Before I start on what I think should be altered, I'll first say I like the classes and find Engineer to be the most fun of all 6. Even so, I think every class needs tweaking and to be more unique and fun. 1) Deployable MANA Turrets. Different turret variations (like rocket launcher/anti-air turrets) aside, I think there should be more sidegrades/upgrades to the actual AI turret. I like the turret, and I use it often. I've been reading a lot about them being suicide against snipers and tanks, and them being lit up makes them easy targets at night especially. I don't have these problems, because I don't use them in the open, simply because with or without the turret you are an easy target to anything when you're in the open. Anybody who is complaining about turrets not being effective isn't using them properly in my opinion, and if these people were left to 'balance' these turrets, then Engineers would be severely overpowered. Deployable turrets aren't there to make you a God, they are another tool to be used to help you and your team win fights while still having an exploitable weakness. The current turret is nice, but here's what I think should be changed/kept: Increase the rotation range by 5-20 degrees. This will still allow you to be flanked or even killed from the front just the same, but makes turrets a bit more effective in certain places. I've had times where my turret positioning is slightly off, so I've had to reposition several times to get it just right. Raise the barrel 5-30 cm. Some fences and barriers physically block the turret's bullets and it makes turrets very ineffective in certain spots when it can be easily fixed. Faster overheating. Despite the fact I use these turrets, for the sake of balancing I think the turret should overheat faster. I don't use any upgrades on the turret, and it barely overheats unless I'm just messing around in spawn or killing a wave of 5+ enemies. Damage to vehicles/armor. Like Basilisk turrets on Sunderers, I think these turrets should do at least some damage against light tanks, Sunderers and other such vehicles. For balancing, I wouldn't suggest full damage, but partial damage so that when I find an unmanned vehicle I can actually destroy it, or when only vehicles are in sight soI'm not useless (I don't use mines/C4 yet, but even so I think it should be at least a cert upgrade). Accuracy upgrade/sidegrade. As a personal preference I'd love for my turret to be more accurate, or maybe have an alt-fire that shoots at half the speed but more precisely. Keep the head vulnerable. Despite what some people are saying it is a necessary weakness. No side/back shields. Necessary weakness. If you get flanked fair and square, die with dignity. 2) Ammo packs. This is less of an issue, but just generally the Ammo packs seem harder to place down than they should be. When it comes down to it, nobody cares about exact positioning of ammo packs, so some kind of smart placement would be nice, where you attempt to throw it down, and it finds a nearby (within say 2 meters) spot to place itself down. Also, the thing where you go to your 5 and press B to switch to your second Ammo pack, why not have it on your 6? 3) Repair tool. This also applies to the medical applicator too. Stop overheating if not repairing. If my repair/heal tool isn't physically doing anything, stop it from overheating. If I'm lagging or slightly out of position, I don't like my repair/heal tool to overheat when it's not even reparing/healing something, because that makes no sense. Smart targeting that prioritised damaged units would be nice so that troll MAXes who were full health didn't purposely block me from repairing damaged MAXes, with me having to run in circles just to get at the injured one. Overall, I think this class is always going to be needed (because of the Repair and Ammo capabilities that no other class has), yet it still has 'fun' uses such as the Turret and mines/C4. Whether you agree or not, explain why. Keep in mind to look at things from not only the viewpoint of an Engineer, or even an ally of the Engineer, because everything needs to have its strengths but also its weaknesses.