Sprites The Engineer Class!

yudgefudge

The Destroyer
You've probably seen this somewhere in one of my profile posts. This started as a random thought between me and @Retro Arcade, but then was slowly created into one of my favorite suggestions of all time. Credit to Retro, @Storm Diver Ω, and @Derpling Ω for lots of cool feedback and stuff!
The engineer class will be based around traps and turrets, along with explosives. A few other weapons will be ported over here (supplementation when required will be put) but this class will be incredibly unique.
Engineer weapons deal architectural damage. There are three types of architectural weapons: Traps, Turrets, and Explosives.

For traps, dart traps & spikes will be focused on, they’ll act like vanilla, but will damage bosses only when wearing engineer armors.

Turrets have a lot of stats with them:
Flexibility: A stat that chooses the amount of directions one can turn their turret. Flexibility starts at 1 (not turnable) and the directions are chosen like this: (360/flex). If one had a turret with a flexibility of 5, it would be able to turn 72 degrees 5 times, allowing a 360 turn. Flexibility stops at 20.
Fire rate: How many frames it takes for a turret to fire once.
Projectile length: How many tiles the projectile will travel.
They can be augmented with Nozzles, which give special abilities!
Turrets require a stat known as "Intelligence." the player starts out with 50 Intelligence. Intelligence cannot regenerate, and each turret requires 5 Intelligence. Taking down a turret will give the player back his 5 Intelligence. Armors give more intelligence.

Explosives are just dynamite, bombs, and the new bomb bags.
Architectural armors will have the highest defense points.
When wearing engineer armors, traps will not affect you, and explosives do not destroy terrain.

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When the mining helmet is in the inventory, you can buy the other pieces for 5 gold.
The Mining Helmet now gives 3 defense, -1% non-architectural damage, +2% architectural damage, and +5% mining speed.
The Mining Shirt now gives 4 defense, -1% non-architectural damage, +3% architectural damage, and +10% mining speed.
The Mining Pants now give 2 defense, -1% non-architectural damage, +2% architectural damage, and +10% mining speed.
Set bonus: 5% to double naturally-spawned ore when mined, +10 Intelligence.
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Crafted from 80 Sunplate Blocks and 20 Fallen Stars.
The Sunplate Shades now gives 5 defense, -2% non-architectural damage, +4% architectural damage.
The Sunplate Breastplate now gives 4 defense, -3% non-architectural damage, +5% architectural damage, and +10% fire rate.
The Sunplate Shoes now give 2 defense, -3% non-architectural damage, +4% architectural damage.
Set bonus: +2 flexibility, +15 Intelligence.
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Crafted from 30 Copper/Tin Bars, 40 Silk, and 20 Wire.
The Engineering Helmet now gives 8 defense, -4% non-architectural damage, +6% architectural damage, and +1 flexiblity.
The Engineering Overalls now gives 11 defense, -5% non-architectural damage, +7% architectural damage, and +1 flexibility.
The The Engineering Wellingtons now give 8 defense, -4% non-architectural damage, +6% architectural damage, and +15% fire rate.
Set bonus: +15 projectile length, +20 Intelligence.
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13, 15, 17, 20, 24, 23, 27, 30 defense.
+22, 20, 25, 23, 27, 25, 33, 37% architectural damage
+2(pre 1.2)/1(post 1.2)/3 (hallowed & chlorophyte) flexibility
-20% non-architectural damage
+13% fire rate
+6, 4, 8, 5, 10, 7, 12, 14 projectile length
+20 Intelligence
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Crafted from 100 Martian Conduit Plating.
The Martian Visor now gives 23 defense, -10% non-architectural damage, +15% architectural damage, +10% fire rate, +1 flexiblity.
The Martian Suit now gives 26 defense, -15% non-architectural damage, +15% architectural damage,+5% fire rate, +2 flexibility, and +15 projectile length
The Martian Boots now give 21 defense, -10% non-architectural damage, +15% architectural damage, +10% fire rate, +1 flexibility.
Set bonus: Every 8 seconds your visor charges up, which has five levels of charge. Double tapping down will release an electronic shock wave all around you, which pierces infinitely, and deals 55, 75, 100, 120, or 150 damage depending on the level of charge, and +60 Intelligence.
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Crafted from 36 Luminite Bars & 45 Constellation Fragments.
The Constellation Helmet now gives 20 defense, -15% non-architectural damage, +20% architectural damage, +10% fire rate, +1 flexiblity, +3hp/sec
The Constellation Overalls now gives 36 defense, -15% non-architectural damage, +20% architectural damage,+10% fire rate, +2 flexibility, and +18 projectile length
The Constellation Boots now give 29 defense, -15% non-architectural damage, +20% architectural damage, +10% fire rate, +1 flexibility.
Set bonus: Double tapping down will make 7 stars appear in random areas, which connect with light beams, which then block all projectiles and deals 45 damage to enemies, lasts for 30 secs, cooldowns for 50 seconds, +45 Intelligence.
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Hand Drill
+10% architectural damage
Crafted from 10 Wire, and 15 Iron/Lead Bars.

