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EA_Rtas's avatar
EA_Rtas
Icon for Community Manager rankCommunity Manager
1 day ago

Weekly Class Debrief - Engineer

Welcome everyone to the Weekly Class Debrief.

 

Each week we will be rotating through each class to discuss everything from Balancing, best equipment/weapons to use, tips and more, YOU drive the discussion.

We're back again with another discussion on the Engineer class after our first thread discussing recon after the changes made with season 3

                                           

 

Continuing from where we left off with Recon,  how do we feel Engineer is playing since the release of Season 3 now that we've had some time to get used to the balancing changes made.

As always the discussion is driven by you folks - we’ll be jumping in with our own thoughts, but we’re especially interested in your feedback, playstyles, and any tips you’ve picked up along the way. If you’ve got clips or standout moments, feel free to share those too.

15 Replies

  • Hello everyone,

    I encountered the problem shown in the picture yesterday. Can anyone help me with this? Thank you.

  • MackTKau's avatar
    MackTKau
    Seasoned Ace
    11 hours ago

    Use DDU to uninstall the driver, then unplug your network cable (or turn off router if it's wifi) then reinstall the Nvidia driver.

    You can use the newest driver, although I personally have kept using the 591.44 driver and it's stable for me.

  • AnEejit's avatar
    AnEejit
    Seasoned Scout
    10 hours ago

    With the changes to vehicles, Engineers have felt rather frustrating to play. As the RPGs in particular seem to do little against them. And the health regen is too strong on tanks as well. 

    To balance the tanks i feel like RPG damage as follows is a good place to start.

    RPG shot to the rear 40% of max vehicle hp per shot, side or top down 30% of max hp per shot, front armour 20% of max hp per shot. Shots fired within a 90° angle of perfectly side on do 100% of this damage, greater than 90° deal 80% of this damage. so 40% becomes 32%, 30% becomes 24% and 20% becomes 16%.

    And we really need to update the vehicle states. 100%~51% hp vehicle functions normally.

    50%~25% semi-critical state, reduced health recovery by 50% and movement speed by 25%.

    24%~1% critical state, Reduced health recovery by 75%, movement speed by 50%, turret speed reduced by 25%.

    While it might not be perfect, it'd be a step in the right direction. 

  • Thre3Thr33s's avatar
    Thre3Thr33s
    Seasoned Newcomer
    6 hours ago

    The changes to engineer and vehicles need to be reverted, or readjusted. Engineers are now far too weak against vehicles, and the vehicles' survivability is too high. Slow down vehicle repair rate significantly, and buff engineer launcher damage.

  • Alethes's avatar
    Alethes
    Seasoned Ace
    5 hours ago

    I like playing as an Engineer (only when there's enemy vehicles, else I favour Assault or Support—personal subjective option). It is good fun, but here some thoughts offered: 

    ○ reload times for anti-vehicle munitions ought to be faster, now that vehicles have been buffed — it is agonising to see our character moving their arms and legs to reload only to end up bandaged, because the vehicle was so much faster in firing and so much slower in losing health — now that we have to expose ourselves more often;

    ○ anti-tank mines ought not to be made visible to tank drivers, neither to enemy infantry — only the co-driver should be able to spot and disable them.

    Apart from that all good, and yes, it was a good idea to simplify damage areas and their percentages: more damage in the back and less in front, with sides in-between.

     

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