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I can see though that damaging enemies with minigun could increase his sustain more in the process. I guess other ranged dps classes dont really run into this problem as their ultimate attack is usually limited to 1 or 2 attacks.
And yeah preferably engineer should be incentivized to actually melee once in a while considering some of his talents are melee leaning. As fun as it is to minigun everything and anything don't think that's a healthy playstyle to incentivize in melee focused game.
The problem with him generating ult when damaging enemies is that it also applies to the Crank Gun. So what ends up happening is it basically fundamentally changes the cost of a bullet when hitting an enemy, massively increasing his sustain when shooting enemies and probably increasing uptime even more than what he currently generates passively in this mod.
It ultimately comes down to what I am capable of writing into a mod and I'm not that great of a programmer but I'm working on it. I'm sure implementing a way to remove ult gain on hit when firing the Crank Gun is possible but it has currently been my biggest hurdle to overcome.
I want to say that their goal for engineer's pressure stacks was to completely replace what would be his normal UR by doubling his the UR as an incentive if you keep pressure up. With the way it works now with the mod your getting triple the UR you normally would and I think this is a bit too much. I think if you can lower the pressure UR to 1 second at max stacks this'll feel much more reasonable.
2. Unlike other classes he still doesn't gain UR when he attacks or gets hit. I think adding this in would streamline him into fitting in with the rest of preexisting game mechanics. Maybe at a rate of 0.5 points per enemy damaged, and 0.25 per 1 point of damage taken which is similar to the UR shade gets.
Here's a chart with the listed values if you don't already know it.
https://vermintide2.fandom.com/wiki/Heroes_%26_Careers
1. With him now passively regaining ultimate regeneration (I'm going to denote this as UR) like every other career, except now he's gaining way too much UR when he's at max stack pressure since that wasn't changed. Like the other classes now he's gaining 1 point per second passive UR and additionally gains 2 points per second from max pressure stacks.
Since this post has too many characters though i'll have to put split it in 2.