Engineer Frigs: Idea for passive modules & support structures

(I meant to put this in the suggestions->balance subforum, if a moderator can move it that would be sweet, thanks.)

 

Any values or percentages I use are less than approximate they are a “guesstimation” on my part.

 

 

My hypothetical idea:

 

All Empire Engineers heal nearby ships for 75 hull / 50 shield per sec. within 2500m

All Federation Engineers heal nearby ships for 55 hull / 70 shields per sec. within 2500m

Passive, no requirement from ship or player, all engineer frigates heal on a small scale by default.

 

Nanodrone cloud and mass shield generator are replaced with a module*** that boosts this passive heal by 150%/170%/190%. 80 energy per second. 

 

 

 

All Empire Command ships give nearby ships 12 hull / 8 shield res 3000m

All Jericho Command ships give nearby ships 8 hull / 12 shield res 3000m

Passive, no requirement from ship or player, all command ships buff a small amount by default.

 

“Aegis” System and Coating Polarizer are replaced with a module that boosts this passive buff by 80/100/120%. 42 energy per second. 

 

 

These modules could be cooldown based, toggle/energy based or both. I prefer toggled based.

Base values could be lower and “boosts” raised, to increase effectiveness of disabling modules.

I came up with this idea for Engineer, not Command, I put Command in there because it happens to “fit”.

 

 

Why?

 

The short version:

I think engineer’s need more variety to their load out, so with one less ‘required’ passive mod and additional “support structures” as modules, this I believe would certainly help to improve things.

All engineers are expected to repair, they could all have minor repair capabilities with the ability to use one module, instead of two, to boost them to the current (or a little more) standard of repairs instead of the way they currently behave. It also makes Fed/Empire engineers unique from one another, Fed is better with shields, Empire is better with hull repairs.

The way I picture the “cookie cutter” frigate active module loadout is: 1)SupportStructureMod, 2)RemoteMod, 3)RegenBoosterMod***, 4)FREEDOM.

 

Not as short but more info:

A couple of reasons.

Inspiration for this idea came from engineer’s unwritten duty of always carrying a nanodrone and  mass shield and on top of that, in most cases, a warpgate. This leaves you with 1 slot to play with in T3 and 0 in T2.

Engineer’s are the primary source of hull/shield regen, regardless of the pilots preference, as a result if you do not bring nanodrones/mass shields it’s likely you’re not benefiting your team as much as you should be. That’s cool, there’s nothing wrong with that, engineer is the “healer class” and should heal! 

The thing is, from what I gather, engineer is also supposed to be considered a support role, not just “a healer” and lay down support structures that fulfil supportive roles. 

Using the above ideas we can give engineers a weak passive hull/shield regen aura that can be boosted using one module to achieve the same level of regen at present, rather than two.

 

 

I do think that there should be more of these support structures and I believe more are due to arrive with patches, however these two pseudo-mandatory modules do limit us to how we can spec out. 

Here are the setups I expect to see engineers using in the current version.

Warpgate, nanodrone, mass shield, energy regen

Warpgate, nanodrone, mass shield, remote hull

Warpgate, nanodrone, mass shield, remote shields

(Or maybe they’ll drop gate and regret it after a few games.)

 

 

Ideas for support structures

 

Since I’m not the kinda guy to suggest “add more support structures” without offering an example, here goes:

 

The Turret

Fairly straight forward, shoots projectiles at baddies. Could be placed in open space with a blind spot, could be mounted against surfaces, could be both, one having an advantage over the other. A fair amount of hull, say 12000 with no res. Much easier to shoot at than a drone, size on par with turrets found in PVE.

Prioritizes enemies targeting the Engineer. Should only be capable of small proximity engagements unless it is shooting at a priority target, to prevent stacking turrets getting too out of control.

