The problem with engineers.
Well this is the same post Imade in the engineer section but since no one reads that.....
What Do the Engineers need to be balanced with everyone else:
1. Damage type buffs for bots (chem/fire/cold like MA fist of... but just changing bot damage type temporarily)
2. Tradeskill buffs in between other psy/sense mod nanos
3. Rapid weapon etc adding to melee/MA init also.
4. Recall nano for bad bot pathing.
5. Engineer only or Int/agi armor (two most used eng stats, nice with the bronto but engies don't use much nano)
6. Tradeskills that work.
7. "The scrapyard" A player tradeskill selling option available from apartment/public terminals.
-Person sets price and item is left in pool of for sale parts for x amount of time
-Searchable by QL and listed by price.
-Part purchased automatically transfered to bank/inv
-Will make all those mission tradeskill parts worth something and save engineers and traders the hassle of running across rubi-ka for a single part in x quality level.
-Will make ALL classes happy.
-Will never be implemented because it makes too much sense.
8. Team Beacon warp, an actual handy nano, available as loot more often than finding an honest man.
Sadly the 3 greatest creations for engineers in my game history (a very long time) were:
1. Full sized bots.
2. Agg trimmers.
3. Beacon warp
Everything else is pretty much retarded. The syp nanos disrupt player casting thus making them useless.