1 hour ago, Rakza said:
Actually, they just need to nerf weapon preventing ship rellying on positionning.
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Yes and No! Global Fleet Upgrade means new stuff for the future Journey of SC “To boldly go where no man has gone before!”
If we get 8 km lazor farming tools for camping gunship pilots (+ can jump), well ok I am not pro not against it from start, lets see is my position. But we need some counter measures for every role, for engi role I propose auto-adaptating missiles adjusting flight speed and turn rate according to range of looked ship (plus lock of range and coordinates should stay in warhead even if enemy ship has countermeasures : so it must also move if warhead is coming and will explode at its position in some seconds time. Logic behind is, warhead has limited amount of fuel for its engine it can burn it rapidly for speed and changing directions, or be economic with fuel and act like cruise missile for long range. It deploys a mine field at explosion (like we know from [mine field] mssile slot secondary weapon) giving heals to allys and damage to enemies (same mechanics as Mine field secondary weapon).).
Why i am saying this? Because 8km farming gunship can take out 1st the engi from group, then get angry pack against it and take out them one after another and if they come too near just jump away: what a horror scenario : team has no chance against single farming camper, or must have entire team look after one camper -> consequence is each side has more and more 8km camper pilots, bad bad bad.
1 hour ago, Rakza said:
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Engineers are ships that need to consider ennemies as well as allies but with the shittons of new weapons/modules and the lack of proper counter mechanics, they can’t deal with them.
You simply can’t take position, watch out for allies in needing and move in time or answer against everything new ingame.
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Absolutely Yes, it is challenging for engineer frigates these times. Also for guards. But look what they did: Ninja Nerfing the engineer frigate ships (and their modules) further – its so preposterous – while they buff everything around the engineer role! I have to test the new modules further but with the engi ships so weak I doubt it will be much fun. Engi as is today is not survivable even in open space against NPCs.
1 hour ago, Rakza said:
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It’s way too easy to burst a standard Engineer compared to a Waz’Got
And by the way, the Energy-Compensating Projectile is a healing missile with a debuff twist for agressive counterplay
ABSOLUTELY: I tested the one engi that the devs, according to the last patch notes- put their hands on: Federation
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[Shrike221](< base_url >/index.php?/profile/247622-shrike221/ “Go to Shrike221’s profile”)****, posted on [Tuesday at 03:30 PM](< base_url >/index.php?/topic/36740-star-conflict-152/#comment-424789):
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Polus
- The ship’s energy bonus was replaced by a cooldown bonus for modules
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Critical damage bonus was replaced by a bonus to strafe and turn speed
Developer comment: We changed the bonuses for Polus to emphasize its features aimed at rapid movement and quick use of modules
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Well even in open space against NPCs it is way way behind the Wazgot: lesser DPS, lesser maneuverability, lesser tank in combat situations : and they Ninja nerfed the Waz’Got accordingly it seems, meaning Wazzi has lesser energy balance (more waste or less regen). I fear without some new modules equipped the Engi role is broken and nerfed to the brink of uselessness outside dedicated teams with engi pilot sacrificing own point/effectiveness gain for the benefit of the most aggressive members of their group.
User comment: A well a balanced form of buffs in exchange for debuffs/nerfs for the Polus, we haven’t we seen this in roles like gunship/ecm/cov ops recently. If the Polus was a fighter the devs had given it just the buffs plus a more powerful weapon as desert …