Engineer Fleetupgrade

In response to the recent very high (some say op) damage output of interceptor class ships, I would like to suggest for the upcoming Engineer frigate fleet upgrade:

 

Maneuverability passive module equivalent to [Synthesis sphere] and [Antifriction sphere] from Wazgot plus double reverse speed ability

 

P.S.:

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On 10.3.2018, [mutsami](< base_url >/?app=core&module=members&controller=profile&id=255334) said:

If you fly any ship other than interceptor against a “front blaster” intie you simply die in 2-3 seconds. A solo intie was never able to take out my mammoth now they do it through all of my heal cooldowns and special module in i kid you not no more than 5 seconds. This is ridiculous and every time I go into battle with 2 or more of the top tier fed ones with that specific gun there are atleast 1-2 people that simply leave. I dont have that much dmg on my top rank gunships with full dps setup, overdrive and 51% crit ffs.

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On 10.3.2018, [Scar6](< base_url >/?app=core&module=members&controller=profile&id=34841) said:

The latest patch gave it some limited turret articulation and a very strong aim assist [edit: for inty Frontal blaster].

 

What I find even more annoying than 30k dps intys is the recent increase in 8k range laser gunships…

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On 10.3.2018, [TheShooter36](< base_url >/?app=core&module=members&controller=profile&id=252433) said:

You can achieve more than 35k dps with crits on a front blaster inty

 

4 minutes ago, avarshina said:

In response to the recent very high (some say op) damage output of interceptor class ships, I would like to suggest for the upcoming Engineer frigate fleet upgrade:

 

Maneuverability passive module equivalent to [Synthesis sphere] and [Antifriction sphere] from Wazgot plus double reverse speed ability

 

P.S.:

 

1

 

Really?

 

I would just suggest nerfing of Front Blaster. It is much easier to balance.  ![:yes_yes_yes:](<fileStore.core_Emoticons>/emoticons/yes_yes_yes.gif “:yes_yes_yes:”)

 

It is funny to see how Object NY 18 have more acceleration and speed then gunships or some interceptors and you would like to have same on engineers?  ![:fed014:](<fileStore.core_Emoticons>/emoticons/fed014.png “:fed014:”)

 

Please nooo. 

 

 

1 hour ago, avarshina said:

In response to the recent very high (some say op) damage output of interceptor class ships, I would like to suggest for the upcoming Engineer frigate fleet upgrade:

 

Maneuverability passive module equivalent to [Synthesis sphere] and [Antifriction sphere] from Wazgot plus double reverse speed ability

 

P.S.:

 

Okay… you get your unnecessary inty nerf (front blaster is way too easy to counter + user has to fly in a straight line to use it) when they remove the objects energy regen stop and every frigate slowing effect + energy burn

 

best regards:

A dude who doesn’t main frigs and feels like they are misstreated, just because their battle influence scales less with player skill than gunship or inty, which are harder to play and have a worse base performance

1 hour ago, SunnySweet said:

It is funny to see how Object NY 18 have more acceleration and speed then gunships or some interceptors and you would like to have same on engineers?  ![:fed014:](<fileStore.core_Emoticons>/emoticons/fed014.png “:fed014:”)

… no reason to get fearful here ![:010:](<fileStore.core_Emoticons>/emoticons/010.png “:010:”)

I suggested for maneuverability of engineer through passive module/modifier roughly equivalent to fighter class in its raw/base stats form (before crew implants, modules, and leveling up etc kicks in) - NOT equivalent in its actually outfitted form – against front blaster, strafe and acceleration gives survival change (all I call for)

 

See my Wazzi r12 build for example:

Speed:                 225 m/s

Aftb. speed:        292 m/s

Reverse speed:   53 m/s

Strafe:                  100 m/s

Acceleration:        56 m/s

Roll:                       51 deg/s

Pitch:                     42 deg/s

 

Compare it with my r15 Octopus:

Speed:                 265 m/s

Aftb. speed:        318 m/s

Reverse speed:   45 m/s

Strafe:                  107 m/s

Acceleration:        62 m/s

Roll:                        36 deg/s

Pitch:                      30 deg/s

 

Compare with Stingray r10 (with modules and crew impl.):

Speed:                 334 m/s

Aftb. speed:        401 m/s

Reverse speed:   79 m/s

Strafe:                  153 m/s

Acceleration:      144 m/s

Roll:                     106 deg/s

Pitch:                    115 deg/s

 

