That’s what we want to say all the time - An engineer should not be a better Guard.
And for balance suggestions, issues:
It is always bad to suggest numbers, it better just to tell what is overpowered or underpowered and why.
We already gave you the base to this solution! It’s called “percentages”. I know it must be a strange concept for the eastern gaming world, but it WILL balance out the terrible heal the Engineers are putting out. And, by terrible, I mean overpowered.
Interceptors go from near-zero to full in a matter of seconds. Nerfing the heal amount is only going to break Frigate play. Despite that being a good thing in T3 as it’ll break Frigateballs apart, it’s a game-breaker in T2 as Frigates are already a rare sight, there… Changing the heal values to % will bring forth buffer tanks, overpowered ones, at that, due to Imperial Engineers being FAR better than their Federate mainstreams. A way around this? Nerf Imperial Engi tank. That’s going to bring in a lot of hate because EVERYONE has Imperial Engineers because they’re overpowered. We kept saying this ever since the first Engi changes.
Also, it’s friggin ridiculous that Federate Frigates move FASTER than Imperial Interceptors. This needs fixing. BADLY.
Nerf speed 10% for all fed frigs?
Nerf speed 10% for all fed frigs?
They buffed all of them by 15-20%, iirc, very recently. They really did NOT need that.
I fly fed guard (If I ever fly frigate that is) And you know that little thing called … +100 resist on shields ?
Well, Survivability wise Jericho frigates has bigger shields and that is larger buffer with those +100 resist.
Therefore they can take more damage before going down.
One is ~14K + ~14K (with +100 resists)
Other is 11K + 17K (with +100 resists)
100 resists reduce damage by 50%, but given the diminishing returns it is slightly less, but in all cases that 3K extra shields worth more than 3K hull.
So why not give some speed to fed frigs ? The other balancing out wouldve been more damage, but that was just going to be OP.
Several changes were either not needed, or badly thought out.
The devs are doing all they can I’m sure, but there are several things that should have never passed the testing stage.
I think there has been far too much nerfing of the Engineer, with virtually no thought given to any other class. In Tier 3, the Guards are just as much, if not more of a problem with Frigate Balls than the Engineers are.
The problem is not what the Engineer does - it’s what it does combined with other classes in specific tiers. Please remember that part, Gaijin; Tier 2 does not have remote heals, which I suspect are the source of your problem.
Personally, I’d put Engineers back to 0.8.0 healing range and power, then remove the Remote Heal modules from the game. That’d be a good start right there.
I fly fed guard (If I ever fly frigate that is) And you know that little thing called … +100 resist on shields ?
Well, Survivability wise Jericho frigates has bigger shields and that is larger buffer with those +100 resist.
Therefore they can take more damage before going down. The hull is pretty much the same.
So why not give some speed to fed frigs ? The other balancing out wouldve been more damage, but that was just going to be OP.
they already had higher speed, now they got so much speed their guards can keep up with your fighter. And that is not OP?
And the phase shield is only good when pilots actually use it… getting hit with plasma? lets keep it on thermal! and then people die in seconds…
I think there has been far too much nerfing of the Engineer, with virtually no thought given to any other class. In Tier 3, the Guards are just as much, if not more of a problem with Frigate Balls than the Engineers are.
The problem is not what the Engineer does - it’s what it does combined with other classes in specific tiers. Please remember that part, Gaijin; Tier 2 does not have remote heals, which I suspect are the source of your problem.
Personally, I’d put Engineers back to 0.8.0 healing range and power, then remove the Remote Heal modules from the game. That’d be a good start right there.
I don’t really think the remote heals are the problem… It’s that Frigates are too flimsy in T2. If anything, they should make one of the reps available in T2. Much like they made all but one module available for T2 CovOps.
they already had higher speed, now they got so much speed their guards can keep up with your fighter. And that is not OP?
And the phase shield is only good when pilots actually use it… getting hit with plasma? lets keep it on thermal! and then people die in seconds…
^ This. Pretty much. I love people who say Fed Guards are better. I soloed an Anaconda-M (Rank 9 Fed Guard Frigate, iirc) with my Crus-Q. He didn’t even SCRATCH my shields and he had Heavy Plasmas. Terrible pilot? Possibly, but according to a lot of people’s logic… Fed Guards ARE better than Jericho ones, so what gives?.. I don’t get it…
I did some testing with a certain pilot. And I noticed a few things:
While both standing still, his( T3 J-Guard) heavy plasma tore me(T3 E-Engineer) to shreds.
