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ENGI RAAAAAAAAAAAGGGEEE

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defacto

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Keshi said:
Wouldn't a remotely intelligent shocker just wait until the shield goes down, and THEN stun?
Custodians aren't intelligent.
 

Keshi

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Hmmm... While you say engineers are crap, think of it this way ... maybe Gamigo or SS or whoever started the engi design MEANT for it to be a backup only ship??? i.e. You are not supposed to do your own missions solo in it, it is only meant for backup help. This is entirely possible, is it not?
That's just euphamising "Engineers are crap, unless with another ship, and then they are ok"

That doesn't sound like a very fun idea in my opinion. Saying X is crap is never a good sign.

Who would want to be in a totally gimp ship that only comes into its own when paired with other ships?

For example if the engy ship is worth 0.5 ships (wow it sucks!) on its own, but is worth 1.2 ships when paired with another ship, you'll just have a ship that's crappy to play on its own, and have people complaining about being overpowered in a group. You suffer the worst of both worlds!


Wouldn't it be better to just give all ships in the same power group the same base toughness and stats, and just give each specialty ship it's own specialty mod to distinguish its role?

For example, the tank can have 15% innate reduction to incoming damage in addition to having an ion shield, to reinforce the idea of it being a tank. The reduction to incoming damage would also serve to increase the effectiveness of engineer buffs in keeping it alive, thus helping reinforce the roles of both ships.

I just don't see why the engineer ship should have less hitpoints than any other non tank designated ship.

Mind you, i'm speaking from the perspective of Vega classed gameplay, with all non rare vega system ships and mods.

I'm flying the level 10 light engy ship right now, and even though I only have a Standard Repair Target fitted, I feel that the ship is a little too flimsy and could use a little more hp. The amount of hp of the protector could use some beefing up. The standard repair target seems a bit too strong though, I like the duration/cooldown but it feels like it regenerates other ships a bit too fast, given that other ships usually have their own defenses anyway. i guess the anti stun is a nice perk, but it seems problematic to balance, and the shield goes down so fast that the anti stun doesn't make enough difference anyway.

And why are protectors so pricey compared to other mods?

Suggestions in summary:

  • Give all AnIn-2000 ships the same amount of hp, but space tank some small innate % damage reduction.
  • Increase protector effectiveness (hp) by 15-20%
  • Decrease repair target effectiveness by about 20%
  • Decrease cost of protectors to that of equivalent ion shields
edit: Actually now that I've seen how perforators work and how protectors queue up (nice and simply design, cool!), I'm wondering if it wouldn't make for better gameplay to instead of giving stun immunity, have the protector give 75% stun duration reduction and 30% perforation reduction (perforating damage goes to shield instead of armor)

I'm noticing that space tank and war hawk are the two most popular ships by far. That's gotta speak for itself at least a little.
 

Keshi

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BucaneerBill wrote:
Their protector is stun proof yea. If you increase their armour they would be very hard to kill at conquests. How would you kill a fleet of eng? Im open to suggestions.
First, I think it might be worth recognizing that engineer ships by nature would be a prime target in such an engagement, and thus that they don't really deserve to have the lowest toughness on their own. If anything, I think they should have toughness rivalling tanks in such a situation (though i wouldn't agree with that in a pve situation!).

However, it does sound like it might become a problem when you have 5 engies repping the primary target, and he becomes a bit indestructible. Ships should still go down to a good coordinated damage spike, simply because nobody dying is a little boring. But then again, a smart team might just hit one target to make all the engies waste their mods (and cooldown time) on him, then switch targets and kill everyone... !

What if it were made so that each additional external mod of the same type beyond the first is given a multiplicative, cumulative 25% penalty for effect?

For example, self repair + incoming repair target = 1 + 1, no penalty on the rate of repair.

So for example:
Self repair + 1x weak repair target + 2x strong repair target
The modified rate of repair becomes:
Self repair + 1x strong repair target + (1*0.75)x strong repair target + (1*0.75*0.75)x weak repair target

Such that each additional external modifier beyond the first will be a bit reduced, in the order of the strength of the effect. Similarly for protector mods, each additional protector mod beyond 1 self shield/protect and 1 external protect would only add a smaller and smaller amount of temp hp.

Given a system like this, it might also be helpful to have a way of seeing who (or how many) are actually repairing your squadmate etc, maybe make have some faint line effects connecting the ships to show it? maybe even color the lines to show how much the effect is reduced by?

Sorry for the monster post :mrorange:
 

defacto

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In vega, shocks and engis are best for pvp. If you are a new player, storms and tank are better...
 

Keshi

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Yeah. One could also conceive of the questions "How does anyone escape a team full of stun ships? stun-stun-stun-stun-stun?" and "why would anyone attack a tank? it tanks and is of low threat"

Maybe the lid should go back on this can of worms ^^


But it would still be nice if all the ships were equally viable in pve, since that's where 99% of game time seems to be spent..
 

BucaneerBill

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A squad of 5 eng is very strong but not impossible to beat. As you said a damage spike from 5 storms can take out 1 eng instantly, even with repair. 5 incoming rockets and blaster and bye bye engy if they crit :p.
 

ZeribreX

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But seriously who is going to go around in a 5 engie squad?
 

ZeribreX

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And people who spend time getting all the rares for engi in order for the squad to be perfect :p
 

TheCelt

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what are you all on about.... engineers rule!!!!!!

i use my non-rare enginer to help countless pilots on silly escort missions all over gem on a regular basis,
im currently BP huntin to build one on the US server too so i can actually complete gem story with out hours of
"can someone help me with this miss"

bottom line of my point is...

Engineer's as a ship class is not the problem... its the pilots flying them!!!
^^ ^^ ^^
 
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