Hello, Funcom and Everyone: Engies are a profession in the game.
I want to keep this short but make a few simple points. First of all what is this love affair with fixers? When will it end? How can Funcom put so much love into one profession and totally forget others (ENGINEERS, hint, hint, nudge, nudge). Anyway I'm not saying engies are the only ones that are seriously at a disadvantage in the game there are others. Soldiers, NT's, etc. I just wish Funcom would make all classes equal to eachother with every class being just as capable of pvp or solo as another, just in its own way thats all. Its not fun to have one profession so much better than another (Fixer vs Engie) for example. Both professions lose out in the long run because engies dont wanna pvp a fixer nor do many other professions as they r sure they will lose. Not to mention a fixer can just grid out if he/she feels they r getting stomped. Also I have noticed 6 or 7 professions that have at least got some love given to them. Funcom, when are u going to help us others out? We need the same attention in order to bring this game up to the level it should be. Success in this game should come from the player using his/her own genius, resourcefullness and experience. Not making one profession so much more capable of another that it makes the playingfield a disadvantage for some simply because they chose a profession they thought they would enjoy and as a result that profession happened to be just totally nerfed. I chose engineer because even as nerfed as they are I still hope and dream that they will one day be equals in this game as I see so much prospect in them. However it is up to you Funcom to make sure this happens. About the Yalms, they look cool but mine works just fine, I'm more worried about the real issues I mentioned above. I'm not paying an excessive amount of IP and credits just to have a different looking Yalm. Oh by the way my next character will probabbly be a fixer as it looks like they are unmatchable anyway.
Re: 14.6 - comments, whines and hurrahs
Quote:
Originally posted by Twicer
Enforcers:
I see a lot of nice nanos here as well, but the same problem really. Adding 120 to one skill and 3 to another is.. heh, not very well planned, I think. Some enforcers would like Multimelee as well. Personally I think Adv's are more multiwielding than enforcers, though. I dont really see that one happening. Tons of new Enforcer-weapons there as well - that was a nice inclusion, I think those will be popular really. The same problem appears here as well for nanoskills - you guys really need to check how much an Enforcer can do by himself - your numbers are really up the walls with these.
(Edited for vely pool engrish)
All the new weapons have reasonable multimelee req's and alot of the old ones is now being made obsolete if they dont update them to do better damage. So mm isnt really needed.
The 100ish skill buffs looks like what they wanted us to use atm.
700ish skill req's all enforcers can get that.
Those others are for Shadowland. And IF we want to and IF those buffs drop we can get buffed to use.. hardly needed as at lvl195 i guess we can selfequip most weapons :D
Re: 14.6 - comments, whines and hurrahs
Quote:
Originally posted by Twicer
Soldiers:
Very nice nanos there, however I fail to see the reasoning behind the nanos that gives a soldier 120 to AR and 3 to fling. 3 points is a slap in the face for many - I hope you understand that. Look at the fixer nanos - 130 SMG and 80 Burst. (Those numbers arent correct, btw, so dont flame me about that - but its something like that at least). Also - I would VERY much like to know how you expect any - ANY soldier to be able to cast the high ones there without the help of a meta as well as a trader.. (because mochams alone wont cut it)
Slight correction. the new nano is +70 AR with reqs of 838 pm/si. This does NOT stack with the +60 one we already have with 236 pm/si reqs