Regardless, last two pages basically cleared it up on why some people claim that engineers are weak when most people say they’re still too strong.
When you’re playing a R4 ship in T2, or playing engineer that stacks health instead of resists you will probably feel weak. Just like you would feel weak if you played a R4 int in T2, or didn’t stack speed on interceptor.
You need to build your ship in a viable way to achieve results. It’s fairly clear that many people do not really understand game mechanics well enough to build their ships in an appropriate way and suffer as a result.
I think we need a better guide for ship building for players who are no longer new to the game but still do not really understand what ships need to be successful. In the last few days I’ve seen things from stuff posted in this thread to people claiming that rapid fire plasma is better on gunship then rapid fire railguns when used under overdrive. So we have major misunderstandings on many players’ part from the basics to more advanced stuff.
If nothing else, it would certainly reduce the protesting about buffs/nerfs as they would become much more agreeable when you start playing the game with viable ships and builds and end up seeing the same thing that testers see.
Regardless, last two pages basically cleared it up on why some people claim that engineers are weak when most people say they’re still too strong.
When you’re playing a R4 ship in T2, or playing engineer that stacks health instead of resists you will probably feel weak. Just like you would feel weak if you played a R4 int in T2, or didn’t stack speed on interceptor.
You need to build your ship in a viable way to achieve results. It’s fairly clear that many people do not really understand game mechanics well enough to build their ships in an appropriate way and suffer as a result.
I think we need a better guide for ship building for players who are no longer new to the game but still do not really understand what ships need to be successful. In the last few days I’ve seen things from stuff posted in this thread to people claiming that rapid fire plasma is better on gunship then rapid fire railguns when used under overdrive. So we have major misunderstandings on many players’ part from the basics to more advanced stuff.
If nothing else, it would certainly reduce the protesting about buffs/nerfs as they would become much more agreeable when you start playing the game with viable ships and builds and end up seeing the same thing that testers see.
I still do say that interceptors in T2 are still overpowered. I’ve started flying the Dwarf and have managed to get more kills in that than I ever have in a fighter or a frigate. Plus, my kills per match are higher. I think this says something.
All the time what I was trying to say was:
Remote heals need to be nerfed that tad bit more, especially the shortened cooldown on the remote shield.
Mass heals should be reverted, but given percentage healing instead. Allows for every player to sit out for the same amount of time.
Otherwise, engies are really okay. In 0.8.0 I managed to score several ‘We Are The Champions’ medals. My record is something like that and an ‘Open Season’ in one match. That’s going over the top a bit, but I think some of the nerfs were entirely unneeded. Just my two cents.
So switching from a T4 support with bad build to a T5 striker with (likely) decent build nets you more kills. And your conclusion is that because of it, strikers are overpowered?
So switching from a T4 support with bad build to a T5 striker with (likely) decent build nets you more kills. And your conclusion is that because of it, strikers are overpowered?
I am speechless.
It’s got stock everything, except for the double deflector and needle system.
The Raptor was perfectly fine before the nerfs. It did very well in battles when I used it properly. I doubt I’m even using the Dwarf properly and I’m racking up kills. This is a perfect example of newbie-facerolling-keyboard-and-getting-10±kills-in-one-match. Matches in T2 have devolved from what you class even as ‘training’ to ‘whoever has the most interceptors wins’. I played in a match against 10 interceptors. Our team was fairly organised and we used a variety of ship types. A couple of people even switched over to Tacklers and started killing the interceptors. End result? 87 to 0. This is why I say interceptors are overpowered.
EDIT: In combat reconnaissance we had an engineer and a guard backing up our captain. I was on site with my Fox M. As you can guess, inty rush, and we lost in one and a half minutes. Very balanced, isn’t it?
Your stubborn refusal to actually drop down to T2 and actually examine in detail how matches in T2 are now played out leaves me speechless as much as my previous comment does to you.
Your T2 concerns have been adressed by several players in this very thread. Many of them pointed out your exact mistakes. Your stubborn refusal to give a damn about any of them pretty much underscored the fact that you’re not here to discuss the issue, but to find justification for your beliefs.
Stop pointing fingers at others and take a good long look in the mirror.
Your T2 concerns have been adressed by several players in this very thread. Many of them pointed out your exact mistakes. Your stubborn refusal to give a damn about any of them pretty much underscored the fact that you’re not here to discuss the issue, but to find justification for your beliefs.
Stop pointing fingers at others and take a good long look in the mirror.
EDIT: After looking through the entire thread and actually reading the posts, I’m going to have one more shot at this.
First thing, your argument about my T2 concerns in this thread have been challenged by virtually one player only: you. Find me another poster in this thread that goes adamantly against what I’ve said and suggested and I will concede defeat.
Secondly, I doubt you even get the gist of what I’m saying here. I have made my points clearly, and have also tried to make suggestions based on these points. Fair suggestions which might help the game out a bit.
We had several groups cycling through t3 yesterday, so one of the groups, mine moved down to t2 for a bit, we played prolly 10 or 15 matches. I was engineer or guard in all of them. I saw no issues with interceptors or heals.
Other team tried to swarm my guard with interceptors… pulsar, 8 dead interceptors.
We had several groups cycling through t3 yesterday, so one of the groups, mine moved down to t2 for a bit, we played prolly 10 or 15 matches. I was engineer or guard in all of them. I saw no issues with interceptors or heals.