But when we started moving, I evaded about 50% of the Heavy Plasma and I killed him quite quickly.
Then we went guard vs guard, same ships, and I still won,why? because I was doing superior phase-shielding and counter phase-shielding. I watched closely on how much damage my guns were doing. hititng with kinetic> saw a sudden drop in damage > switched to thermal > boom, hititng 2k a hit, he switched again, so did I. That is how you go around the phase shield of the guard.
they already had higher speed, now they got so much speed their guards can keep up with your fighter. And that is not OP?
And the phase shield is only good when pilots actually use it… getting hit with plasma? lets keep it on thermal! and then people die in seconds…
That is just a matter of pilot skill and experience. I always switch to EM when I see blue pellets spray on me.
That is just a matter of pilot skill and experience. I always switch to EM when I see blue pellets spray on me.
True. EM when getting shot at, and thermal when flying into hot zones with lots of mines and bombs is basically all a guard needs. Most railgunners don’t even look for shields when engaging. Not that your shields need any additional resist anyways.
I did some testing with a certain pilot. And I noticed a few things:
While both standing still, his( T3 J-Guard) heavy plasma tore me(T3 E-Engineer) to shreds.
But when we started moving, I evaded about 50% of the Heavy Plasma and I killed him quite quickly.
Then we went guard vs guard, same ships, and I still won,why? because I was doing superior phase-shielding and counter phase-shielding. I watched closely on how much damage my guns were doing. hititng with kinetic> saw a sudden drop in damage > switched to thermal > boom, hititng 2k a hit, he switched again, so did I. That is how you go around the phase shield of the guard.
This is pretty much how I run my Guard. I see what damage is falling the most on me, swap to that resist. Keep swapping, depending on which damage type falls heavier on you, it’s a matter of looking at the numbers.
This is pretty much how I run my Guard. I see what damage is falling the most on me, swap to that resist. Keep swapping, depending on which damage type falls heavier on you, it’s a matter of looking at the numbers.
there is a way to see the damage that is coming on me? o.O I just see my health dropping like a brick lol
there is a way to see the damage that is coming on me? o.O I just see my health dropping like a brick lol
Yes. /set cl_scrollCombatText 1 is a must have for any guard pilot. Its very usefull to see what kind of damage is coming in on any ship you fly because it allows you to make more informed decisions on positioning and when its time to book it.
Yes. /set cl_scrollCombatText 1 is a must have for any guard pilot. Its very usefull to see what kind of damage is coming in on any ship you fly because it allows you to make more informed decisions on positioning and when its time to book it.
the moment i see 1 lock > meh 2 locks > hmmm 3 locks > i should get out 5 locks > oh god i stayed to long 8 locks > im basicly already dead
the moment i see 1 lock > meh 2 locks > hmmm 3 locks > i should get out 5 locks > oh god i stayed to long 8 locks > im basicly already dead
Ppfffshh, nah. I’ve had 8 locks on me, before. Hell, I’ve had 12 locks on me, once. I think I survived about 6 of those encounters, out of 60-ish…
Yeah, the number of locks do not concern me as much. In fact, please do lock on me and make me increasingly tanky and survivable. The main two things to be concerned about are your debuffs and the amount of damage and type coming in.
EDIT: A lot of people actually lock on for no reason. Like if their actually out of gun range or just derping around.
Where can I see a list those commands? Some come handy.
I enabled my que population one and I like monitoring it, but I forgot what did I type and if I ever want to get it off
Ppfffshh, nah. I’ve had 8 locks on me, before. Hell, I’ve had 12 locks on me, once. I think I survived about 6 of those encounters, out of 60-ish…
it all depends on where you are at when it happens 
I don’t really think the remote heals are the problem… It’s that Frigates are too flimsy in T2. If anything, they should make one of the reps available in T2. Much like they made all but one module available for T2 CovOps.
EVERY module is available for Cov Ops to use at T2. Bad design choice alert…