creep
Sufficiently Lethal Scout
In a multitude of ways, placing down buildings can break a lot of different things depending on the current map. Some of them are less game-breaking than others, but most are pretty impactful, so I think Engineer buildings need to be redisabled.
For example, if you place down buildings during Spinner (which, might I add, pretty much every map in the nomination list has this minigame), it heavily bugs out the entire floor and makes it nearly impossible to jump. It is still technically possible, but difficult and still laggy after you land. This has ruined many rounds recently during dr_bazinga where people kept spamming the Spinner minigame just to place down buildings and lag the entire thing.
In dr_berlin, you can place buildings in front of the swinging axes and stop them from moving completely. Yes, it may be helpful for RED players, but it's unfair for the activator that they get the advantage of not having to avoid that automatic trap since normally a lot of players would die to it otherwise.
Dispensers can also bypass a lot of traps that would normally kill regular players without healing abilities. For instance, in dr_normal_elevator during the Raining Tacos minigame, a lot of players choose to stand in the corner where an Engineer has placed a dispenser, avoiding the fire trap, the falling tacos (mostly), and the swatting spatula.
Also, by equipping an all-class melee, you can bypass the Mini Sentry restriction and be able to build a level 3 sentry. This, for the most part, has made it more aggravating for the activator to fight players during Arena minigames.
Buildings really aren't a necessity to have in DR and I think the server was fine before they were reenabled. And, of course, the reasons I listed above should also be the main factors that get buildings disabled again.
For example, if you place down buildings during Spinner (which, might I add, pretty much every map in the nomination list has this minigame), it heavily bugs out the entire floor and makes it nearly impossible to jump. It is still technically possible, but difficult and still laggy after you land. This has ruined many rounds recently during dr_bazinga where people kept spamming the Spinner minigame just to place down buildings and lag the entire thing.
In dr_berlin, you can place buildings in front of the swinging axes and stop them from moving completely. Yes, it may be helpful for RED players, but it's unfair for the activator that they get the advantage of not having to avoid that automatic trap since normally a lot of players would die to it otherwise.
Dispensers can also bypass a lot of traps that would normally kill regular players without healing abilities. For instance, in dr_normal_elevator during the Raining Tacos minigame, a lot of players choose to stand in the corner where an Engineer has placed a dispenser, avoiding the fire trap, the falling tacos (mostly), and the swatting spatula.
Also, by equipping an all-class melee, you can bypass the Mini Sentry restriction and be able to build a level 3 sentry. This, for the most part, has made it more aggravating for the activator to fight players during Arena minigames.
Buildings really aren't a necessity to have in DR and I think the server was fine before they were reenabled. And, of course, the reasons I listed above should also be the main factors that get buildings disabled again.