Info > Feedback and Suggestions
The role of an Engineer
Mezhu:
Play some more games before drawing conclusions on the engineer's role.
If you're finding the engineer role as stale and boring you're playing it wrong. Engineer is a class that's hard to learn and has absolutely no skill ceiling whatsoever. I have over 1500 games as engineer and I find myself improving with each game played.
Victor Wonderpump:
--- Quote from: Crafeksterty on May 24, 2014, 11:52:25 am ---.....
--- End quote ---
Got it.
--- Quote from: Crafeksterty on May 24, 2014, 11:52:25 am ---Now regarding your suggestion, it will potentialy sabotage the ship. There is a reason why a pilot is the captain, because he knows the ship, and thus in control of it. You mostly fulfill his requierments. But because of your timing as an engineer, you can make for a tanky ship.
Gunners have part timing, but mostly skill as their gameplay.
Pilots have experience + Mentality as their gameplay. (Or so imo)
--- End quote ---
So is this the same argument SirNotlag made about confusing the piloting of an airship too much if controls of mobility are split between players? If so ok, I understand this argument. If this change would take effect, you would still be fulfilling captains requirements, so nothing of that gameplay wouldn't be taken away. This change wouldn't weaken the engineers role, it would define it further towards engineering.
Victor Wonderpump:
--- Quote from: Mezhu on May 24, 2014, 03:41:38 pm ---Play some more games before drawing conclusions on the engineer's role.
If you're finding the engineer role as stale and boring you're playing it wrong. Engineer is a class that's hard to learn and has absolutely no skill ceiling whatsoever. I have over 1500 games as engineer and I find myself improving with each game played.
--- End quote ---
Yeah i made the claim that engineering is "rather dull role to play" - a subjective opinion like yours. However I didn't claim that there is no room for improvement or that there is a hard skill ceiling in that role, that is all your interpretation of my post.
Crafeksterty:
Another thing to take note is every ship is different, have you tried engineering on every ship? Some are harder, right?
Along with some ships requier you to shoot. While Buffing makes for enhancing the ship, while extinguishing is to solve a problem.
Dont forget that you still have a pilot tool, and a gunner tool and the ability to jump on a gun.
If you want to be a GOOD engineer, practice timing.
For example, it is possible to repair the hull and engines with the mallet in one run and come back at the hull with still time to spare. (Pyramideon)
On a, lets say a goldfish, to get to side engines, you want to jump down from baloon. So you can repair, main engine, baloon and side engines.
On a spire. You can wack the main engine, Hull and jump down for the baloon and side engines, then walk up the path for the Main gun, then walk up some more and you will be on time for the hull and main engine cycle again.
JaegerDelta:
well as you all are busy not actually responding to his post and just telling him to play engineer more and play it better, lets actually take a look at the suggestion.
your suggestion of giving the pilot tools to the engineer is an interesting one, however, that would require engineers have the ability to take pilot tools as well as repairing tools if they are still going to be in charge of repairing the ship. this presents a problem as it would essentially remove the pilot as a class.
the way it is set up right now 1 class can influence the movement of the ship better than all others, 1 one class can influence the health of the ship better than all others , and 1 class can influence the guns of the ship better than all others. and this is, i think, the proper way to have the 3 classes laid out to promote intra-ship cooperation, the pilot cannot use those tools if the engineer does not repair damaged components, the engineer cannot repair damaged components effectively if the gunner does not destroy damage sources (be that an enemy ship or the components on that enemy ship), the gunner cannot remove damage sources if the pilot does not position the ship correctly. if the engineer could influence the movement and health of the ship better than all others why have the other classes at all? the engineer would be the correct choice for every member of the crew for maximum ship versatility and combat effectiveness.
your perception that the engineer does not contribute to the pvp, while not technically incorrect, is lacking in the big picture view of the situation. the combat in this game is not between individual players on each ship, it is between ships as a whole, each member of the crew working together as one cohesive unit. perhaps that is a failing of the game that it does not present that perspective clear enough. but that is a debate to have in a different topic.
all in all, welcome to the game and the forums. and keep up posting suggestions, looking at why the game is as it is and looking at why or why not the game should have some new piece of content are both equally important.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version