Compare with Stingray r10 (raw):

Speed:                 334 m/s

Aftb. speed:        401 m/s

Reverse speed:   79 m/s

Strafe:                    88 m/s

Acceleration:      102 m/s

Roll:                        83 deg/s

Pitch:                      90 deg/s

 

… and there are way more agile and swift builds out there in battle…

1 hour ago, Flash0914 said:

Okay… you get your unnecessary inty nerf (front blaster is way too easy to counter + user has to fly in a straight line to use it) when they remove the objects energy regen stop and every frigate slowing effect + energy burn

 

best regards:

A dude who doesn’t main frigs and feels like they are misstreated, just because their battle influence scales less with player skill than gunship or inty, which are harder to play and have a worse base performance

… mate, I do not get all what you are saying. I do not call for inty nerf, nor for front balster nerf or deconstructor nerf (both are a pain for my Wazzi but not that op that I would call for a nerf) - a good Wazzi pilot can deal with them quite well.

But Wazgot’s maneuvrability-modules got nerfed (that were not all in the patch notes) and additionally its self repair and node-costs/structure got a nerf, too. Wazzi is severely nerfed/crippled. We wait for Th’ak’Len 17 for so long now. And no really good weapon for enginers, compared with the other classes/roles…

 

While at the same time, intys got all the love in terms of (auto-aim,easy-aim) grotesquely hughe damage, evasive capabilities, etc.pp.

And the fighters got the sniper equivalent (more than 5km away in safe hideout death kill builds) with good self heal and grotesque high damage (compare with destroyers, frigates bruhaha)

 

Guard upgrade was very good though! Now they have decent tank, battle-group support and suppression capabilities and even better speed than Federation engineers … So yes, I feel “like they are misstreated” - but not calling for op like with interceptors, because I do not want everyone and their grandma to hate engineers…

 

P.S.: I want to add, that player skills in engineer are hard to aquire as well, but is not rewarded like progression in player skill on e.g. a gunship fighter, because it would involve healing the group which is not directly rewarded so far…

 

Why didn’t you take some empire gunship to compare stats with?  ![:yes_yes_yes:](<fileStore.core_Emoticons>/emoticons/yes_yes_yes.gif “:yes_yes_yes:”)

 

Empire gunships  afterburn speed  less than 280.  ![:secret:](<fileStore.core_Emoticons>/emoticons/secret.gif “:secret:”) they are really slow.

 

30 minutes ago, GatoGrande said:

Why didn’t you take some empire gunship to compare stats with?  ![:yes_yes_yes:](<fileStore.core_Emoticons>/emoticons/yes_yes_yes.gif “:yes_yes_yes:”)

 

Empire gunships  afterburn speed  less than 280.  ![:secret:](<fileStore.core_Emoticons>/emoticons/secret.gif “:secret:”) they are really slow.

 

why? I dont have any of higher rank

 

but, ok, here we go

 

Orelus r12 (raw):

Speed:                 231 m/s

Aftb. speed:         277 m/s

Reverse speed:   72 m/s

Strafe:                   88 m/s

Acceleration:      129 m/s

Roll:                      66 deg/s

Pitch:                    72 deg/s

 

seems that empire fighters have a strafe advantage ![;)](<fileStore.core_Emoticons>/emoticons/002.png “;)”) over roll/pitch and speed of federation fighters …

12 minutes ago, avarshina said:

why? I dont have any of higher rank

 

but, ok, here we go

 

Orelus r12 (raw):

Speed:                 231 m/s

Aftb. speed:         277 m/s

Reverse speed:   72 m/s

Strafe:                   88 m/s

Acceleration:      129 m/s

Roll:                      66 deg/s

Pitch:                    72 deg/s

 

seems that empire fighters have a strafe advantage ![;)](<fileStore.core_Emoticons>/emoticons/002.png “;)”) over roll/pitch and speed of federation fighters …

 

No. They have advantage at hull strength. Everything about speed rotation and strafe can be better by stats on Fed gunships. 

You do know that we can already see all the new recon and Engineer modules by looking in the Atlas .

3 hours ago, avarshina said:

… mate, I do not get all what you are saying. I do not call for inty nerf, nor for front balster nerf or deconstructor nerf (both are a pain for my Wazzi but not that op that I would call for a nerf) - a good Wazzi pilot can deal with them quite well.

