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Join Date: Jun 2012
09-25-2012, 02:51 AM
APA, GDF, and Tactical Fleet should all remain 100% potent when used with powers that deal damage. Period.
Do not underestimate
Go Down Fighting.
It is an, up to, 100% increase in net damage. Sort of the ultimate Attack Pattern. It runs a solid minute and its practical damage boost is based entirely off of your health when it is activated, not what your health is at any given time during it being up.
You also neglected to compare Fleet Skills which are very powerful group buffs that are (at least for Science and Tactical) to be underestimated. Tactical Fleet is a team-wide 30% increase in out-going damage. Science Fleet is a team-wide Shield Regeneration and Resistance Buff.
Regarding Sensor Scan, did you mean debuffing their Power Insulators and Intertial Dampners skills? Oh, and a sensor system penalty isn't going to make Sensor Scan any better in PvE in any appreciable way.
Don't forget to note that Scattering Field is an AoE that affects yourself and nearby allies that pass in and out of it.
Pointedly, the non-Engie Captain powers are pretty much top-flight across the board. FOMM is weak because in PvP
Tactical Team is everywhere due to its must-have shield auto-balancer.
Miracle Worker as a targeted Panacea skill I could get behind. Clears *all* non-tactical debuffs, hits the target with a flash hull and shield heal for about 12k/4k respectively with 15 sec of 35% resistance both ways.
RSF as a self/or target ability, with Miracle Worker, really would make the Engineer the healer to beat.
I kinda like your idea for EPS Power Transfer.
Nadion Inversion isn't even supposed to suppress weapon drain under the current system, it is, last I heard from the devs, a bug. No real complaints with your suggestion.
Oh, well, there is one small problem with jacking up the team healing capability of the Engineer... you're going to need to nerf every other healing power in the game.