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Engineering Game 1.3.6
Squidslinger Gilder:
A miracle worker engineer is one who knows the cooldowns, knows when to use what, and is in sync with their pilot. They know what the pilot is going to do before they do it and they anticipate it. I've ran into a few people who could do this. Sadly, I haven't seen it much since the good days other than a few here and there. When the pilot can have total confidence in the crew, it allows the pilot a lot more flexibility to fly harder and take risks.
The last time I felt that, to it's fullest extent, was back in 1.1 and it would be pugger crews too. They'd take a match or two to get used to me and then we'd go at it against Brick or other Squid pilots and have some really grant battles. Course ships moved better and pilots didn't need to often use their tools to fly, they needed them for combat and evasion. Chem cycling of the vessels was not a hard task because unless there was combat, we weren't throwing a kerosene tick into the mix to mess them up. I had enemies that did just that. They'd chem cycle everything and the pilot wouldn't worry about swatting me, they'd just tank mode.
Rainer Zu Fall:
It's neither a chem cycle (I totally agree that the 5 seconds you gain with kerosene to rush in are actually non-existent considering it mostly makes no difference to the outcome of the match) nor the more ... challenging (?) engineer tasks.
What really bugs me is the mindless jumping around. You always do the same, boring things. You don't have to think about whether you hit with the spanner or the mallet, in which order to repair the components to have a daring low health but can bring down another enemy - It's all just one huge algorithm that never changes. Which is not challenging but really really boring.
I'd rather get back to see what's going on and be ready to take countermeasures before the captain has to say "We're going to do x now, prepare to do y!". Sorry but ... that throws away a huge fun factor for me.
Crafeksterty:
If i see enemy ships with full on flamers, yeah. Im going to make my engineers do chem rounds.
But versus few ships with maybe one flamer, i only need one engineer with chem and the other with extinguisher.
You as an engineer may be getting commanded constantly by a frightened pilot or you are frightened yourself and forced to chemspray.
The fire is very difficult to fight against, but it does not call for constant cheming. But when you do the chemming versus flamers, that fire does NOTHING. So whenever you are exhausting yourself to Chem cycle versus flamers. It IS winning the fight.
Versus one flamer on one ship or two, you will most likely depend on the extinguisher mostly. How about this, the ships is ON FIRE and you engineers need to go extinguish. One guy extinguishes, YOU with chem follow him, what he can do is run and extinguish while you chem the components behind him.
That is why i propose a buff to the extinguisher :o So that extinguisher cooldown is like 1.5 with 3 second immunity.
Dementio:
If the old flamethrower did not pose a thread to engineers than it had to be buffed.
Also if the teamwork/communication needed to accomplish what Crafeksterty has adviced is just not there you may need to do chem spray and fire extinguisher, if you fear fires that much. You may be sacrificing superior mallet/spanner combo and use a pipe wrench instead, but if flamethrowers are the majority of the enemy damage output it might very well be worth it.
I never liked playing engineer. Flamerthrowers or not, I hate the feeling of having a component die on me because I took a sec too long to repair it or having the armor die because, (e.g.) I was repairing the engines, but leaving the engines would result into them being destroyed easier and the pilot having less moveability which might serve as a severe disadvantage in whatever fight we are in right now.
I never understood why people like to play engineer so much. You are always doing the same thing, even before 1.3.6 have I seen my engineers repeating the same pattern the engineer before them did. I don't see how it was enjoyable before.
And if you can't take the pressure of having flamers shooting at your ship in the middle of you repairing everything, then your pilot should, I dunno, stay out of the enemy's range?
RearAdmiralZill:
I never got the point of "chem rounds." Flamethrowers have the shortest range in the game. Maybe its just me not playing the new patch enough (I didn't start till after flamethrowers were scaled back after the first changes) but if you keep getting into situations where chem-spray is required on your whole boat to survive, that's got some pilot error in there to some degree.
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