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-   -   Romulan Kits [MAJOR BALANCE ISSUE!] (http://sto-forum.perfectworld.com/showthread.php?t=465191)

pug02 11-27-2012 04:19 PM

Romulan Kits [MAJOR BALANCE ISSUE!]
 
So we are getting new kits through our embassy. The tactical officers will receive a new FireTeam kit, the engineers Fabrication Specialist, and Science Xenobiologist.

Fireteam kit is getting Motion Accelerator which makes Engineer roots impossible and allows tactical officers to run into weapon range and out of weapon range fast. This is a very powerful kit that is becoming even more powerful. GREAT!

The Xenobiologist is a horrible kit to begin with. For clearing exposes the Medic kit is by far the better choice. At Mk X the Fireteam kit gets a Plasma Grenade IV where as at MK X the Xenobuilogist gets nothing new. At Mk XI it receives Tachyon Harmonic but this ability has been broken since the launch of S7. This kit doesn't help do damage or reduce damage in any significant way. Stasis field is easily resisted these days. The Physicist kit would have been a better choice!

The engineer got shafted some time ago and with Fabrication Specialist, they receive a Turret IV at the Fabrication Specialist Mk X kit. Some improvement, but this doesn't mean much when your on the move. Most engineers have suffered dramatically with DPS, if they are running Fabrication Specialist. Gaining Quick Fix for to fix turrets and mortars that are around the corner doesn't do much. Most encounters occur on the move and building a bunker of some sort does nothing to help DPS these days. On my engineer I have stopped running Fabrication Specialist for some time now and I easily get DPS numbers far above any other engineer. On STFs I usually run around 110 DPS sustained now.


It is clear that Tactical Officers got a great boost in Season 6 with the Cryo Pulsewave that they can Super Buff. Now in Season 7 they receive a boost to one of the most powerful kits. Engineers and Science officers on the other hand receive pointless kits, with broken and useless abilities. Why not create an open kit system that can be crafted? This is a great injustice that has been done to the balance. Why would anyone want to play anything other than a tactical officer now?

seekerkorhil 11-27-2012 04:23 PM

Given that Fabrication Specialist is still probably the best PVE kit for Engineers in the game I'm quite happy with the new ones. Quick Fix is a welcome addition to the kit. Sure, Shield Generator would have been better but what are you going to do?

pug02 11-27-2012 04:34 PM

Quote:

Originally Posted by seekerkorhil (Post 6818121)
Given that Fabrication Specialist is still probably the best PVE kit for Engineers in the game I'm quite happy with the new ones. Quick Fix is a welcome addition to the kit. Sure, Shield Generator would have been better but what are you going to do?

It isn't the best kit for PvE. Enemy Neutralization is the best. You can pump out much more damage and stay mobile. There is an easy way to demonstrate this. (which I have tested). One engineer runs one kit while the other runs a different kit and we can do an STF. The final DPS makes it clear that Enemy Neutralization by far out does the damage of Fabrication Specialist. With a team that moves fast (which my fleet does) the mortars and turrets will maybe get one volley off by the time the group dies. They will be out of range for the second group and you still won't have the ability to place more down.

Just to let you know, we drop Armek in under 20 seconds, including all of his talking. Most people running Fabrication Specialist might do about 40 DPS. I can sustain 110 DPS. I am sorry, this use to be a decent kit when you could kit switch. But running with a good group, that is outputting solid DPS numbers, makes this kit pathetic. Mortars tend to miss, since the group is dead before the mortar hits.

matridunadan1 11-27-2012 10:01 PM

Xenobiology kit?? The single most useless of all the science kits? THAT'S the one that gets picked out to be upgraded?

And then you wonder why we all complain about Science captains always getting the short end of the stick.

hereticknight085 11-27-2012 10:21 PM

Um... fabrication specialist kits are still among the best support kits for fighting bosses and full rooms of borg and tholians and just large groups of enemies in general. When you have turrets and drones maxed, your mortars can easily cap 500-600 damage per shot, which is AoE and full shield penetration. And seeker drones are far from useless, as are phaser burst turrets.

mimey2 11-27-2012 11:44 PM

I mentioned this in another thread, but the new Romulan DOFFs, specifically a Security Officer can proc a damage resistance buff anytime a tac uses Ambush. So they get a cloaking effect, a BIG one-hit damage buff, and potentially up to 3 damage resistance buffs just by hitting one ability.