 

Remote Repair Station

For the Engineer on the go, leave behind a Remote Repair Station that is capable of rudimentary repairs. It repairs nearby ships by 100hull/shield per second but is only capable of healing ships to 40/45/55/60% of their maximum hull/shields. Can be destroyed, has 10000hull.

Does not stack with nanodrone/mass shields. 

 

The Carwash (my fave)

The engineer deploys two extending poles that create a field in-between the two which friendly players can fly through to remove debuffs. 1 debuff per pass(?).

Could do something adverse to enemies who try and use/accidentally fly into the opposing teams carwash, like damage them, cause them to collide or pass the debuffs on to them.

I made an illustration for this one…

post-239759-0-90940000-1371234100.jpg

Spydrones are just an example.

Let’s face it, something like this is long overdue considering the current state of spydrones!

 

 

 

Of course it goes without saying, constructive criticism/discussion/ideas yada yada are welcome. :slight_smile:

Peace, until I see you in the battlefield!

having the heals and buffs as base passives which can be boostet is a GREAT idea, how often did engies not use/equip heals or got ecmd and forgot to turn them on? countless times my friend :D. the other ideas for the new mods could bring a lot more variety to the engies, the only the thing they currently “construct” is the warpgate.

sacrifice own survivability to heal others? sounds fair

 

but an always-on heal aura that cannot be deactivated short of killing the source? erm…

 

I do love more support structures tho. to make engineers live up to their name coz Engineers in SCon currently = Elf Healer. And that’s not hetero enough.

 

+1 sentry turret

/moved

sacrifice own survivability to heal others? sounds fair

 

but an always-on heal aura that cannot be deactivated short of killing the source? erm…

 

I do love more support structures tho. to make engineers live up to their name coz Engineers in SCon currently = Elf Healer. And that’s not hetero enough.

 

+1 sentry turret

 

i think that the module to bost the heals in an active one. if you go through the stats mentioned this will be a nerf to regen rate so i think it is fine to keep the resistances.

 

All Empire Engineers heal nearby ships for 75 hull / 50 shield per sec. within 2500m

All Federation Engineers heal nearby ships for 55 hull / 70 shields per sec. within 2500m

Passive, all engineer frigates heal on a small scale by default.

 

 

Was looking at this one. this essentially softens the ion-stasis-energy counter. Why would we want that ?

the result will be:

  • engineers: unuseful, none will us them

  • command. unuseful, none will use them

 

eveyone on guard ship and ceptors

 

ceptors will start di ask to nerf guard ship.

After the guards nerf, omg! ceptors are op! they need a nerf!

 

rinse repeat.

Thanks LagOps that’s a good point actually, I didn’t take forgetfulness into account! How forgetful of me… :wink:

 

Kine you’re right, in all honesty some more anti-healing modules, or missiles, would need to be introduced into the game to balance this out, but I think that would be a welcome addition. Recon’s spydrones are the only current module that reduces regen. Baring in mind spydrones (or hypothetically speaking, another source of regen nerf) and ion missile/beam to disable BoosterMod would curb the regen to around 30-40 per second which is negligible, it’ll be no good against an organized attack.

 

Thanks Zeik

 

autobot, sorry if my explanation was crap, but do you understand properly that this is intended to keep regen at around the same rates, if not a little higher and additionally give engineers another module slot and a weak but constant regen aura? I dunno if you read it all man.

 

Peace.

Great idea, ive said similar things to your idea every time someone mentions engineer.

 

In my opinion: No module should be a must have.

No class should be a must have.

All classes should be “somewhat” usefull all the time (9 skilled recon ships should win over one of each class with lowish skills, but a mix wins if the skill levels are somewhat even.

Healing in combat shouldent be able to overcome more than maximum 30% of the incomming dps from one recon ship with the avrage hit rate (low dps), unless that healing is on a long cooldown.

 

Over all, i think this would be a great addition, but it wouldent solve “im a interceptor under engineer healing, so you 4 guys cant kill me” and all the other forms of bullshit the current engineers bring.