Bring back minefields for engineers

@Hyranic

Yes guard have pulsar and slowing AOE. Engineers have neither of these to protect himself, so losing minefield have way more impact on them, than on Guard

Well … engineers *had* drone repairs as self defense.

 

Guards relied on out damaging the opponent to even up his 1on1’s

Engineers relied on staying alive that few seconds longer for his.

 

but now drones are not able to repair the ship while taking damage means it no longer acts as a self defense mechanism and the Engineer is put at a disadvantage.

The more I think about it the more I like EvilTactician’s sentry drone suggestion. Engineers already have a couple of options for hardening up a particular point on the battlefield - static barrier and autonomous charging stations. Build on that and allow them to deploy sentry drones as well. It’s a very “engineery” solution to the problem.

 

To distinguish from the tackler sentry drone and prevent it from being a simple droppable instant defence, maybe make the engineer sentry be more powerful, but have to “build” for 10s-15s before it comes online (edit: and during this period it also takes considerably more damage when hit, so can be easily destroyed). So an engineer can have good defence with some preparation but poor defence when surprised. The fact that the sentry is destroyable (and unlike charging stations, can’t be placed safely behind cover since it needs line of sight to do its job) should give a viable counter to spamming them around beacons.

Some other games had a good solution to that Binky - just spawn the turret/sentry with almost no health. At that point the Engineer’s passive repair-the-nearest-turret ability comes into play. This forces Engineer’s to plan ahead rather than just spawning these mid-combat at full health and creates a bit of balance.

Buff Engi drones and attack drone (missile) instead? Like, make the attack drone really useful against short range attackers, and standard drones giving more firepower/protection and faster respawn.

Why not transfer the sentry drone across from the Tackler? It’s a fairly useless module anyway. Just change the mechanics a bit to fit.

Increase survivability of Combat drones, isn’t that the most easy and sound solution?

Increase survivability of Combat drones, isn’t that the most easy and sound solution?

I’ll admit this would be a simple and effective way to make things better. Imo easy drone destructability is a bit of a throwback from the 0.7.x days when all we did was deploy them and they did their thing. Now we have a mechanism to “spend” drones anyway, combined with missiles being thrown around like confetti, it’s pretty rare for me to actually have any drones out these days.

Are you insane ? Sure, engineers became less powerful now, BUT remember when  EVERY beacon had 2 pulsing guards 1 engineer and 3 minefields ?

 

I agree engineers need some kind of defensive mechanism other than the octopus but not minefields !  I go as CO against engi. He deploys minefields that hurt us both. And despite him taking extra damage he outheals it !

Welcome to Star Conflict where:

 

Junk does everything, dodge everything, nuke everything.

Boat kills everything.

Frigate becomes breakfast.

Nuking LRF’s is kind of easy, as I showed you earlier today.  It’s almost as easy as playing LRF!

 

Engineers don’t need minefields, move the particle purge to the engineer instead of a gunship.  Although that might be a little OP.

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Playing LRF is easy, they said.   :crazy:

Try playing a LRF and make good contribution to the team, you are much better than any ceptor.  :crazy:

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I have had plenty of games in the past where I was able to gun down a frigate while staying out of it’s range. Minefields really weren’t a problem, unless you got too close, as that was what they were for, close range defense. If it makes you happy, allow minefields back to all frigates, but add a module to the ECM and Recon that disables all mines within a certain area of the user, thus making an effective counter.