Warhammer: Vermintide 2

Warhammer: Vermintide 2

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Engineer Tweaks
   
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13 Jan, 2021 @ 5:16pm
12 Jul, 2021 @ 2:06pm
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Engineer Tweaks

Description
QoL and buffs for the Outcast Engineer
Source and Changes [github.com]
27 Comments
Hammer96 23 Jan, 2023 @ 3:13am 
1 question, how do I get this mod to work? have activated in library but doesn't show up in keep.
Hammer96 21 Jan, 2023 @ 7:09am 
Wow I gotta get this (1000%), Engi-Main :p
KatayamaCapybaraBabyMomma-sama 30 May, 2021 @ 1:32pm 
Kirb, you're a god, thanks for this mod
solo bunny 29 Apr, 2021 @ 9:24pm 
this is the greatest engineer mod not named engi x
Seres 4 Apr, 2021 @ 7:28pm 
I'm assuming in the first post when you meant you don't intend for him to passively generate UR your talking about pressure stacks UR. That'll feel more natural if the return for attacking/getting damaged is pretty high in return. Though I feel like removing the pressure UR entirely might make his ultimate feel pretty hit or miss from a moment to moment perspective during cata+ content.

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.
KrazedKirb  [author] 4 Apr, 2021 @ 10:46am 
@Nero_Redgrave But generally I have wanted to move away from the passive ult regen for a while as I think getting ult from hitting enemies to be far more engaging and further rewards hybrid melee/ranged builds on the Engineer. Working on a way to implement it that is better balanced, but not sure when I'll figure it out.
KrazedKirb  [author] 4 Apr, 2021 @ 10:46am 
@Nero_Redgrave Very large agree for the most part. I don't intend for him to passive generate his ult but I haven't been able to find a way for him to generate ult via hitting enemies and taking damage in a way that doesn't break another part of him.

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.
Seres 4 Apr, 2021 @ 1:43am 
Follow up to point 1.

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
Seres 4 Apr, 2021 @ 1:43am 
Hey Kirb great mod with all these QoL changes that I think we all know should've been in the game when he launched, however I think some changes regarding his ultimate regeneration should be tweaked around to make him feel more similar to other 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.
Artificer 18 Mar, 2021 @ 6:48pm 
hmm... this actually needs to be in the actual game tbh