Guard/Engineer Ships suggestion

First of all I support most changes in 0.8, i love the fact we have more defined roles.

 

I do have concerns about Guard and Engineer ships.

 

Currently guard can take quite a beating, but its ability to recover from that is painfully slow, some say they to hard to kill, but in reality they wear down very quickly.

 

Engineer ships however are very vunrable, due to aoe heals the recover from damage quite fast, but die in second due to focus fire… BUT biggest problem is everyone knows they are the healers, and what happens to a healer in a pvp game? it get ganged up on and taken out in seconds… this is the main issue for Engineers.

 

 

Suggestion:

 

Split the ships into 2 similar roles but 1 Hull focuses, the other shield focused

 

 

Engineer will have ‘Hull Focused’…

Nanodrone Cloud.

Remote Hull Repair.

Liquid Metal Injector.

Missile Shield.

Warp Gate.

 

Guard will have ‘Shield Focused’…

Mass Shield Generator.

Remote Shield Generator.

Emergency Shield Boost.

Pulsar.

Mobile Barrier.

 

.

 

this setup will also fit perfectly into the faction setups, as empire will have hull focused modules, Jerico will have shield focused Modules, and Federation with have both types.

Additionally, because we now have 2 different ships doing different healing, it will adress everyone ganging up on a specific ship type

“BUT biggest problem is everyone knows they are the healers, and what happens to a healer in a pvp game? it get ganged up on and taken out in seconds…”

But the engineer’s team knows too that he/she is the healer so thy protect him/her. Right guys? guys?! …

My only concern to engi frigs is their effectiveness score. You don’t get score for healing, only if the healed one kills someone. So if you are in the back with long range weapon and the damaged ships run back to you you wont get points for supporting.

“BUT biggest problem is everyone knows they are the healers, and what happens to a healer in a pvp game? it get ganged up on and taken out in seconds…”

But the engineer’s team knows too that he/she is the healer so thy protect him/her. Right guys? guys?! …

My only concern to engi frigs is their effectiveness score. You don’t get score for healing, only if the healed one kills someone. So if you are in the back with long range weapon and the damaged ships run back to you you wont get points for supporting.

The whole EFF system could use some tweaks (or an overhaul). it would fix this issue along with the EMP bomb camping as well.

dont’ know why so many games tend to just say ‘xxxx support. they need no score’

“BUT biggest problem is everyone knows they are the healers, and what happens to a healer in a pvp game? it get ganged up on and taken out in seconds…”

But the engineer’s team knows too that he/she is the healer so thy protect him/her. Right guys? guys?! …

My only concern to engi frigs is their effectiveness score. You don’t get score for healing, only if the healed one kills someone. So if you are in the back with long range weapon and the damaged ships run back to you you wont get points for supporting.

yesterday i went in match, and as that match had nothing related to current contracts, i was fooling arround , and not doing pretty much anything. I ended up at highest eff rating with some kils, and 47 assists. Right now Enginiering frig seems to be a lot better than Guard frig is after nerf. Guard frigs are now just meatballs floating in space: dmg is bad, speed is bad, durability is good. that single thing does not outweight others.

seems everyone is dancing around the original subject :-/

I don’t really think the guard ships should be much of a shield buffer as the engineer is, mainly because it is a tank so that’s pretty much how its suppose to function. Like personal defense, it has its own heals and can debuff targets, though the tank on a guard ship can be very tough depending on how many people begin shooting at it. Modules that boost shields would make it even tougher.

 

Thing is shields are perfect for beefy tanks, what I mean by that is. They are suited for having a ton of hit points because they regain quickly and have quite a large capacity. However they make poor resist tanks. Hull on the other hand make great resist tanks but poor beefy tanks.

 

By separating their focus it would grant the two less modules to use, one is just a healer while the other is just a tank. Though personally I do not think their special modules are quite fitted for the roles. Sure drones give out an early warning system and they do heal or shoot but truthfully I’d think it would be more fitting for a guard ship to have such an ability. The engineer is a support ship and will be often focused down if it doesn’t hang behind the battle line. So the disintagrator seems like a more suitable choice for them. With debuffing effects making it more of a tool.

seems everyone is dancing around the original subject :-/

we’re not really dancing around the subject. we’re being objective about the actual problem.

You can have either a front line support or a backline support. In some games a front-line support doesn’t make a lot of sense. In this game, either can be applicable, but really front-line support makes a bit more sense. especially because the engineer frigats don’t have a lot of long range tools.

In a team oriented setting, most people understand you need to protect your support. a good support also understands that you sure as heck better be able to survive long enough to do some good for your team. Support roles act as a catalyst. you don’t directly do anything, but you make other things happen, it’s a bit of an odd relationship and it can be terrible difficult to balance. However Star Conflict has an advantage in that they can make some tools available exclusively to the support class.

