Did u try to play Sec conq with an engineer??? Or a T5 game with engineer???
Imposibble to play.
So I reckon the main complaint is about Engineers in Sector Conquest vs skillful enemies and not the random public rambos. It is true, the engineers die rather quickly even when defended by a squad, getting killed happens rather fast.
However that’s the way it goes. Being first as engineer is not to be expected, you’re support, not there for kills.
If coils are that OP, use them.
(Eviscerador)
Now that comment is just … and should not be repeated. You are better that this.
Also, there IS a huge increase in coil frigates atm which lay very offensive.
However there’s also an increase in guard frigates in general, wich may be one cause of the coil rain.
The aimbot module … It’s just silly and enabling any random to take down experienced pilots. However, 3 seconds are not THAT long and it still has to be used right, so It may stay for all I care.
Eviceradors idea about a change in hit chance or crit chance may be a very good alternative to this silly module.
The weapon bonus between Mk4 and Mk5 gives the Mk5 a small edge, but it’s not op.
(BlueSea) I dont like to spend my time looking for items to build stuff
That’s just silly.
Now let’s talk about the reverse thruster.
5k is simply too much. Crash safe use is too convenient. The cooldown is rediculously short.
It is not comparable with the recon due to severe differences in firepower and weapons range.
This module NEEDS to be nerfed severely or, better yet, removed.
Mines and firepower give LRF already a rather decend defense, being able to escape ANYTHING is unbalanced. If there’s a squad defending the ship also it’s nearly unbeatable.
Joh
My only problem with Reverse Thruster is that the jump is instant. It has no travel time like Engineer Warp Gate or Recon Microwarp.
I think the huge increase in guards with coil mortars is my fault actually… Octopus plus CM is a great finisher. I can take down of Styx hull when it’s shields are down. Anything else doesn’t stand a chance without shields unless they get behind or below or 2+ vs 1.
People see who kills them and they see guard with coils.
Edit: half of Styx hull in less than 6 sec
The main thing is Bluesea is you’re still using the same build that was the flavor of the month almost 2 months ago. Things are constantly changing in the game as I’m sure you can tell and you have to adapt and change your tactics/builds accordingly.
You’re still using the eclipse launcher which is a very short range weapon and only good for short bursts of damage due to the overheat. Change to Positron if you want to counter all the coil mortar users. Most CM’s max range is 4k and with the slow projectile speed they’re quite easy to dodge even in a frigate at that range.
Also stop building for super high resists…no matter how much resistance you have you’re still going to take damage regardless. A MK4 galvanized hull and Gigas II is more than enough to cover your resistance needs. You have to balance buffer (HP pool) and resistances for the type enemies you’re facing the most. If guards with coil and Octopus are your problem then get a little more HP to be able to brush off the burst damage.
I fly my 61k surv Styx quite often and don’t seem to be having the same issues you are. You gotta change with the times to stay on top.
Javajunkieyou are wrong, my engineers are all time developing, I have been able to upgrade the setup to get it better. Last change were 2 weeks ago.
The main thing is Bluesea is you’re still using the same build that was the flavor of the month almost 2 months ago. Things are constantly changing in the game as I’m sure you can tell and you have to adapt and change your tactics/builds accordingly.
You’re still using the eclipse launcher which is a very short range weapon and only good for short bursts of damage due to the overheat. Change to Positron if you want to counter all the coil mortar users. Most CM’s max range is 4k and with the slow projectile speed they’re quite easy to dodge even in a frigate at that range.
Also stop building for super high resists…no matter how much resistance you have you’re still going to take damage regardless. A MK4 galvanized hull and Gigas II is more than enough to cover your resistance needs. You have to balance buffer (HP pool) and resistances for the type enemies you’re facing the most. If guards with coil and Octopus are your problem then get a little more HP to be able to brush off the burst damage.
I fly my 61k surv Styx quite often and don’t seem to be having the same issues you are. You gotta change with the times to stay on top.
