Remove innate engineering skills from SL, SL can now choose from two pamphlets in their vendor to receive either engi skills or medic skills.

Title. Ideally should create more versatile loadouts for SL and allow them to have the ability to backfill roles missing from their squads as needed. Many a time have I seen no medics on lowpop, this could alleviate the issue. Some SL players also just don’t have much desire to mess with engineering, this would allow medic mains to venture into SL.

5 Likes

Actually, I think that’s a good idea. But on the other hand many would pick med skill just for self-healing, which would only solidify SL role as PFC++++++++++.

5 Likes

I agree that the issue here is that players would choose Medic skill to use it for their own benefit. Also, and this is my criteria, I think the SL having Engineering skill is mostly to allow them to intervene in scenarios where without it, it wouldn’t allow the game to carry on adequately, like for example, nobody with Engineering skills to build FOB or nobody following orders to do so.

3 Likes

Alternative is no one bothering to repair comms/sensors, that’s the real reason they have the skill.

3 Likes

Totally unnecessary nerf, sometimes it is extremely helpful to be able to Cade as an SL when there are either no comtechs, or the comtechs you do have didn’t take metal. This is especially relevant on lower pop.

All this would do is strip quality of life from SL for no tangible benefit to the overall game.

2 Likes

not really? they can still just take the engi pamphlet?

1 Like

I mean, having no medics hurts the game even more than no engineers. But that being said, the problem is no one in sound mind would pick the engineering pamphlet over the medical one. Maybe a better solution would be something like a “defibrilator pamphlet” that allows you to use defibrillator for points, without removing your engineering skills and without giving you faster healing.

1 Like

Problem is medic a very all encompassing role. Anyone with the ability to revive basically always gets pigeonholed into that role when shit hits the fan. If I am compelled to take the medic pamphlet I am going to be expected to be the medic for the rest of the round instead of leading the squad. I think it would just be too much of an identity crisis for the role. SLs need to be focused on leading the squad, not being a pocket medic.

4 Likes

Honestly, IMO the defib should be skill-less but using it skill-less should actually take 20 seconds ±.

3 Likes

No. SLs often have to cover engineering tasks when their squad engineer is new or in cryo.

Its a fact of how the gameplay currently is.

2 Likes

okay i just looked into my crystal ball it said

SL WHY DID YOU PICK STUPID FUCKING ENGI SKILLS AND NOT MEDIC??? WHY ARE YOU GRIEFING???

5 Likes

you can already do that. SLs can inject instantly with injectors.

Or give SLs a defib that they can use even without medic skills.

Or just make everyone be able to use a defib but it takes a very long time 20-60 seconds maybe? People are already nerfed with healing using kits if you dont have the medic skill IIRC.

1 Like

honestly i think this is really kind of a non-issue as you already have more self-healing than you’ll ever need from a flask or 2 of unga in the helmet, but maybe that’s just me.

1 Like

Gotta remember that UNGA has an expire date (it’s getting removed).

1 Like

Just to reply to the main post:


Problem: Lowpop and some unlucky rounds have 15 dead guys and 1 Corpsman to fix them all.

I don’t think the solution is to place SLs as mini-Corpsmen that can do it all.

SLs should ideally be leading and there’s risk that it completely backfired and SLs are just munching pills all the time and not helping, or SLs rolled SL and spend their OP just playing Corpsman.

I also think taking Engi skill away is dangerous for the fact that now SLs can’t help with Engineering. The difference is that there’s no benefit to the SL themselves for welding generators, fixing APCs and fixing Comms towers which is why them having Engineering skill is more beneficial to the team than not.


And, in my experience, SL needs engineering skill because reliably having your Comtech around is genuinely very difficult. I’ve had 3 comtechs in my squad and have had to fix an APC or weld generators or full fix sensors more times than I could count because Comtechs (and Corpsmen) want to be where the action is.

SLs can cut through the bureaucracy of summoning a Comtech to their position for the benefit of the team and only the team. SLs with Corpsmen skill could easily hoard the kits and pills for themselves.


I think the solution is to make skill-less defibs that are only around on lowpop or are just permanently around. If we’re afraid of mini-medics who take 60 seconds to use a defib then it could be locked that you can only use a defib within 2 tiles of a Corpsman (imagine he’s instructing you how to use it). No matter what, my suggestion or your suggestion something definitely should be done because permaing because you arrived last to the pile of bodies isn’t very nice :frowning:


Also, if this came to be a reality I still actually think Engi skills are the better pick purely for the good of the team despite the power of feeding yourself pills all day.

2 Likes

I foresee this being a must-pick-medical for the improved healing of both themselves and others (probably mostly themselves) which is just PFC+++ Pro Max Ultra.

1 Like

It doesnt necessarily need to be lowpop. Just make a defib with a limited charge (cant be recharged again) that takes a long time to use.

1 Like

hey chud mind explaining why you picked the wrong techwebs upgrade before i mutiny you

1 Like

Why would you even pick medic pamphlet….literally useless

1 Like

Memories…