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When equipped while wearing an engineer armor piece, it will give these stats instead:
+6 projectile length


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Hand Saw
Crafted from 12 Iron/Lead Bars, and 10 Wire.
+5% architectural damage

Carpentry Tool Set
Crafted with the three items above, combines their effect.

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When equipped while wearing an engineer armor piece, it will give these stats instead:
+5% fire rate
+3 flexibility
+7% architectural damage

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Glue Bottle
Bought from the Merchant for 90 silver after Skeletron is defeated.
Allows furniture stations & turrets to be placed on walls & ceilings, except for anvils. Anvils fall and deal 1000 damage to players only.

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Screwdriver
+4 flexibility
Bought from the Goblin Tinkerer for 1 gold.


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Black Wrench
+5% fire rate


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Engineer Emblem
+15% architectural damage.

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Architect Potion
Crafted from one Neon Tetra, 1 Waterleaf, and 1 Shiverblossom.
+10% architectural damage for 3 minutes.

Smartypants Potion
Crafted from 1 Deathweed and 2 Fireblossom.
+20 Intelligence.
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Gatling Nozzle: Fires a quick volley of 4 shots instead of one, for 40% damage each.
Spread Nozzle: Fires 3 shots in a spread like the boomstick.
Boom-Boom Nozzle: Fires an exploding projectile, which will deal 20% extra damage, and +1 more knockback, but adds to the fire rate by 4.
Crafted from 2 Iron/Lead Bars each. Makes 5.
15 of each and 10 Glass will craft a Nozzle Case, which will allow infinite nozzle switching!
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Acorn Shooter
Crafted from 15 Wood & 10 Acorns.
Fires acorns.
Damage: 11
Flexibility: 2
Projectile length: 12
Knockback: 0.25
Fire rate: 15

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Antlioncher
Crafted from 10 Antlion Mandibles.
Fires balls of sand.
Damage: 14
Flexibility: 3
Projectile length: 15
Knockback: 0.75
Fire rate: 17

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Snowball Launcher
Found in Ice Chests.
Damage: 20
Flexibility: 5
Projectile length: 16
Knockback: 2
Fire rate: 13

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Shark Storm
Fished up in the ocean with 1:100 chance.
Fires bullets.
Damage: 10
Flexibility: 10
Projectile length: 20
Knockback: 0.5
Fire rate: 7


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Corrupted Cannonade Case
Gotten from Shadow Orbs
+15 damage to explosive
Leaves a death cloud that inflicts Cursed Flames for 16 seconds.

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Bloody Bomb Bag
Gotten from Crimson Hearts.
+20 damage to explosive
Leaves a lingering blood cloud for 15 secs, that deals 10% of the hit.


Vile Spitter
Crafted from 15 Demonite Bars & 12 Shadow Scales
Fires vile spit.
Damage: 17
Flexibility: 4
Projectile length: 17
Knockback: 1
Fire rate: 19

Bloody Emitter
Crafted from 15 Crimtane Bars & 12 Tissue Samples.
Fires balls of tissue.
Damage: 21
Flexibility: 4
Projectile length: 19
Knockback: 1
Fire rate: 12

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Rich Mahogunny
Crafted from 15 Jungle Spores & 30 Rich Mahogany.
Inflicts Poisoned! for 18 seconds.
Fires streams of jungle energy.
Damage: 29
Flexibility: 5
Projectile length: 18
Knockback: 1
Fire rate: 21


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Apiary
Dropped by the Queen Bee.
Fires bee gun bees.
Damage: 12
Flexibility: 1
Projectile length: infinite
Knockback: 0
Fire rate: 6


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Jormungundr
Found in dungeon chests
Fires homing dungeon spirits.
Damage: 23
Flexibility: 1
Projectile length: infinite
Knockback: 0
Fire rate: 18

Hotshot
Crafted from 15 Hellstone Bars.
Fires huge fireballs.
Inflicts On Fire! for 6 seconds.
Damage: 30
Flexibility: 7
Projectile length: 11
Knockback: 2
Fire rate: 20

