Based on the three maps we’ve played, I feel like sometimes there is too much emphasis placed on the engineer to progress objectives. I can appreciate that there will be some other modes when the game goes live, but the main gameplay nearly requires engineers for everything.
Repairing the vehicle, building barricades, destroyed barricades, building the terminal, building the pumps, destroying the pumps, destroying the cores, building the lift etc.
I was a bit more annoyed with this before I found out I could go Engineer2, and actually use something that wasn’t a shotgun, but I still feel overall there’s too much emphasis placed on them. There are no other classes that are ‘required’ at any point… although it’s obviously up to players to determine a balanced make-up of people who can heal, distribute ammo et al… but outside of the incentive of being a real person, there’s not much else to sway one’s selection.
Maybe this could be solved with more intuitive benefits to the other classes? But in the interim, if you don’t have at least 1 engineer, you will lose every single game. The same can’t be said for the soldier, field ops, medic or covert ops.
P.S. <3 Brink wink wink nudge nudge.