But thing to note was the regen rate and that being able to boost shields back to almost full again twice maybe 3 times in that encounter was kinda meh. Barrier or no barrier.
That… was perhaps the most boring match of Star Conflict I have ever witnessed. If that is the norm in Tier 3 now, then I really see no reason to try and fly in it any more. Watching three ships unload their full firepower into an Engineer who just didn’t notice… that would make me ragequit the game and walk away from the PC.
Devs, you are not helping anyone by allowing that kind of crap to happen.
No, I mean a pilot that knows how to play. If you choose to attach this meaning to a “T4 pilot”, that is your choice of semantics.
‘A pilot who knows how to play’…
Pretty much all of us know how to play. Some better than others. I have very few qualms with suggested nerfs to guards and LRs, but Engineers need some way to let them survive for longer in T2. Their mass heals no longer cut it and the fact that interceptors can 1v1 them and win - which is often not the case as the interceptor will most likely have a couple of ships backing him up - seems very off.
Pretty much all of us know how to play. Some better than others. I have very few qualms with suggested nerfs to guards and LRs, but Engineers need some way to let them survive for longer in T2. Their mass heals no longer cut it and the fact that interceptors can 1v1 them and win - which is often not the case as the interceptor will most likely have a couple of ships backing him up - seems very off.
People who know how to play well already pointed out that they are surviving just fine. I would suggest that people who may not know how to play well enough to survive should learn how to play until they do, instead of asking for sweeping buffs to let them dominate much better players flying other ship types.
People who know how to play well already pointed out that they are surviving just fine. I would suggest that people who may not know how to play well enough to survive should learn how to play until they do, instead of asking for sweeping buffs to let them dominate much better players flying other ship types.
Mmm, I’m going to ignore that very subtle jab of yours and - if I was a bit more snobbish - offer a counter, but instead I’m going to state this:
Engineers require their range on their mass healing back, and get it converted to percentage healing to counter immortal interceptors everywhere. The immortal frigates are suddenly introduced in T3, where frigate balls are what is causing everyone to start yelling:
FRIGATES ARE OP! NERF THEM!
My request for the nerf on interceptors is due to them being able to single-handedly kick everything else’s *** without fear. That’s my problem.
Sabre, take a screen shot of your engineer and its build for me so I can see the mods and the stat sheet, I will see if I can make suggestions to help your survivability.
Sabre, take a screen shot of your engineer and its build for me so I can see the mods and the stat sheet, I will see if I can make suggestions to help your survivability.
It’s a Raptor Mk2, and I’m saving for the Alligator M.
There’s a hidden Double Deflector Mk3 and a needle system Mk2.
Fit Hail Plasmas, as well. Excellent weapons for Frigates. That way you can still support your team while keeping some range from enemy lines.
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?
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?
Oh, right, the nerf… Momentarily forgot about that…
Well, you can still shoot at enemy Engies for a lot more damage if you charge it. It’s what I mostly do on my Guard.
Oh, right, the nerf… Momentarily forgot about that…
Well, you can still shoot at enemy Engies for a lot more damage if you charge it. It’s what I mostly do on my Guard.
I bet I can out DPS you with assault plasmas Granted, hails are much more effective at long range, but after I tested the hails against the assault… I found I was better at assault. Personal preference, I guess.