Corrupted Calverin
Crafted from 1 Vile Spitter, 1 Rich Mahogunny, 1 Jormungundr, and 1 Hotshot at a Demon Altar.
Fires Demon-Scythe like Moonslices.
Pierces.
Damage: 46
Flexibility: 6
Projectile Length: 15
Knockback: 1
Fire rate: 15

Bloody Bombardment
Crafted from 1 Bloody Emitter, 1 Rich Mahogunny, 1 Jormungundr, and 1 Hotshot at a Demon Altar.
Fires Bloodstreams (vilethorns).
Damage: 36
Flexibility: 4
Projectile Length: 20
Knockback: 0.75
Fire rate: 12


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Ore Spikes
Damage: 10, 12, 14, 16, 18, 20, 23, 26, 40, 36, 43, 39, 46, 42
Use time: 10
Robot Unicorn
Gotten from a Hallowed Mimic
Tooltip: "Click to play."
Fires rainbow beams.
Damage: 62
Flexibility: 10
Projectile length: 16
Fire rate: 17


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Visionary
Crafted from 12 Souls of Sight and 10 Hallowed Bars
Fires Retilazers.
Damage: 79
Flexibility: 4
Projectile length: 40
Fire rate: 10

Hallowed Howitzer
Crafted from 15 Hallowed Bars.
Fires hearts.
Damage: 83
Flexibility: 5
Projectile length: 30
Fire rate: 16

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Rhizome
Dropped by Plantera
Fires seeds back and front.
Damage: 67
Flexibility: 4
Projectile length: 19
Fire rate: 18

Myceligun
Found in the Mushroom Biome Chest.
Fires fungal spores.
Damage: 101
Flexibility: 18
Projectile length: 20
Fire rate: 12

True Corrupted Calverin
Crafted from one
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Broken Protector Turret and One Corrupted Calverin.
Fires
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Cursed Moon Slices that inflict Cursed Flames for 10 seconds.
Damage: 78
Flexibility: 6
Projectile Length: 19
Knockback: 2
Fire rate: 12
True Bloody Bombardment
Crafted from one
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Broken Protector Turret and One Bloody Bombardment.
Fires Ichored Bloodstreams that inflict Ichor for 4 seconds.
Damage: 69
nice
Flexibility: 5
Projectile Length: 35
Knockback: 1.5
Fire rate: 16

True Hallowed Howitzer
Fires hearts that break into shards.
Damage: 91
Flexibility: 5
Projectile length: 27
Fire rate: 19

Terra Turret
Fires a purple bloodstream that inflicts both debuffs for 5 seconds, which, when reaching its end, and hitting a block, shatters into 7-10 shards.
Damage: 94
Flexibility: 8
Projectile length: 25
Fire rate: 14

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Carbonizator
Bought from the Cyborg
Tooltip: "Risky in the rain."
Runs slowly towards enemies (about 1 block per second.)
Fires a piercing laser.
Damage: 84
Flexibility: 10
Projectile length: infinite
Fire rate: 10

Sol's Shooting Stand
Fires Solar rays.
Dropped by the Golem
Damage: 91
Flexibility: 5
Projectile length: 17
Fire rate: 15

Friendly Fire
Dropped by Betsy
Fires Betsy Heads that inflicts Betsy's Curse for 4 seconds.
Damage: 96
Flexibility: 6
Projectile length: 14
Fire rate: 20


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Levitraton
Crafted from 25 Martian Conduit Plating.
Can be placed midair.
Fires Electrospheres that last for 2.7 seconds.
Damage: 91
Flexibility: 3
Projectile length: 9
Fire rate: 14

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W.E.T.C. (Weaponized Electro-Tesla Coil)
Dropped by the Martian Saucer.
Zaps nearby enemies. When zapped, an enemy passes it on to another, this happens 9 times, getting 5% lower each time.
Damage: 59
Flexibility: 0
Projectile length: 11
Fire rate: 6

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Jack 'o' Lantarn
Dropped by the Pumpking.
Fires pumpkins.
Damage: 170
Flexibility: 4
Projectile length: 12
Fire rate: 20

Ornamental
Dropped by Everscream.
Fires Christmas ornaments that shatter into crystal shards.
Damage: 89
Flexibility: 5
Projectile length: 15
Fire rate: 12

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Bubble Gun
Dropped by the Duke.
Fires 2-4 bubbles.
Damage: 87
Flexibility: 12
Projectile length: 3
Fire rate: 7

