Feedback based on my tests during the latest builds, particularly this weekend's build (10938459). 1. Major issue: Hull → Components transition (ON/OFF effect) Current situation As things stand, as soon as the hull health points reach 0%, the internal components instantly become extremely vulnerable, causing: Chain reactions of destruction Widespread fires Massive shutdowns Total loss of control of the ship in a matter of seconds There has been a sudden change: Before 0% hull: clear combat, repairs possible, interesting engineer gameplay. After 0% hull: almost instantaneous annihilation of the ship. These two clips provide two very telling examples: Paladin : https://www.twitch.tv/terada/clip/ArtsyResourcefulCougarPogChamp-BackATShr-ksJHBP Perseus : https://www.twitch.tv/terada/clip/CleverDifficultRedpandaPermaSmug-TGOFrJvhwKVNeFNK This immediately transforms ships capable of taking on several fighters into twigs that are destroyed in a single shot, without any gradual build-up of tension. Fundamental problem This mechanic completely negates the appeal of the engineer gameplay: No anticipation possible. No tactical choices for the attacker, as there is no need to target components. No reading of the situation for the pilot, who has no access to health information. It is an ON/OFF switch, not a system. 2. Component damage: excessive and inconsistent values Observed examples A single CF size 3 shot on a red section inflicts 5% damage per component. The damage does not only affect the power plant (which appears to be a bug). Demo of damage taken by components when shooting at a red part of the Paladin: https://www.twitch.tv/terada/clip/ColdbloodedSpotlessSandwichKippa-6Y6loLhM0X8QPtbT https://www.twitch.tv/terada/clip/FlaccidEagerUdonKappa-qdua_uQ--_saPH1B In addition, size 1 and 2 components are still somewhat weak compared to size 3 components. 3. Proposed correction: linear progression, no sudden break Key principle Components should not magically take damage without being hit. They should gradually become more exposed as the hull and armor deteriorate. Example proposal: Hull at 80% → +20% damage. Hull at 50% → +50% damage. Etc.. Objective Create a continuous, clear, stressful, and engaging increase in difficulty for the crew. But this would not work without the next point 4. Balancing life points: absolute priority Current situation Medium ships (Perseus, Hammerhead, Redeemer, Starlancer, Constellation, etc.) are destroyed in 2 minutes or less by a few fighters. Conversely, the Polaris and Idris can withstand attacks for tens of minutes, even becoming virtually indestructible. The resistance scale is completely inconsistent ! Structural problem Engineering reuses the same HP pools as the old system, which makes: Hull balancing even more critical Existing flaws more visible than ever For years, engineering has been presented as the miracle solution. But without a massive overhaul of HP's, it cannot fulfill this role. Request Drastically increase the HP of all medium ships, without exception. Align all ships on a consistent resistance curve, inspired by the Polaris/Idris. Make it take much longer to reach 0% hull. Put a damage multiplier on NPCs if you're worried about PvE taking too long. 5. Ramming problem What's the point of engineering if a simple fighter can ram any ship and destroy it instantly without constraint? For example, in this clip, we were having fun, we had the situation under control, and a Gladius, frustrated at not being able to destroy us, simply decided to ram us to achieve its goal. https://www.twitch.tv/terada/clip/ObservantBusyPlumberKevinTurtle-YxMVZQnMZ4CGDJOu It ruins the fun for everyone and doesn't do any good. Until a more organic solution is found: disable collision damage between ships, it's stupid and toxic, and doesn't add much to the game. And don't think this is an isolated case. It's a fundamental problem that has been going on for far too long, and I was counting on engineering to solve it. But that's not the case. 6. Special ships Perseus & Hammerhead Extremely fragile for their role About 100 times less HP than an Idris, even though they are barely twice as small Totally inconsistent in terms of design and gameplay Redeemer Currently unusable without complete engineering and physical components. Waiting for a hypothetical rework makes no sense. Simple proposal Return the Redeemer to its original component loadout Retain current agility and weaponry It would immediately become playable and relevant again. 7. Idris : still a balancing aberration Size 10 cannon Must be a weak point that can be disabled The health points of the nose weapon must be reduced, as before, so that it can be destroyed by playing strategically. Current loaded shot The automatic firing system when the weapon is loaded is useless (don't you wonder why no one uses Mass Drivers?). The original firing system (on release) was better and more predictable. Aim assist Totally unjustifiable on a ship of this size: to be removed immediately! Balancing possible Extend the cooldown. Reduce damage. In the long run, it would be wise to require an engineer to manually reload the weapon (like a shell in a tank) to allow the pilot to fire it. 8. Missing Gold Pass A major problem with this 4.5 update, which cannot be resolved immediately, is the lack of physical components on most ships. This is a serious issue and one that irritates me greatly, especially considering the number of new ships you have produced this year. I am counting on you to bring as many ships as possible to Gold Pass status as quickly as possible! And if the marketing team is concerned about finances: sell attractive skins for the ships you upgrade to Gold Pass, which will compensate for the lack of new ship sales... 9. Ballistic weapons vs. lasers: persistent imbalance Current issue Ballistics are too versatile. They penetrate shields. They knock them down quickly. They render mixed loadouts useless. Proposal Ballistic resistance of shields according to size Example of a simple rule Weapons S1–S3 → do not penetrate any shields Weapons S4 → penetrate S1 shields or lower Weapons S5 → penetrate S2 shields or lower Weapons S6–S7 → penetrate S3 shields or lower Weapons S8+ → penetrate capital shields The best solution would be a linear penetration rate based on the size of the weapon and the shield. The larger the weapon, the deeper it penetrates. The larger the shield, the more resistance it offers. But overall, a weapon of a similar category to the opponent's shield (e.g., size 3 weapon against size 1 shield) should not be able to penetrate it easily. Result Clear role by weapon size Real loadout choices End of “ballistics for everyone” 10. Cambio SRT tool (two-handed) Problems Impossible to find a full reload at GrimHEX and elsewhere Reloading is tedious and not very intuitive Same effectiveness as a simple multi-tool Requests Reload with the R key, like a classic FPS weapon. Increased range and effectiveness. Must be superior to the multi-tool, particularly for Hull and armor repair. Repair range. Repair speed. General conclusion The engineering is very close to being excellent. When it works, it is: Fun Stressful in a good way Excellent in multi-crew Improves TTK Deepens gameplay, even in light fighters. But the current state of the sudden switch from hull to components, combined with outdated HP pools, turns this promise into pure frustration. Correcting these issues does not require reinventing the system, only: Smoothing out damage progression Seriously rebalancing health points. Respect the role logic of ships. Engineering should not be an “instant death” button. It should be a prolonged struggle to stay alive. And then, yes, it will finally deliver on its promises.