Engineer’s healing have a HUGE problem : You can save your whole team of dying, but you still get 0 effectiveness from it.
While it may appears like not important, there’s a big problem with it : Vouchers !
Some contracts requires effectiveness to be completed. Right now, it’s like a penalty for helping your team. We need to do something for it.
So for this, I’ll suggest that all kind of healing grant 1 Effectiveness per 2% hull/shield healed. Which mean 100 effectiveness for a full heal.
And to make it like all effectiveness things : healing an ally under attacked, or healing an ally capturing a beacon/that have a bomb/captain multiply by 2 the amount of effectiveness won.
Maybe the values are a bit hight, I’m not sure. But it’s just an idea, tweaks can be done.
Would be nice if something like that was implemented. It shouldn’t give points for repaired percents though, but for absolute values; otherwise people will just start chasing interceptors and forget about repairing frigates and destroyers.
To be honest, engineers are the worst class to play to do contracts.
Contracts are :
Deal a sh*t tons of damage
Kill hundreds of ships
Get a lot of effectiveness
And they are bad at EVERYTHING. It’s so unbalanced IMO.
Depends on the ship, some of them are really good. But if your team is bad, you will never gain a good amount of eff. Even if you did all right (healed cap or the damage dealers, having the right res value, stayed under cover\charged when is safe etc…), Your score will be low. (Expecially in that new game mode, where healing ships are totally useless, when they will remove that rubbish?).
So yeah, probably something should be done to fix low eff. from engies, meanwhile some fix like removing survival and nerf that outrageous op brokk’s weapon also should be done.