Out of interest, is there anything that does belong in the thread? Clearly gameplay related discussion for patch itself is banned for whatever reason. What exactly is actually allowed?
I’m gonna guess that if it’s not in the patch notes, we can’t talk about it. Which means I can’t go on a rant about the camera, or the loot system, or practically anything else without it getting removed.
I’m gonna guess that if it’s not in the patch notes, we can’t talk about it. Which means I can’t go on a rant about the camera, or the loot system, or practically anything else without it getting removed.
There are topics about the [camera](< base_url >/index.php?/topic/19840-give-us-feedback-new-camera/) and the [loot](< base_url >/index.php?/topic/19841-give-us-feedback-new-looting/) system. There you can talk about these issues, while this thread only focuses on changes in this patch.
ok what the hell,(realistic) i just got placed against an enemy with full T3, while i only had T2 ships. my friendly bots were also T1/T2 and so were his, but what the hell was he doing queed in T2?!
Yeah, after playing about a bit more with Engi frigates, I can’t but see the wrong in having the heal aura range nerfed and the booster energy consumption brought so high. Now they’re lumps of metal who waddle at snail pace through the battle field trying to get into the middle of the battle so they can support allies while being hammered from all sides and not being able to do much in terms of evasion.
Given that, might I suggest nerfing command fighters? Resistance auras brought down to 1Km from the ridiculous 6.5Km and reduced values? Also nerf available energy? That would make equal amount of sense no?
Yeah if they were to keep the range or at least add a little more back onto the range say make it 3k or 2.8k even and it’d be a little better while keeping the other variables the same. I can see lowering the rate, but the range that close is usually a death trap unless you
(a) have someone else buffing, and/or watching your back
(b) you’re a skilled frigate pilot who knows how to work his ship
I’d go for upping the slow auras back up to ~3.5k range while keeping the burst module ranges short. Then you can give passive support to many, but if you want to deliver a burst you have to go to them or them to you.
I’d go for upping the slow auras back up to ~3.5k range while keeping the burst module ranges short. Then you can give passive support to many, but if you want to deliver a burst you have to go to them or them to you.
I agree with this. For optimal map coverage, the range on those mass auras dictates how far Engineers can be while still engulfing their teammates in their spheres of influence. Since stacking isn’t a problem (i.e. mass modules don’t stack), efficient play encourages Engineers to spread out. I realize this isn’t the reality with the frigate-ball meta, but decreasing the range on these modules only promotes clustering.
If an Engi wants to hide 3-4km away from the beacon, I say let him. This also means he is 3-4km away from his team. There’s nothing preventing individual pilots from circling around and nipping said Engi in the behind.
I agree with this. For optimal map coverage, the range on those mass auras dictates how far Engineers can be while still engulfing their teammates in their spheres of influence. Since stacking isn’t a problem (i.e. mass modules don’t stack), efficient play encourages Engineers to spread out. I realize this isn’t the reality with the frigate-ball meta, but decreasing the range on these modules only promotes clustering.
If an Engi wants to hide 3-4km away from the beacon, I say let him. This also means he is 3-4km away from his team. There’s nothing preventing individual pilots from circling around and nipping said Engi in the behind.
I think the problem is that devs want to stick to “strong heals” concept. That requires nerfing everything else harshly.
That said, mass heals are still far more powerful due to 0.8.0 buff, that hasn’t been rolled back even halfway yet with all the nerfs that came.
Once again I will repeat - engie is not a tanking nor a front-line frig. His role is to stay behind under cover and support allies, not fly around with them.
And there will be some other tweaks to Engie soon.
Can we have the mass heals reverted and made so that they scale with ship size? Please?
Hopefully there will be no massive buffs to already massively overpowered ships. The direction is to nerf the heals for frigate balls, not buff them to the heavens.
Once again I will repeat - engie is not a tanking nor a front-line frig. His role is to stay behind under cover and support allies, not fly around with them.
And there will be some other tweaks to Engie soon.
Okay… so what the hell did you think would happen? Did you really think that reducing the healing range of Engineers would make them stay away from the very pilots they are trying to heal? Did you think they’d all go and camp spawn with the Long Range Frigates?
It should have been obvious what would happen; Engineers would either be forced into front line combat, which you readily admit they are not meant to do, or they would be stuck in an awkward middle ground of “too far back to support, too close to avoid being screwed over.”
The only way to keep Engineers off the front line at present would be to buff their healing ranges to around 6km or more… but the problem was never the range of healing - it was the impact healing had. It allows ships to out-tank Guard Frigates, and makes Interceptors borderline invincible. They heal too much too quickly, hence why they are the target of every other ship in the fight.
6k range is way over the top. Tbh the old range was fine, and it could have been nerfed to 3.5k and I’d still have been happy.
I see what you’re trying to do, making it so that you need to go to the engineer to get healing, but this is passive and frustrating for engineers when their teammates inevitably don’t cooperate with them. I’d much rather my nanodrone cloud and mass shield generator were longer range but took a big hit to effectiveness so that I’m at least consistently contributing.
Engineers would either be forced into front line combat, which you readily admit they are not meant to do, or they would be stuck in an awkward middle ground of “too far back to support, too close to avoid being screwed over.”
… but the problem was never the range of healing …They heal too much too quickly,
worth quoting again
Once again I will repeat - engie is not a tanking nor a front-line frig. His role is to stay behind under cover and support allies, not fly around with them.
And how are they supposed to score points ? I’m confused.
Once again I will repeat - engie is not a tanking nor a front-line frig. His role is to stay behind under cover and support allies, not fly around with them.
Actually I don’t think anyone is unhappy with the idea that engineers are meant to chill a few k from the front line and aren’t meant to be as tanky as guards. That pre-0.8.1 they could sit in the front line and tank was imo broken and I’m happy that they now can’t.
But as Jasan says this philosophy of staying behind the action has been *hit* by the range reduction. I was quite happy chilling 3k back from the action with my engineer, staying out of trouble and letting my allies defend me, but now I can’t really because I’m mostly useless at that range. Engineers actually followed your designed behaviour more closely in 0.8.1 than now - now the most effective way to engineer is to “suicide engineer” by charging in too close for your own good and hoping you get enough healing done to justify your (probably short) existence.