The Engineer should have a seperate Healthkit. So he can use the repairkit for repairing and building and the Healthkit for Healing and reviving. What do you think?
then why make a pointless change like that ? it would just add complication. another model and weaqpon slot to be coded, for what ?
It would be cool if he had a different coloured calculator for every operation, and make the one for turrets pink, HAH!
If we're gonna change the engineer, I say do it like this, which is what some people have tossed around: Engineer no longer loses Engineer Tool energy for building structures; repairing and healing remove energy as normal. This would speed up the early game, and make it easier for the losing team to survive in the late game. It would make it more confusing for noobies, i guess.
I would kind of like it if building took less energy at least while repair took currentt. I am not sure that we should make it a no energy situation though as you want to be able to pound away at a turret being built and the like.
i would just rather i could build a refinery with one complete engineer tool 'charge' or have the build rate defined on the amount of people, cause building anything takes way too long and everyone always skimps out on going an engineer i rekon the med kit and build kit prob. should be different (e.g. battlefield style) but i wouldn't know the point of it when it can be the same
if you get skillpoints and then use the repair upgrade the buildings really do go up fast, also with more players buildings go up faster if they are repaired by many instead of 1
But building his or her own turret should use energy as well as the no energy used for comm built structures, repairing, and healing
the learning curve for the game is already high, do we really want another tool? the reason for health upgrade/revive is to add balance, one engineer should not be that powerful. they already are damn powerful support units.