But Wazgot’s maneuvrability-modules got nerfed (that were not all in the patch notes) and additionally its self repair and node-costs/structure got a nerf, too. Wazzi is severely nerfed/crippled. We wait for Th’ak’Len 17 for so long now. And no really good weapon for enginers, compared with the other classes/roles…

 

While at the same time, intys got all the love in terms of (auto-aim,easy-aim) grotesquely hughe damage, evasive capabilities, etc.pp.

And the fighters got the sniper equivalent (more than 5km away in safe hideout death kill builds) with good self heal and grotesque high damage (compare with destroyers, frigates bruhaha)

 

Guard upgrade was very good though! Now they have decent tank, battle-group support and suppression capabilities and even better speed than Federation engineers … So yes, I feel “like they are misstreated” - but not calling for op like with interceptors, because I do not want everyone and their grandma to hate engineers…

 

P.S.: I want to add, that player skills in engineer are hard to aquire as well, but is not rewarded like progression in player skill on e.g. a gunship fighter, because it would involve healing the group which is not directly rewarded so far…

 

Look, i don’t agree with  the things, done to inty and gunship, aswell (deconstructor, Thi’es, Focusing laser etc.), but the alien mobility modules have been nerfed for a good reason.

 

And it is really hard to make Engies like high base skill, high reward ships, because pressing the heals is not tough at all and with auto aim drones everyone can at least do something in an engi. The problem here is, that engi is a dead class in a decreasing playerbase. Less and less people are willing to sacrifice their action, in order to support their team, so engies got worse and worse. Plus there should really be nothing outhealing Waz’got/Brokk, which are basically able to alone, sustain any allys health, even if they are under heavy fire. I think need overall a complete rework, in order to properly fir into the game again, and no new Module can make them just right (especially if you have to find them in a rigged open space).

the open space thing is ok for me

 

upcoming engineer weapons and modules specs (Atlas):


Fuse blaster 12
EM weapon
frigate engineering
ranks 8-12
DPS             325 dmg/s
damage (EM)     649 dmg
rof             30 round/min
crit chance     10 %
crit bonus      50 %
range           4000 m
spread          1 deg
overheating     8/4 s
a powerful electromagnetic weapon

 

EM dissolvers 9
EM weapon
alligator mk2 &_
ranks 5-9
DPS             292 dmg/s
damage (EM)     389 dmg
rof             45 rounds/min
crit chance     5 %
crit bonus      50 %
project speed   4000-10000 m/s
range (max)     3700 m
overheating     6/2 s
when it hits an ally releases nanodrones restoring the ally’s hull by 250 pts. when an enemy is critically hit the host’s damage resistance increases by 25 pts for 10 s. projectile speed grows with uninterrupted fire.


Commitment 5
active module
engi module
raptor a & rem ships of same role
ranks 1-5
active time     1 s
energy          65 en
revharge        55 s
burns all energy in activation. for each energy unit above own consuption, all allies in range receive 5.6 shield pts and all enemies receive 7.5 EM damage

 

Commitment 13
active module
engi module
raptor a & rem ships of same role
ranks 9-13
active time     1 s
energy          100 en
revharge        52 s
burns all energy in activation. for each energy unit above own consuption, all allies in range receive 5.6 shield pts and all enemies receive 7.5 EM damage

 

Particle Explosion 6
active module
engi module
raptor mk2 &_
ranks 2-6
dmg (EM)        3396 dmg
range (max)     5000 m
recharge        35 s
energy          200 en
no description

 

Repair projector 9
active module
engi module
hydra 2 &_
ranks 4-8
active time     7 s
energy          20 en
energy consum   255 en/s
recharge        40 s
forms a cone with 350 m base. allies in the cone have their hulls restored by 1520 pts/s

 

Repair projector 17
active module
engi module
naga &_
ranks 12-17
active time     7 s
energy          30 en
energy consum   383 en/s
recharge        40 s
forms a cone with 350 m base. allies in the cone have their hulls restored by 1810 pts/s

 

Explosive restoration 8
active module
engi module
alligator m &_
ranks 4-8
active time     10 s
energy          300 en
recharge        40 s
when an enemy is hit allies in 750 m range from hit zone have 4077 hull pts restored

 

Explosive restoration 17
active module
engi module
alligator m &_
ranks 11-17
active time     10 s
energy          420 en
recharge        40 s
when an enemy is hit allies in 750 m range from hit zone have 4854 hull pts restored