That being said, your aptitude in battle is a factor of your personal skill, the loadout you’re using, and you’re ability to ‘read the field.’ and be where you need to be.

As an example: if you’re sitting in the back with Regen buffs and hitting from long range, and your front line units are dieing. probably not the best place for you. if you do want to stay out of the fray, you should be utilizing the maximum range of your buffs, especially if you’re using a ‘glass cannon’ loadout.

In my opinion Guard is really your front line support. and engineer is your mid-long range support. guard has a lot of tools, and i especially like this frigate because i’m jerricho. Specing with thermal res passives and setting phase shield to EM, I can take quite a beating with shield actives. The only thing I think guard needs is more ways to effectively ‘zone-control’ smallareas of the map.

Engineering frigates are really in a great place. I wouldn’t change much about them at all. I would change the EFF system to allow them to actually get some score though.

We’re competing between ship balance here and rewards. People who play support should be rewarded. which is why we need changes to the EFF system.

Guard could use some zone-control abilities to make it more balanced and allow it to do its job as a front-line tank/support.

The Guard Frigate suffers because while it has massive defense, it can’t ward off attackers - they will wear it down and destroy it because the Frigate can’t kill them before the shield/armor drops

 

I have seen Fighters outright sit still and take on Frigates, because their DPS is so high compared to a Frigate’s that they don’t even have to move. They seem to chew through 23K shields before the Frigate can punch through 7K

yesterday i went in match, and as that match had nothing related to current contracts, i was fooling arround , and not doing pretty much anything. I ended up at highest eff rating with some kils, and 47 assists. Right now Enginiering frig seems to be a lot better than Guard frig is after nerf. Guard frigs are now just meatballs floating in space: dmg is bad, speed is bad, durability is good. that single thing does not outweight others.

 

this +1 , i think i will take my anakonda m out of my start up line  because it dont give me the “that feels right”-feeling anymore.

 

Yeah it can take some serious dmg but thats all . I play it with minefield right now and that + Pulsar is the only reason i get some kills . The missing two turrets + slower as an astroid is making it impossible to be smth different than just a huge dmg eating target at the position you are going. Not more than a barricade.

 

Even fully fitted for speed it does not make any difference to speed. You are still a slug.

 

And the lack of dmg-output + slow turningspeed makes it just easy for a gang of intys or , as above discribed , a single well fitted and just a little well flying fighter to eat you alive -.-.

 

I think the speed decrease would be enough but both , speed drcrease + dmg output-reduction , is just to much.

Personally I believe engineer and guard frigates should have four turrets, matching the fire power that of a fighter. Frigates are suppose to be survivable tanky support vessels. That aid the team as a whole, firepower is just something not needed for them but the main problem lies with their maneuverability. They lack any capability to maneuver out of anything really, possibly the best way to deal with this is to make it so that it has a wider firing arc. That would allow the ship to fire in different directions just as effectively as it fires forward. It would not be such a bad trade off, as it would be able to fire at 360 degrees around the ship at the cost of fire power.

 

Though that being said the sniper ships will still have their 6 turret capabilities, which would actually make them effective frigate destroyers. As even with four turrets with the aid of drones or whatever, Guard ships and engineers can still fend off light or solo attackers and remain tanky to support in dog fights.

First of all I support most changes in 0.8, i love the fact we have more defined roles.

 

I do have concerns about Guard and Engineer ships.

 

Currently guard can take quite a beating, but its ability to recover from that is painfully slow, some say they to hard to kill, but in reality they wear down very quickly.

 

Engineer ships however are very vunrable, due to aoe heals the recover from damage quite fast, but die in second due to focus fire… BUT biggest problem is everyone knows they are the healers, and what happens to a healer in a pvp game? it get ganged up on and taken out in seconds… this is the main issue for Engineers.

 

 

Suggestion:

 

Split the ships into 2 similar roles but 1 Hull focuses, the other shield focused

 

 

Engineer will have ‘Hull Focused’…

Nanodrone Cloud.

Remote Hull Repair.

Liquid Metal Injector.

Missile Shield.

Warp Gate.

 

Guard will have ‘Shield Focused’…

Mass Shield Generator.

Remote Shield Generator.

Emergency Shield Boost.

Pulsar.

Mobile Barrier.

 

.

 

this setup will also fit perfectly into the faction setups, as empire will have hull focused modules, Jerico will have shield focused Modules, and Federation with have both types.

Additionally, because we now have 2 different ships doing different healing, it will adress everyone ganging up on a specific ship type

I like this idea. It fits the factions and makes each role more defined.