With this, Engineer should be less overwhelming to be and gives him a more centralized role of building management. + Encourages grouping together of squads - No one will bother building that one god damn armory.
Not as a replacement, but as an addition, sure. I see no reason why healing needs to be restricted to engineers, players in groups should be survivable, so having them all being able to heal each other makes sense. I would however make it a bit more in-depth than 'press E to heal someone really slowly.' Maybe have it so that people can administer an injection or something to someone, basically it flashes their screen blue for a second and then they recharge their health to 100, but the injection has like a 1 minute cooldown between uses. Ideally it would have an animation but it doesn't neccesarily need one. Just so people don't have to sit and hold E on people all the time, and it prevents tanking because you can only use it in bursts, and it removes the issue of chasing people around for both engies and other players. Engineers get half the cooldown and can store three charges, this replaces calculator heal.
You seem to be a really big fan of a Large effect with a long recharge for a lot of things... Any particular reason?
what about adopting the sabotage mechanics, for example you press E and hold it for a few seconds and when it completes a portion of the health is recovered same for Ebuilding, hold it for a few seconds, when you stop you have to start again, and when it filled completely it adds a certain percentage of buildup
Because I'm not at all a fan of having to do boring shit. So that means I oppose anything which requires you to stare at something and hold a button. The only other method of operation I can think of is 'press button to start process', which must therefore be a substantial effect, otherwise you're going to have to redo it a few times which defeats the purpose of the exercise. High effect systems must however, have limited uses, and rather than have them be replenished by something, I would prefer them to be automatically regenerating because otherwise they become over or under powered based on where the replenishment point is, and as in empires your replenishment points can be placed anywhere (even if they're armories), this means replenishment points become something neccesary to overpower the weapons and win the game. I realise that sometimes boring shit is the only way to go, but that isn't the case with everything. Because what's the difference? I hold E and it steadily dumps points into the building over 5 seconds. I hold E and it dumps the same amount of points into the building at the end of 5 seconds. If you say 'you'd build faster the second way' just increase the speed of the first one, same effect. Either you have a major effect which is instantly triggered, or you have a minimal effect which is steadily triggered, the change you suggested simply changes the inverval of the steady triggering.
Note: you are not alone empires player. I personally prefer actual healing. Removing it is not a good idea. Adding SOME healing abilities to other classes may be nice. Why i see posts about engies made by rofflewhores?
'Actual healing'? If it gives you health it's healing, if it doesn't it isn't. There is no room for philosphical uncertainty.
you make a pretty good point there, perhaps the "instant effect" is the way to go, even if it would be slowly healing the target automatically (in stead of just instaheal on press)
Don't remove E building, do add E healing. Make it like Blizzerd said because it would be ass boring to sit there e building a rifleman for 2 minutes to heal them. Instant effect is a little too instant, considering not even engis can do that. -but- It should only heal you by 50 points or so. If your squad didn't bother to bring along a member of the 1 essential all purpose support class then you deserve a serious disadvantage.
I suppose I'm somewhat the opposite. Having to wait for something to recharge is the thing that really annoys me, unless its something that I can get a bonus when I don't pay attention to it (health regen or engi tool while driving a tank). At least when I spam grenades or build, I have to pay attention to my surroundings and sometimes have to stop or move to defend myself. When you're at the point where you actually need something, waiting for recharge is just annoying (solo building the ramp on valley). When the choice comes between something really powerful with a long recharge, and something less powerful with a less recharge, I usually choose the latter(although oddly, I usually prefer shotguns and snipers to fully auto guns). I also see it as a valuable balancing tool. If you run behind cover after taking 40 damage, then go to full, if you get hit for another 30 you can't be healed right away which would also just be annoying. Or if you got someone down to 10hp, then followed them around a corner and they're at 100 would also be really annoying. It also means that you're somewhat vulnerable while sitting there healing. And before you say it, yes the ammo box uses your system, and yes it works fine. I'm fine with the ammo box because if you manage its effect (the ammo you get) you don't need one till its recharged.
Well when I said 'recharge health' I meant 'heals over a period of time'. It has to be short enough to make it feel like a single use item and so that it can't be used to give people temporary halo shields, but long enough so that people can't instantly come back from the brink of death (it's annoying enough having revive do that, ideally I'd have revive give you minimal health and require a jolt of this stuff to get you into fighting shape). Don't forget this can only be done by another person so if you run round a corner to kill somoeone and run into another person you're in trouble anyway, I don't see much issue with people being pretty safe from individual players if they're in a group. I'd say make the regen take maybe five seconds, possibly four, and it heals 100% health, making it heal less would cause problems with people walking around injured and nobody wants that. If everyone has one of these I don't foresee shortages being a problem, a three man group will be able to use this every 20 seconds. A five man squad every 12 seconds, moreso if they have an engineer seeing as they recharge twice as fast and carry 3 charges. It verges on overpowered with that sort of frequency for my money. I suppose you could also add in a thing whereby taking a hit stops the regen for a few seconds, so people don't suddenly appear invincible. If you don't keep getting shot all the time and stay with a group, you shouldn't need to wait for healing with this system, and people can die quickly enough in empires to avoid the issue of being completely unable to kill people because their healing frequency outweighs your damage dealing ability.
I am in favour of using a heal of 50 hp, 25-75 hp number can be changed, with a sabotage progres bar of 4-6 seconds and you get the heal when the progres bar is done. Thus you actually need to get to cover to be healed instead of just getting instant healed in combat. I mean seriously otherwise it would just be calc healing the friendly hmg gunner ^2. If i am allowed to use the word realism, , it is totally fucked up to inject shots right in the open to your friend that is taking several rounds in his belly constantly. It would make it a little bit more logical and real that he and you tried to reach some cover and administer the heal shot there. Also i think it would be better if we think of this as a "first aid" shot that everyone has, but the engineer is still the "medic" and is better at healing since he has 3 shots and his calc heal. Then the medic can still heal people that are taking damage but the other classes can only give limited heal in cover. It fits with the class balance as every class got a limited reserv, rifle got sticky, gren got pistol2/moawtar. I would go so far to give the scout 3 shots and engineer only having one and his calc heal, that would make the scout more of an assault specialist/helper and could fast fix the squad up with the 3 shots to attack, while the engineer would be more defensive since he can give constant heal and revive to defenders.
With all suggestions comes the biggest con: No-one will stick together in groups, if they do they're in a clan that's civillised, if they don't welcome to empires.