Warhammer: Vermintide 2

Warhammer: Vermintide 2

Engineer Tweaks
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
Thepapigaming 28 Feb, 2021 @ 4:21pm 
not bad
KrazedKirb  [author] 29 Jan, 2021 @ 6:34pm 
@McDudeGuy yep, that's coming when I can next update it. working on some other things to go with it.
McDudeGuy 29 Jan, 2021 @ 6:04pm 
Suggestion, move hp to 125.
flyboy 27 Jan, 2021 @ 2:34am 
McDudeGuy said it perfectly. QoL improvements like not getting interrupted by enemy attacks and gaining pressure stacks at a full bar, just make sense, and should hopefully get added to official realm sometime, imo. Nice work, kirb.

And No Fox Given!, insinuating people are 5 year olds and that they need cheats for easy difficulties, is just nonsensically aside the point, and is basically trolling. Don't be that guy.
pug 25 Jan, 2021 @ 8:12pm 
This mod is very fun and is the manifestation of the will of the Karaz Ankor. The mod author is likely a person of quality and refinement and very wise.
McDudeGuy 23 Jan, 2021 @ 7:45am 
Lets see, good QoL stuff, considering how weak Engineer is atm this might actually make him playable. ESP for modded content, god knows he suffers in dwons.

@nofoxgiven!
Considering the QoL issues on Engineer which makes him nearly unplayable on end-game content, this allows people to actually get their money's worth if they bought him and want to use him on content they find enjoyable.
Engineer might be playable on live realm legend/cata even if weaker than say RV but this is a mod for modded, you'd have to expect it's intended for harder content.
If anything there could be more buffs to bring him in line with top picks.
Jhea 23 Jan, 2021 @ 5:25am 
The Engineer now keeps Pressure stacks after the Ability Bar is full.

is a perk

The Engineer starts a level with 3 expertly crafted frag grenades.

is a perk ... without the start of 3 frag grenades...

Superior Gaskets now only loses a single Pressure stack upon a kill with the Crank Gun rather than all stacks upon firing.

is 2 perks comined...

this mod is straight cheating and welll. ok if you need to test things or really really need to dominte recruit games on non official servers...

Sounds like a power fantasy to me.
i had those too, when i was 5...
KrazedKirb  [author] 23 Jan, 2021 @ 5:18am 
@No Fox given! I am not really sure what you're talking about. The level at which you gain talents is not something that has been changed with this mod.
Jhea 23 Jan, 2021 @ 1:28am 
ok so basically you made everything from the skilltree available from lvl 0 and all at once...
ok...
gonna skip this
KrazedKirb  [author] 22 Jan, 2021 @ 2:31pm 
thx guys :winter2019happyyul:
solo bunny 22 Jan, 2021 @ 2:17pm 
hi kirb
I like your engineer :oink:
shagg 22 Jan, 2021 @ 10:29am 
awesome, thanks for the info man, dope mod
KrazedKirb  [author] 22 Jan, 2021 @ 1:10am 
@shagg Both the host and the client will need the mod for all the features to work. If a client wishes to have all the features both the host of the game and the client will need the mod for it to work. The game shouldn't run into any issues if someone has the mod and others don't though.

If you alone want to use it and have all features you should probably host. Your clients will get the HP increase for the Engineer but none of the other features if they decide to play the Engineer without the mod.
shagg 22 Jan, 2021 @ 12:52am 
would other players also need this mod to run it co op? or can I alone use the mod even with other players?
KrazedKirb  [author] 21 Jan, 2021 @ 7:55am 
Additional tweaks are coming after more playtesting was conducted. Health adjustment may be one of them.
Shrimp 20 Jan, 2021 @ 6:21am 
Lots of cool changes, makes engi a lot of fun but still feels like engi.
Yoshi the Green Lizard 17 Jan, 2021 @ 10:40am 
great job keep it up