Of the class skills we currently have, which should stay as skills you have to select, and which should be made inherent traits of each class? For example, the Engineer's Repair skill is almost always needed to construct a base at the beginning of the game, and thus most people take it instead of more diverse skills. Most Scouts take the Hide skill, and in the suggestion forum, people are considering who should have the Gren's Armor Detection skill. In all these cases, it is possible that these skills could become inherent abilities for each class, instead of ones they must use a skill slot on.
sure, and let's give accuracy to riflemen when they start out too so that they can become even more overpowered. now they can survive direct mortar hits and snipe down someone halfway across the map!
No, please god no. Armor detection at game start = mines being absolutely fucking useless since grens will always take defusal Autohide will just make more dipshit scouts think that OMGIMINVISIBLELOLOLO And repair upgrade for free? Are you shitting me? Do you want to see 15 Level 3s and Revivegineers every fucking match? No thank you sir.
More like, people should have inherent skill, rather than a class. At least then, we wouldn't be bitching.
the skills are the way they are to allow the game to develop over time. if you start giving skills for free bad shit would happen. i dont think this is an important thing to consider, as it's already one of the most balanced things in the game. fix the digin bug and forget about it until at least 2.25 is working and released.
I do think engy should have no repair skill and 1.5x repair as default, and everyone else have about...0.65x repair as e-build. And remove the repair buff skill. But that's not quite the same thing :p
Personally, the only skill I would consider doing this to is the Engineer's repair skill, but I thought it might be better to discuss the whole thing instead of making another thread in the suggestions that would just get shot down instantly.
Everyone gets gimped revive. Revivees come back with little health, like 5. It would cost at least 80% stamina and an additional 100% engineer charge.
well yeah, what you are saying is "increase the default build rate" not "give repair upg for free" - of course if you did increase the repair rate then engineers get revive or level 3's first blah blah blah - you see where this is going? if not - it makes engis OP. this is not even worth consideration, not to be rude or anything but that's how it is imo
A dumb idea in my opinion. Just one example off the top of my head: As an engineerI would take upgraded turrets and use them to dominate the early game as I could build them quickly by myself. As it stands I have to make a choice. Choice is good. Choice and variety are what set Empires apart from every other team-based shooter in existence. The skill system works fine as it is. Don't pick at it!
Does taking the skill work? Does the Scout squad aura? Whenever I use stam upgrade (rarely), it doesn't seem to make any difference.
If you want lvl3 turrets quickly, you just have to work with one or two other players. I really don't see what the problem is.
I didnt take stam upgrade, I just sprinted as far as I could with each class and shot the ground when I ran out. Scout won by like a meter.
Yes, scouts drain stam slower and regain it faster... it's small, but it's plain as day in the code (-2 instead of -3 on drain iirc, about the same for regen). May be something for 2.25 though, haven't verified when the code was last modified.