i see what you are saying but high resist 50%+ in my opinion is much more valuable than average resist (30-45%) and higher hull / shield for one reason. when you get into prolonged fights where you need to soak up a load of damage for a long time, that larger hull or shield pool will start to wear down and then its game over. with higher resist it is easier to stay in the fight for longer because you are recieving less damage per hit, sure it is not a huge difference between 45 and 50% but in this game, every little helps (hence why boosters are so useful). so lets say you are in an organised squad, 4 players with tanked out ships can park themselves infront of the enemy team soaking up most of the damage (with good reps from an engineer and good movement / positioning from the individual). where as with less resist on every member in the squad, each will have to duck into cover more often when things get too hot vs good players, then each member will just get focused and get wiped. either that or the squad are forced to play a terrible game of peekaboo to stay alive (no one likes peekaboo)
i see what you are saying but high resist 50%+ in my opinion is much more valuable than average resist (30-45%) and higher hull / shield for one reason. when you get into prolonged fights where you need to soak up a load of damage for a long time, that larger hull or shield pool will start to wear down and then its game over. with higher resist it is easier to stay in the fight for longer because you are recieving less damage per hit, sure it is not a huge difference between 45 and 50% but in this game, every little helps (hence why boosters are so useful). so lets say you are in an organised squad, 4 players with tanked out ships can park themselves infront of the enemy team soaking up most of the damage (with good reps from an engineer and good movement / positioning from the individual). where as with less resist on every member in the squad, each will have to duck into cover more often when things get too hot vs good players, then each member will just get focused and get wiped. either that or the squad are forced to play a terrible game of peekaboo to stay alive (no one likes peekaboo)
Actually with Positron peek a boo is exactly what you want to do. Charge it up, pop out shoot, get back behind cover if they’re trying to focus you. Maybe I’m just used to playing heavies and mediums alot in WoT but that play style kinda comes naturally when flying frigates.
Positron peek-a-boo is certainly something WoT or even MWO would teach you (expose yourself as little as possible) and was my prefered weapon on frigates for a long time. It still would be, if the healing gun wouldn’t be too useful.
Still use positron.
Styx still can be top with 10+ kills with it. Even against strong teams. It does die faster now tho.
Really depends on the team. I’m not eager to be the healer, and I rather love to chase around with the Valor, if, but still, I take the burden often enough, to say I got a bit of experience with them, too.
BlueSea, I respect you as a very tough engineer out there, always happy to have you on my team, but I can only say, get out of the comfort zone, play the other classes too sometimes. You might benefit from those experiences in your prefered ships, too.
That backthrust thing is funny. I am not that good of a sniper anyway, but planting a bomb with it i have. I fitted my Ira deus while synergizing it with submatter shields, lightweight hull and acceleration-coil-mortars, and had some fun with that thing. Can’t say if that needs to be nerfed. I noticed the population is not yet adapted to it completely, gives me time to train to block them by sneaking up their behind…
I love seeing thrusters on enemy snipers - apply a little bit of pressure on them and they remove themselves out of the fight for awhile, plus LRF pilots start getting too reliant on thrusters to survival, forgetting that there are StormVikings with ~5000 reach on disables
So I reckon the main complaint is about Engineers in Sector Conquest vs skillful enemies and not the random public rambos. It is true, the engineers die rather quickly even when defended by a squad, getting killed happens rather fast.
However that’s the way it goes. Being first as engineer is not to be expected, you’re support, not there for kills.
That depends on how your squad defend your engineer. Make sure your engineer stays back, hide behind stuff if needed, and behind your team to support. If 1~2 ship go in for your engineer, they need to go through your team first before reaching you, and they also risks of having their own ship destroyed in the process. There’s many case where some ship go in, killed our engineer but we managed killed the attacker since your team have more numbers compare to their attacker, and when that happens, we push in to get the rest of their ships and they will be separated pretty quickly.
From the video against top ESB players you can see why we didn’t go for their engineer first, it’s well protected and when we do we’re under heavy fire from rest of their team and ended up fighting their non-engineers and got killed in the process. Not sure if the video helps but maybe it will show you some insight.
From the video against top ESB players
DOGE top ESB player? :00555:
From the video against top ESB players you can see why we didn’t go for their engineer first, it’s well protected and when we do we’re under heavy fire from rest of their team and ended up fighting their non-engineers and got killed in the process. Not sure if the video helps but maybe it will show you some insight.
It is true that sometimes focusing on the Engineer is no tht ebest thing to do. Because a squad of Lightbringers hitting you from behind is not healthy at all.
Also, when I see a frigball, for example, I start on guards first and then Engineer. It’s impossible tro ty go go for an Engi when a guard has his modules out of cooldown…
top ESB players
All the others except Djoylok only recently joined and aren’t their top players.
They’re good, not doubt. But certainly not the top esb players
All the others except Djoylok only recently joined and aren’t their top players.
They’re good, not doubt. But certainly not the top esb players
Today I was playing T3 with Rakza and that Mowant with 1950 DSR in the enemy sit in the spawn point for the whole game. Also first time I saw him ever.
and that Mowant with 1950 DSR in the enemy sit in the spawn point for the whole game. Also first time I saw him ever.
you should recruit him, will fit right in
you should recruit him, will fit right in
I don’t think so