A science DOFF amongst these gives Stasis Field some electrical damage, and an operations DOFF gives some kind of cooldown reduction on consumable pets or something, pretty much both worthless. Not to mention being stupid expensive, particularly at the blue and purple level.

But yeah, that Super-Fire Team kit and that Security DOFF certainly don't help the balance between the three classes on the ground at all. That very nearly gives tacs the 'end all' kit just about. They gain everything from it, and lose nothing really, compared to the other two.

pottsey5g 11-28-2012 12:11 AM

Quote:

Originally Posted by pug02 (Post 6818311)
It isn't the best kit for PvE. Enemy Neutralization is the best. You can pump out much more damage and stay mobile. There is an easy way to demonstrate this. (which I have tested). One engineer runs one kit while the other runs a different kit and we can do an STF. The final DPS makes it clear that Enemy Neutralization by far out does the damage of Fabrication Specialist. With a team that moves fast (which my fleet does) the mortars and turrets will maybe get one volley off by the time the group dies. They will be out of range for the second group and you still won't have the ability to place more down.

Just to let you know, we drop Armek in under 20 seconds, including all of his talking. Most people running Fabrication Specialist might do about 40 DPS. I can sustain 110 DPS. I am sorry, this use to be a decent kit when you could kit switch. But running with a good group, that is outputting solid DPS numbers, makes this kit pathetic. Mortars tend to miss, since the group is dead before the mortar hits.

What if you use x3 mortars and x3 turrets? Is the Enemy Neutralization still really higher? I never looked into it so was wondering if you compared basic kits or used doffs, I am not even sure what doffs work with Neutralization but I seem to recall there are some.

Not sure where you get 40dps from. In 20 seconds that?s 24 shots from 3 morters at 622.5 damage per shot. So that?s 14,940 damage in 20 seconds or 747dps without crits. Are you playing Elite as I rarely have morter miss's on Elite.

Morters have such long range they will hit far more then 1 volly and 1 group. Turrets I agree are hard to use with fast teams but morters you just dump on ground and use them for the next 3+ rooms.

obertheromulan 11-28-2012 02:09 AM

So there is only 1 kit for each profession? That really sucks.
I was hoping for some more variaty.

As it has already been said, the Tactical one is a major improvement.
The Science one is based on one the worst Sci Kit available.

The Engineering one is somewhere in the middle. But you try making a bunker in an STF for example.
By the time you put down all your stuff your team has run off to the next room.
It has it's uses, but more variaty would have been nice.

mrkollins 11-28-2012 02:41 AM

Ground PvP = Tactical

:(

diogene0 11-28-2012 02:52 AM

Fire team has always been an ok pve and a good pvp kit. It's still inferior to squad leader for STFs or to operative when you play selfishly in fleet actions, but with motion acceletator, that's arguably the best tac kit in game now.

Turrets are meh, they're mostly used by noobs in pve and will never OS a stack of mobs like a good lay of mines can, but at least noobs will do better since they love this kit, probably because it's funny to use these toys with flashing lights. It's mostly useless since mortars disappear now when you remove the kit but there's still the 5-10% of situations where it can have some use (i'm thinking to nukara interior hard for instance, where you're stuck at your console).

Xenobliologist, on the contrary... it's the worst sci kit ever. No one with some understanding of the game's mechanics would ever use that, seriously. Even with the doffs, unless they OS your target with stasis field, but it would be surprising since scis never get much love on ground. When i saw that on tribble it's been very disappointing, since my main char is a sci. Geologist would have been understandable, it has some interesting abilities, medic would have been great, but I know no good sci using that crap.

It looks really unfair since we can't even customize our kits and use the powers we like at rank IV, and I don't get why tacs would gain some of the most useful abilities when scis get the most crappy ones buffed. :confused:

Why is it the worst kit? Because all holds are fragile on ground, which make these abilities extremely weak since you don't queue to watch mobs in stasis while your team is struggling to fight them. Stunds and holds shouldn't be fragile to make them useful but it's not the case. Until then this kit is just plain and simple trash and i think scis would legitimately ask for another one.


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