Increase build range of t3 engineers

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Increase build range of t3 engineers

Postby bunkerbuster » 31 Aug 2015, 07:52

To make up for just how big the units/structures that t3 can make, and how there's a cost to build rate ratio inefficiency, how about increasing their build range to something similar to the ACU's build range? SCU too, if it's not already? Maybe increase the range of ACU build range with t3 build suite by a little bit too.

Without this range, it's super annoying to assist it to build stuff like experimentals and even walk it away from the factory if other engineers are assisting it, especially if they have to reclaim something to build in that spot. Also eases the ability to build exp in the water from the shore line. Makes it handy for making extra large units like CZAR, Tempest, T4 bomber, etc.
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Re: Increase build range of t3 engineers

Postby Valki » 31 Aug 2015, 09:18

I think this would be a really nice buff to T2 and T3 engineers.
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Re: Increase build range of t3 engineers

Postby Gorton » 31 Aug 2015, 19:14

It's a nice idea, but there are some downsides that we must consider.

Problems : The build range will increase the safety of t2/t3 engies in all cases, building, reclaiming, assisting, repairing. Engies further away can build pds/shields/aa/, making it easier to defend + turtle. It also means you won't have to be as good with pre-positioning and reacting with engies, as well as planning out your defence since they can perform the same task from further away, and similarly with sACUs.
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Re: Increase build range of t3 engineers

Postby bunkerbuster » 01 Sep 2015, 07:04

Can't say I see any reason to give t2 eng a build range buff. I only intended this for t3, since t3 and exp units are bigger. Some of them can't be started at the edge of your build range like a factory can on a t1 engineer. Examples: trying to build SAMs straight out of factory that is locked by ASF, but being hampered by assisting eng, and trying to build sonar from the shore (non-beach).

With airplane wrecks and now with cybran "engineer bat" wrecks laying around, it's super annoying to wait for an engineer to move to reclaim, get out of its own way and since engineers are assisting it and want to guard it in a certain radius, those units have to get out of the way too. If you're impatient, you'd try and plop the unit outside of the ring of assisting eng, but the build range is just too short. That and you likely have finished reclaiming forests by now and are using most engineers to assist construction, and they ignore cyb engineer bat wrecks anyways.
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Re: Increase build range of t3 engineers

Postby Apofenas » 01 Sep 2015, 09:00

Seraphim and aeon t3 engineers have very close build rate per mass as t1 engineers. They have build rate as 8 t1 engineers, but takes space of 4. However uef and cybran t3 engineers were made less efficient due to engineer stations (or whatever reasoning balance team had), so i think these engineers could get such kind of buff.
BalanceVictim wrote:I tried it out, and yes, the anti-torpedo is a useful tool now. Sadly, the rest of the unit is still extremely weak compared to any other frig
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Re: Increase build range of t3 engineers

Postby ZeRen » 05 Sep 2015, 13:21

Apofenas wrote:Seraphim and aeon t3 engineers have very close build rate per mass as t1 engineers. They have build rate as 8 t1 engineers, but takes space of 4. However uef and cybran t3 engineers were made less efficient due to engineer stations (or whatever reasoning balance team had), so i think these engineers could get such kind of buff.


really? and what is the exchange for ARAS?
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Re: Increase build range of t3 engineers

Postby Apofenas » 05 Sep 2015, 17:00

ZeRen wrote:really? and what is the exchange for ARAS?


If i'm not mistaken, current engineer build rates were made by balance team during engy mod integration. While RAS/ARAS upgrades exist since vanila SC(?).

Any way i believe that in exchange for ARAS UEF player can get shield or teleport... or billy with RAS and not be forced to choose between resources and survivability. For cybran it's probably an ability to get a Lazer upgrade on ACU.
BalanceVictim wrote:I tried it out, and yes, the anti-torpedo is a useful tool now. Sadly, the rest of the unit is still extremely weak compared to any other frig
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