Main > Gameplay
Engineering Game 1.3.6
Rainer Zu Fall:
--- Quote from: RearAdmiralZill on May 08, 2014, 12:17:48 pm ---Forgive my misunderstanding then.
I also still don't understand how comparing times that as you say, will never happen consistently because real matches are so varied, does anything?
--- End quote ---
Because of the varied times we need times to compare. Since the games basic mechanics won't change in a real match and the AI is one of those mechanics, we can take their needed time as a static number to compare. It's like taking the average of something (except this isn't the average, it's a number that's been calculated by a computer based on it's programmed algorithms) - you get a number inbetween the set of min. time needed to max. time needed.
So to have something that you can actually compare which can't be affected according to anyones will, we can use those instead.
RearAdmiralZill:
--- Quote from: Prof RainerZuFall on May 08, 2014, 12:24:16 pm ---
--- Quote from: RearAdmiralZill on May 08, 2014, 12:17:48 pm ---Forgive my misunderstanding then.
I also still don't understand how comparing times that as you say, will never happen consistently because real matches are so varied, does anything?
--- End quote ---
Because of the varied times we need times to compare. Since the games basic mechanics won't change in a real match and the AI is one of those mechanics, we can take their needed time as a static number to compare. It's like taking the average of something (except this isn't the average, it's a number that's been calculated by a computer based on it's programmed algorithms) - you get a number inbetween the set of min. time needed to max. time needed.
So to have something that you can actually compare which can't be affected according to anyones will, we can use those instead.
--- End quote ---
But why bother comparing such numbers, when they will never present themselves in a gameplay situation other than the fixed one you artificially created? Surely using such results as an average still provides a poor result when trying to factor in every other variable the game presents when in a match, which is what we're trying to balance.
Of course this is getting off topic isn't it...
Rainer Zu Fall:
--- Quote from: RearAdmiralZill on May 08, 2014, 12:30:21 pm ---
But why bother comparing such numbers, when they will never present themselves in a gameplay situation other than the fixed one you artificially created? Surely using such results as an average still provides a poor result when trying to factor in every other variable the game presents when in a match, which is what we're trying to balance.
Of course this is getting off topic isn't it...
--- End quote ---
Well, the topic is "the changes in engineering gameplay due to the new patch". We're talking about the those changes right now and try to put them into some basis we can discuss on. But I'm also good with us agreeing to disagree.
To your answer: Of course you could use a formula that uses variables as placeholders for adjustable skill of players, timing of shots, ammo used etc. but that wouldn't lead to something you can actually compare in this situation.
What I tried to show with those numbers (back to the original original topic): Your usual weapon damages your ship and thus forces your engineers to repair until one of them is able to use the second weapon again. The flamer however now requires both of your engineers to run around and keep the ship up (which isn't that difficult since the hotfix), but more importantly: It also keeps you from helping out if you're needed elsewhere (some loadouts require both guns to be shooting and the way over there [junker's sideguns] is just too long for a gunner to run until the hull armor is repaired).
Sure, the engineer sometimes has to take over the work of some other classes (mainly using a weapon), but the gunner also repairs his guns (which usually is the engineers field of work) and a good captain knows the problems of playing each class. So I don't think just because the engineer sometimes has to do other classes jobs it's a boring gameplay - it gets much more interesting because you're not stuck on mindlessly hammering/spraying all the things.
NorwegianWolf:
I really do not understand why this has turned into a numbers game. Raw damage output is good for going up against someone else that's going for raw damage, and you got the edge in that damage output. But numbers in practical use is rarely all that useful because there are so many variables such as positioning, player prioritizing, etc.
RearAdmiralZill:
--- Quote ---But I'm also good with us agreeing to disagree.
--- End quote ---
Certainly.
For me, the engie game has gotten busier ever since fire cooldowns started working. I don't really think this is a failing of anything though. The engie's role, is to keep the ship flying. With flamethrowers, while yes, if you remain under sustained fire from them, then your options become rather limited, staying out of that situation is a key. Given their range, it's certainly avoidable.
While brawling ships need to be more creative in avoiding the flames, they still have the means in one form of another. This lessens (to me) the requirement of the engineers just running chem routes all match vs, looking around or firing a gun.
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