Other team tried to swarm my guard with interceptors… pulsar, 8 dead interceptors.
in T2, heals never have been a problem…
And honestly, those must have been the most xxxx inty pilots ever… it’s not hard to solo a guard in an inty, especially if you are in a covert ops.
It is if your guard has half a brain and one person with him.
The only thing that killed me in t2 was focus fire, I dodged… yes in a guard ship, i dodged plasma arcs. I think out of 30 ticks, I got hit by one of them and it did all of 2500 damage. Reason why? Perhaps because I was always moving around rather than just sitting in one spot. Even when guarding a beacon I would fly around it, strafing left and right constantly.
Its not about what you fly in a lot of cases, its how you fly and your knowledge on ship building that will make a difference.
Look, Sabre… when people talked about T2 frigate balls, nobody was ever considering the Raptor. It can do the job of a Hydra or Alligator, but not as well by a long shot. If you want a good example of what I mean, come and 1 vs 1 me - your Raptor vs my Hydra. You will be torn apart in short order even if you take Mk III equip in every slot.
Rank 5 ships have their place in a T2 balance discussion, but Rank 4 ships do not… unless of course you’re discussing how badly they need to be buffed.
Seriously man, get yourself a Rank 6 engineer and then you’ll get a better feel for what the Engineer situation is like in T2.
On that note, I am seeing a lot more Engineers lately. Maybe it’s the luck of the draw, but my current conspiracy theory is we’re on the other end of a talent bellcurve. In 0.8.0 you didn’t need skill to be an Engineer - they were seriously overpowered and anyone could do well with them. Come 0.8.1 there were major nerfs and a lot of people ragequit the class. This is also where the Interceptor saw a massive boost in popularity. It is possible that people may be returning to the Engineer class now that they’ve seen it doesn’t need 6 guns and a 12km healing radius to be powerful.
No evidence to support this of course - it’s just a theory.
I whant to ask the dev if can make the signature maskin(guard module damage debuff) a activable(now is a constant debuff) module like the counterpart valkirie(command damage buff).
I think this simple change can help a lot to counter ‘‘frigateballs’’ and this is the most braking gameplay in t3 pvp.(my thinking)
You have to remember that they buffed solo engineers massively in this patch. I suspect the initial “omg we got neeeeeeeeerfed” whine wave got a lot of people, but then people actually tried engineers, noticed that they got buffed for solo play and started playing them in huge balls of random solo players again.
You have to remember that they buffed solo engineers massively in this patch. I suspect the initial “omg we got neeeeeeeeerfed” whine wave got a lot of people, but then people actually tried engineers, noticed that they got buffed for solo play and started playing them in huge balls of random solo players again.
Seriosuly, name ANY way the engi got buffed in T1/T2 with the last patch? Because T1/T2 engi’s been getting nerfed with every patch…
It is if your guard has half a brain and one person with him.
The only thing that killed me in t2 was focus fire, I dodged… yes in a guard ship, i dodged plasma arcs. I think out of 30 ticks, I got hit by one of them and it did all of 2500 damage. Reason why? Perhaps because I was always moving around rather than just sitting in one spot. Even when guarding a beacon I would fly around it, strafing left and right constantly.
Its not about what you fly in a lot of cases, its how you fly and your knowledge on ship building that will make a difference.
the moving thing is kinda common sense, i do it myself and i think i have yet to die to a frigate in a 1 v 1, only mines are annoying, but hardly stopping me.
People have no right to complain if they are A. not maxxed out on there Tier. B. Suck as a pilot altogether. Losing the race is like blaming the car for your shortcomings, but not blaming the driver for doign such a xxxx job.
People have no right to complain if they are A. not maxxed out on there Tier. B. Suck as a pilot altogether. Losing the race is like blaming the car for your shortcomings, but not blaming the driver for doign such a xxxx job.
And the mechanic for providing a standard road version of the car for a WRC race. Which is what entering T2 in a R4 ship is.
Hmm why don’t you guys create some Frigate/Engineer builds to share your thoughts.
This may help other new players get started and some others may understand how you play your engineer.
There are several posts with screenshots that do just that. They just apparently got ignored by certain someone other than “why you have so much survivability, you health is only 2/3 of it”.
JP, I think you’ve been living up on your pedestal too long.
I agree entirely that opening rank ships are crap and you shouldn’t judge balance of a tier based on their performance. I found out first hand in Tier 3 that just moving from 7 to 8 makes a surprising amount of difference.
But to suggest the only people who should be allowed to talk about balance are people flying the highest ranked ships in a tier using pure blue/gold and purple gear… frankly, that’s just insulting. It’s disgusting elitism, and it proves how woefully out of touch you are. You don’t balance a game solely for the maxed out players - you balance it for everyone!
I need to get in and heal, though. My experimental mass shield has a 2800m range and my assault cannons have a good 3200m range. My guns outrange my healing, and if I can’t heal what use am I?
Your fit is wrong. Switch to hail plasma and you’ll see major difference! Trust me and switch. Assault plasma can’t hit interceptors.
Also, use charged shots. Charged shots has higher crit chance than normal shots. Charge x3 has x3 crit chance, but slightly lower crit damage than 3 uncharged critical shots.
There are several posts with screenshots that do just that. They just apparently got ignored by certain someone other than “why you have so much survivability, you health is only 2/3 of it”.
It was an honest question.
Now can I kindly request you stop making those oh so subtle insults? Frankly, it’s getting kind of tiring.