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Sagittarius
Crafted from 10 Constellation Fragments.
Fires
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homing Shadarrows.
Damage: 125
Flexibility: 4
Projectile length: 27
Fire rate: 15

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Triangulum Needles (thanks, Derpling!)
Crafted from 8 Constellation Fragments.
Infinite, takes no Intelligence.
Fires shadow spikes as well as dealing contact damage.
Damage: 201 (contact) 92 (shadowspikes)
Fire rate: 18
Use time: 10

Lunar Construct
Dropped by the Moon Lord.
Fires moons, which inflict Distorted for 6 seconds.
Damage: 271
It is actually the density of the moon (3.34), multiplied by:
The earth's weight divided by the moon's weight, which is 81.
Rounded up.
Flexibility: 6
Projectile length: 19
Fire rate: 20
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Background: The cosmos.
"The Constellation Pillar Is Made Of 95% Constellation, And 5% Void."
- @Bloonjitsu Master


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Ursa Major
Unicorn AI
Damage: 100
Health: 750
KB Resist: 70%

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Stellar Construct
Stellar Construct AI: Stationary, will randomly teleport every 2.75 seconds, fires beams that will home on the player.
Damage: 75
Health: 600
KB Resist: 100%

Orion's Belt
Orion's Belt AI: Stationary, will teleport every 2.75 seconds, fires sparkles that linger in the air for 60 seconds.
Damage: 100
Health: 450
KB Resist: 100%

Octans Mech/Plane (spawns as one of the two)
Octans Mech AI: Moves very slowly (about 1 block per second), pauses to fire huge balls of energy, that deal a TON of damage. Destroying the mech will release the operator.
Elf Copter AI, fires rockets.
Damage: 95 (melee) 140 (blast) 80 (rockets)
Health: 850

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Octans Mech Operator
Fighter AI
Damage: 65
Health: 480
That's it for now folks! Stats will be edited in!
Woohoo!
 
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Given progression, it just goes from pre-plantera to post-plantera, so.....
Martian madness is post golem. Try killing literally every boss/invasion from mechs to lunar events and hallowed armor. At least give it a dungeon tier like other classes.
 
Wont new player get confused between stationary summons and architectural stuff? The concept between the two weapon types are so similar it doesn't make sense that they deal different damage types.
 
Wont new player get confused between stationary summons and architectural stuff? The concept between the two weapon types are so similar it doesn't make sense that they deal different damage types.
Well, given the fact that the only pre-hardmode sentries are the OOAs, and no one really goes for these without the armors, so by hardmode, there's a clear difference between sentries and turrets.

Not to mention traps and spikes too, plus explosives.
 
The way I see armor tiers, there are eight to me:
Earlygame (no real specialties, based on high defense)-> ore armors, pumpkin, mining.
Shadorb (obtained post Shadow Orb & EoW)-> meteor, crimson, sunplate.
Hardy biome -(obtained from the Underground Jungle, Dungeon, and Underworld)> molten, necro, engineering.
Ore armors -> palladium, spider, goggles
Hallowed tier -> hallowed
Chlorophyte (pre-post plantera)-> turtle, chlorophyte
Lunar Events (post-golem)-> beetle, spectre, martian, shroomite
Endgame-> Solar Flare, Constellation
So, I made armors to fit into these tiers.
 
Well, given the fact that the only pre-hardmode sentries are the OOAs, and no one really goes for these without the armors, so by hardmode, there's a clear difference between sentries and turrets.

Not to mention traps and spikes too, plus explosives.
That doesn't make it less confusing. If they're not confused about the Engineer stuff, then they're gonna be confused about the summons. And vice versa. The two weapon types are pretty much the same thing. It doesn't make sense that one is Engineer and the other is Summoner.
 
That doesn't make it less confusing. If they're not confused about the Engineer stuff, then they're gonna be confused about the summons. And vice versa. The two weapon types are pretty much the same thing. It doesn't make sense that one is Engineer and the other is Summoner.
Well, I mean, he could just steal the sentries from summoner :p

That wouldn't be good for the game's balance, though.
 
That doesn't make it less confusing. If they're not confused about the Engineer stuff, then they're gonna be confused about the summons. And vice versa. The two weapon types are pretty much the same thing. It doesn't make sense that one is Engineer and the other is Summoner.

Well, there seem to be two key differences:

The first is that (if I understood the mechanics correctly) each Turret needs to be rotated and manually aimed, unlike Sentries which do that automatically. A summoner attacks alongside their minions, but an Engineer would be constantly reaming their turrets.

The second is that the sentries have a lot of stats and variability (Nozzles, Flexibility, etc) that Sentries don't have.
 
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