reactive Elements
Allows both the Engineer and the Sentry to take a reaction shot on an enemy attack.

Captain Rank Ability 1: Short Circuit
Reduces enemy grenade and explosive damage by 50%.

Captain Rank Ability 2:  Autoloader
 Switching to and using pistols will automatically reload primary weapons.
 
Major Rank Ability: Robot Hand
The Engineer gains +1 HP and will not suffer from Battle Wound penalties

Colonel Rank Ability 1:   CAVORITE Sentry
Sentry gains Flight and Evasion.
Can now travel between tile heights

Colonel Rank Ability 2: Minisentry
Confers a Minisentry
[Sentries share a weapon type with their engineer's pistol (conventional, laser or plasma) and deal equivalent damage minus one. They have 3HP]

3 comments:

  1. Observant sounds like the infamous Fallout perk: Friendly Foe. It is so useless as a perk that it should have just been a game play mechanism. And just like how Fallout 2 made highlighting enemies a gameplay mechanism, XCOM 2 made Overwatch fire in turns a gameplay mechanism.

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  2. Also, Hauling sounds completely useless. How the hell would I have a chance to redeploy a 3 hp turret? It would have been one-shotted by a sectoid first chance they got.

    Plus, the idea of a 3 hp turret is just dumb. Turrets can't dodge, so you have to give them high hp, otherwise they're as good as dead after the first shot.

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  3. And did you FORGET to say what "Wrangle" does?

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