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Re: Lets talk Engineer

@Ditronus Coming from the other end of his weapon as a perspective side speaker, I fully agree...

What the non-alpha people don't know is that this character had a lot of threads regarding him being OP too and it's exactly because of two things... his stun and his 'I'm becoming OP due to my redness aura' turret... I've died due to that turret snapping it's aim on me as soon as I'm out of shadow sneak like 10-20m away and just melting me... that thing is OP. IF anything in this game is OP it's a non-chooseable automated object that gets it's own place in the killfeed ...

As soon as there is an engineer and a turret situated at a high or difficult to reach space, he's basically a one man army. That aura on the turret makes them so good that it takes multiple plants to take him down. I've seen my team (not my actual team just random ppl) try and attack one, yes ONE engineer and turret and he killed 4 people...

during the Alpha I had one match where 3/4 people were engineers and all had their turrets set up... needless to say, lots of plants got killed and just left the game cause it was a losing 'battle'.

I wouldn't call him OP cause you can definitely overpower him, but a good engineer will likely win most 1v1's head on if he still has his turret or his stun mics. I had one instance where I flanked one engineer and his turret. Destroyed the turret without him noticing and he was one shot away from dying, guy shot all his stuns on me and shot me three times and I died without being able to do anything... I was Nightcap for anyone wondering.

2 Replies

  • @Koochi-Q Yea, the stun might need to be lowered down like .25 seconds or so on one individual, capping the stun duration down.

    His projectiles take some finesse to work. If I fight one, I stay mobile in the air. Without his stun, it's very hard to fight a jumping pea or night shroom since you usually want to bounce his projectiles to the base of the opponent. But, like any character now in this game, if you get in a bad spot, you can mount away (I'm still not sure I like this design decision.)

    His turret is strong, but it's also very squishy. If they wanted him to be more of a support character, I'd recommend buffing its health, slow down the ammo regen just a tad so he has to at least reload at some point, and reduce the damage it does. But even that might be too much of a nerf if they dont get the hp right; that thing can go down real quickly if two opponents splash damage on it.

    Yea, I was not in the alpha so that's interesting to know. The longer I've played the less I feel night cap is an issue, and more of an issue it is that so many characters feel weak and the character-unique upgrades are mediocre and almost not even worth taking. And, most of all, I hope they fix how bad hit detection and projectile speed feel, and the horrible rubberbanding.
  • I think the stun cap is a great idea! It lasts soooo long. You can’t do anything. Literally nothing while stunned. Its a little too good if used on only one person. And his weapon does jot require a stun that long. He can kill most people with 2-3 shots from the concrete launcher. A solo stun is just overkill. 

    Also very hard to play around! Even if you sprint away, the megaphones chase you down really quickly and stun you before you get a chance to run to a safer location. 

    All I hear is BRAINZ and then I’ll get stunned until I die. Wish it was more obvious who the megaphones will go after, cuz often in a group of people, the megaphones will chase one person instead of splitting up. So it would be nice to know who is going to get stunned in a group setting like that. 

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