(Typed this part after I finished the actual thread. Sorry for repeating similar things along the way but I will have to stress out that this thread is not about asking any kind of “number tweaking/buffing/nerfing” as far as modules/active modules/base ship stats go. This thread is only about suggesting adding efficiency points to an engineering ship which heals a friendly damaged ship by Eclipse Launcher even though I touch some other things aswell.)
-The title itself is a tl;dr so you can avoid this long part.
I admit I am slightly biased about this suggestion as I like and can almost say I “main” engineering ships in pvp. The last bit of the needed push to make this thread came to me after manufacturing the Octopus.
As we know, engineering ships do not favor “main weapon damage combat”. (This obviously does not mean that we can not fit an engineering ship to deal better main weapon damage nor does it stop us from using our weapons on enemies.)
This feature and the fact that it is kind of a nice and fast projectile weapon makes me lean towards the Eclipse Launcher on all my engineering ships starting from the lowest available eclipse rank. (Especially on PvP which I mostly spend my time on.)
I have had battles where I tried healing that oblivious_ destroyer_ pilot who can’t be bothered to dodge any of the incoming damage. It is quite time consuming. With 3 team heals (2 of which are used with huge energy reserves to increase the amount of healing) and constant eclipse launching, I can barely negate the incoming damage to a lazy destroyer.
The battles result with me having some assists and at a very low place in the board whereas the sitting destroyer got multiple kills because he was able to keep sitting there and bursting out projectiles. Effectively moving around, dodging hostile things and keeping eclipse spam on the destroyer almost 100% of the time and essentialy having very high “activity” results in very low amounts of efficiency points. Heard lots of “Thank you, I won’t forget it!” sentences but apparently they all forget to give you that lovely “thumbs up”!
Now, I am not complaining about the healing values of either the active modules or the eclipse launcher.(I find those values pretty much “balanced”.) I am only concerned about the fact that doing healing on a damaged friendly gives no efficiency points at all.(Damaging an enemy also does not give any efficiency points but it can lead to killing an enemy - which is the second biggest efficiency point source after capturing a beacon - I believe killing the enemy captain rewards even higher efficieny points than capturing a beacon but that is rare compared to capturing a beacon.)
Damaging an enemy will also lead to a Damage Assist which, again, I believe to be rewarding more efficiency points than a Buff Assist which only makes sense to me since when we deal damage to an enemy and one of our friendlies kills him while getting “buffed” by our healing, we never get a Buff Assist, we get Damage Assist instead.
Healing alone (not dealing any damage at all) gives us “Buff Assists” when an enemy gets killed by a subject of our healing. Comparing classes to each other is a bad thing to do in this game but in this case, it is very similar to command ships getting buff assists with their active modules. The same command class that also gets to use a team damage amplifier, in most cases leading to more efficiency points overall the whole team and/or the command ship itself. (Buffing your team by healing will lead your team to survive longer which will/might _eventually _lead to more kills whereas buffing your team by increasing the overall damage, especially at a time of opportunity, is almost guaranteed to give your team a higher number of efficiency points.)
(Just to clear possible confusions; I will not like to see a “damage buff” active module on an engineering ship nor I would support it. Active modules are adequate for me as they are now.)
Personally I like doing pvp battles and I like it more when I _feel _I have been useful in a battle and I will like it even more if I could actually see my efficiency as points rather than _feel _how efficient I was. -still only talking about eclipse launcher healing efficiency points.
Essentially what I am suggesting is making the Eclipse Launcher so that it rewards the engineer with efficiency points when they actually heal some hull damage. It should still not award anything on overheals. (Like trying to do eclipse healing on a friendly ship with 100% hull.)
The benefit of this change would mainly be to please those who feel like me and most probably encourage engineering ship piloting.
The only disadvantage I can see would be that there might be “too much encouragement” and lead to engineering ship overuse which has its own benefits - In the end, who does not like to see more engineers in their teams? I reckon the number of those people would be pretty low. (Almost everyone that wants a win would like to see more destroyers before engineers in their team but I am neglecting that part.)
This has been a rather long thread to read for a petty efficiency points change but I hope what I suggest is seen reasonable and supported by other players. I also hope I opened this thread in the relevant section of the forums.