Suggestion - Excess Engineers and Defense Matrix

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zechstyr
Posts: 9
Joined: Tue Feb 28, 2017 5:19 pm

Suggestion - Excess Engineers and Defense Matrix

Post by zechstyr »

This popped up in another thread, but my suggestion is this- open up some more spots for Engineers to sit in the Defense Matrix. Further upgrades give stronger turrets; at max Engineers it should be similar to those Health 14, Armor 3 monstrosities you fight later on. That should give you an excuse to seat 3-4 Engineers in a building.

It'd also be cool if the last engineer added could do something like remotely operate a turret in Haven Defenses.
Steve-O
Posts: 124
Joined: Fri Feb 24, 2017 8:00 pm

Re: Suggestion - Excess Engineers and Defense Matrix

Post by Steve-O »

Anything that gives me more places to put engineers is welcome (primarily because it will shut Lily up.)
Icarus
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Joined: Thu Apr 06, 2017 12:26 pm

Re: Suggestion - Excess Engineers and Defense Matrix

Post by Icarus »

I just had my first UFO defense and I didn't get the impression that the turrets are super useful. They shot at the enemy about 2 times and got shot 1 time.

Do you really feel the defense turrets need a buff?
SoSmooth
Posts: 4
Joined: Fri May 19, 2017 2:37 pm

Re: Suggestion - Excess Engineers and Defense Matrix

Post by SoSmooth »

What if posting engineers in a Haven have increased chance for rebels to have upgraded weapons? And maybe even small chance to have armor?
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whitelion1284
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Re: Suggestion - Excess Engineers and Defense Matrix

Post by whitelion1284 »

Steve-O wrote:Anything that gives me more places to put engineers is welcome (primarily because it will shut Lily up.)
This.

Soooooo this.
saroscycler
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Re: Suggestion - Excess Engineers and Defense Matrix

Post by saroscycler »

I suggest more Resistance Comm slots which reduce infiltration times.
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8wayz
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Re: Suggestion - Excess Engineers and Defense Matrix

Post by 8wayz »

You can put them in liberated regions for more supplies. They will have a constant effect and will pay for themselves instead of being useful for just that one Avenger assault mission.
saroscycler
Posts: 51
Joined: Thu Jan 26, 2017 5:45 pm

Re: Suggestion - Excess Engineers and Defense Matrix

Post by saroscycler »

8wayz wrote:You can put them in liberated regions for more supplies. They will have a constant effect and will pay for themselves instead of being useful for just that one Avenger assault mission.
There aren't just enough regions in the first place.
wobuffet
Posts: 92
Joined: Mon Jan 23, 2017 3:09 am

Re: Suggestion - Excess Engineers and Defense Matrix

Post by wobuffet »

From a post in a similar topic a few weeks ago (http://www.pavonisinteractive.com/phpBB ... 928#p46928):
wobuffet wrote:Here are some Engineer/Scientist ideas:
  • Boost Haven Advisor bonuses: One easy choice would be to boost the Supply/Intel benefits to staffing Engineers or Scientists, respectively, as Haven Advisors. Currently the bonus is +20%... how about +33% instead? Remember, Retaliations are much rougher with an Engineer or Scientist to rescue rather than a Soldier Advisor who can lead the charge.
  • Add Laboratory slots: Staff up to 2 Engineers in the Laboratory to (1) provide material rebates to research projects, à la LW1 and (2) increase Render projects' Alloy/Elerium rewards. To reduce fiddliness, lock Engineers into these slots permanently.
  • Add Workshop slot: If you staff a Scientist in addition to Engineers in the Workshop, each unemployed Workshop Gremlin generates Supplies at a rate of 1/day.
  • Add GTS slot: Staff an Engineer in the GTS to reduce Officer training times.
  • Add AWC slots: Staff an Engineer in the AWC to (1) reduce Soldier retraining times and (2) make retraining re-randomize AWC perks. Perhaps make this a permanent slot too.
  • Add Proving Ground slots: Staff up to 2 Engineers on salvage duty in the Proving Ground. Each provides (1) a 25% chance to get a 2nd free prototype when completing a project and (2) a 25% chance of being able to salvage any alien/ADVENT corpses used (i.e., whenever you use up a corpse for a Proving Ground project, you have some chance to salvage it successfully and get it back afterwards).
  • Add Shadow Chamber slots: Staff a Scientist in the Shadow Chamber to get enemy intel (e.g., "9 enemies detected: Muton Centurion, ...") on all missions. This can be useful if you really need a particular corpse or an Avatar encounter, for example.
  • Throttle Engineer as mission rewards: Throttle the number of engineers past a certain point. Make them less and less likely to find as you get more and more of them, so they stop choking out the mission rewards. (from Antifringe)
zechstyr
Posts: 9
Joined: Tue Feb 28, 2017 5:19 pm

Re: Suggestion - Excess Engineers and Defense Matrix

Post by zechstyr »

Icarus wrote:I just had my first UFO defense and I didn't get the impression that the turrets are super useful. They shot at the enemy about 2 times and got shot 1 time.

Do you really feel the defense turrets need a buff?
Yeah. Compare your turrets with some of the Tier 3 turrets you can spot at the end of the game. 10+ HP, 3 armor is a massive damage soak. Put 4 of them down and that's some nice critical defense, especially when Advent starts coming at you with multiple Sectopods and Gatekeepers.
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