 

Twins barrier 9
active module
engi module
alligator mk2 &_
ranks 5-9
active time     3 s
energy          300 en
recharge        55 s
the host and an ally marked as target become invulnerable for 2.5 s and restore 5936 hull pts if their durability goes below 5 % while the effect is active. only works if an ally is marked as target

 

Twins barrier 14
active module
engi module
grizzly m &_
ranks 10-14
active time     3 s
energy          420 en
recharge        55 s
the host and an ally marked as target become invulnerable for 2.5 s and restore 7014 hull pts if their durability goes below 5 % while the effect is active. only works if an ally is marked as target

 

Pendulum module 11
active module
engi module
styx &_
ranks 7-11
active range    2000 m
energy          300 en
recharge        0.5 s
two-mode module. press the activation key to switch modes. always active.
a) defence mode:
increase hull defence for the host and the nearest ally in range by 20 pts (default)
b) offence mode:
increase crit hit chance for the host and the nearest ally in range by 12% in range.

 

Energy-compensating projectile 10
active module
engi module
anaconda &_
ranks 6-10
damage          5720 dmg
range (max)     4500 m
recharge        55 s
energy          300 en
launches a grenade. detonation creates a 750 m area for 10 s where allies restore shields at 630 pts/s and enenies have their shield and hull regeneration speed reduced by 90%.

 

Energy-compensating projectile 17
active module
engi module
anaconda &_
ranks 13-17
damage          6812 dmg
range (max)     4500 m
recharge        55 s
energy          420 en
launches a grenade. detonation creates a 750 m area for 10 s where allies restore shields at 750 pts/s and enenies have their shield and hull regeneration speed reduced by 90%.

 

Med evac 12
active module
engi module
garm &_
ranks 8-12
active time     6 s
energy          500 en
recharge        50 s
jumps to an ally marked as target but no further than 5000 m. while the ally is in module’s range its hull is restored at xy pts/s.

 

Nano devourers 12
active module
engi module
minotaur &_
ranks 8-12
active time     5 s
energy          650 en
recharge        48 s
upon hitting the target nanobots start devouring 134 hull per s. then they restore the hull of the closest ally in 500 m range by 3250 pts.


Meteor accelerator module 13
hull modifier
engi module
minotaur &_
ranks 9-13
at speed above max your hull receives 50 thermal damage resistance pts. at max energy reserve critical hit chance increases by 12%.

 

Dual shields 8
shield modifier
engi module
alligator m &_
ranks 4-8
the shields of your ships and the clostest ally in 750m range regenerate at 161 pts/s.

 

Dual shields 14
shield modifier
engi module
grizzly m &_
ranks 10-15
the shields of your ships and the clostest ally in 750m range regenerate at 225 pts/s.

 

Reserve boosters 5
engine modifier
engi module
raptor m &_
not for allien ships
ranks 1-5
when shields are lost increases speed and maneuverability by 50% for 12 s. activates once every 65 s.

 

Reserve boosters 17
engine modifier
engi module
t rex &_
not for allien ships
ranks 13-17
when shields are lost increases speed and maneuverability by 50% for 12 s. activates once every 60 s.

 

Ally recharge 8
capacitor modifier
naga &_
ranks 4-8
restores 14 eng per second for each ally in 2000 m range but not more than 72 pts/s.

 

Ally recharge 17
capacitor modifier
naga &_
ranks 12-17
restores 14 eng per second for each ally in 2000 m range but not more than 84 pts/s.

 

Mass drone boost 10
CPU modifier
anaconda &_
ranks 6-10
all ally drones in 1000m have their damage increased by 30% and hull repaired at 150 pts/s.

 

Echidna processor 12
CPU modifier
garm &_
ranks 8-12
speed threshhold   5%
when speed is below the threshold active engineering module range increased by 20%.


 

On 3/12/2018 at 3:51 PM, Flash0914 said:

Okay… you get your unnecessary inty nerf (front blaster is way too easy to counter + user has to fly in a straight line to use it) when they remove the objects energy regen stop and every frigate slowing effect + energy burn

 

best regards:

A dude who doesn’t main frigs and feels like they are misstreated, just because their battle influence scales less with player skill than gunship or inty, which are harder to play and have a worse base performance

“unnecessary inty nerf” ahahaha spotted the front blaster user.