Engineer's healing and effectiveness

Hello guys !

 

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.

What do you think of it ?

It’s an interesting idea, do engies get synergy for healing others?

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.

1 hour ago, ORCA1911 said:

It’s an interesting idea, do engies get synergy for healing others?

They do so no problems here. But they get effectiveness only when an enemy die by an ally under healing auras (and a ridiculous amount).

2 minutes ago, Swifter43021 said:

…But they get effectiveness only when an enemy die by an ally under healing auras (and a ridiculous amount).

And how about increasing this ridiculous amount?

19 minutes ago, ntboble said:

And how about increasing this ridiculous amount?

Because this value works only with auras. Healing guns don’t.

Tried it a while ago, the staff is not interested in the idea but they added “healing synergy gain” after some time.

It’s a slow process, write a suggestion anew ![:D](<fileStore.core_Emoticons>/emoticons/006j.png “:D”)

Yeah, but what change is that now we have vouchers that depends on effectiveness. Soooo…

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.

 

 

5 hours ago, Swifter43021 said:

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.

On 10/23/2016 at 9:57 PM, Spongejohn said:

(Expecially in that new game mode, where healing ships are totally useless, when they will remove that rubbish?).

wut, posi-engies are my favourites in that game mode.

and healing does a difference, even in that mode