Captain
Join Date: Jul 2012
Posts: 1,449
Who here thinks Engineer team needs a buff.I have been doing elites stfs and this skill doesn't do a lot especially for an engineer which it should.I don't use it on my tac or sci officer.

It is not very usefull even for an engineer who can even heal their hull at 40% well in an elite stf well tanking borg cubes.

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USS WARRIOR NCC 1720 Commanding Officer
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Captain
Join Date: Jun 2012
Posts: 2,060
# 2
01-14-2013, 06:55 PM
O?

I've found it pretty useful for dealing with Borg and their "Shields? LOL!" power. The time it's failed me is when I drew aggro from all of the Jem'Hadar battle cruisers in "Boldly they Rode" like a moron by hitting FaW.

Then again Elite STFs are a different kettle of fish. Which leads to the problem of balancing the powers for unimportant things like that and PvP unbalancing everything else since the mobs will have to be calibrated for Purple Gear ?ber Ships and most players won't have that...
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Captain
Join Date: Jun 2012
Posts: 1,890
# 3
01-14-2013, 07:03 PM
A buff? Yeah...no I don't think a buff is needed. If you want a stronger engineering team spec in hull repair and pick up some cheap blue Mk XII SIF Generators off of the exchange. If you run 2x Maintenance engineers with engineering team III that is 14k hull every 15 seconds. Healing roughly 1/4 of your ship's hull every 15 seconds is something I would consider to be quite significant.

And as for elite STFs, do you want to know the secret to killing borg cubes fast as a cruiser? What you do is you fly up to a borg cube and position broadside with tactical team up full time. Then wait for the heavy plasma torpedo (and hurry to get the facing borg shield down). When the torpedo is incoming, slam brace for impact. Pop emergency power to shields III and wait for the next torp. This time slam Aux to Dampers I and then emergency power to shields I, hazard emitters I, and transfer shield strength II. Wait for the third torp before slamming brace for impact, then Emergency Power to Shields III and Aux to SIF III. At this point the cube is either dead or very close to it. I run a Mk XII Resilient Shield Array [Pla] [Cap] [Reg] on an undergeared assault cruiser and I am able to tank a borg cube indefinitely. It also works on tactical cubes assuming you are careful. You can also do a similar tactic with an escort. Attack Pattern Alpha Omega III, Beam Overload III, Omega Gravitic Anchor, High Yield III for the aggro. Brace for impact because the cube is about to attack. Torpedo strikes while Gravitic Anchor is still up and the cube finishes itself off. Do all of that in about 5 seconds and the cube will be dead.

Last edited by majortiraomega; 01-14-2013 at 07:15 PM.
Captain
Join Date: Jun 2012
Posts: 3,104
# 4
01-19-2013, 08:52 AM
Quote:
Originally Posted by majortiraomega View Post
A buff? Yeah...no I don't think a buff is needed. If you want a stronger engineering team spec in hull repair and pick up some cheap blue Mk XII SIF Generators off of the exchange. If you run 2x Maintenance engineers with engineering team III that is 14k hull every 15 seconds. Healing roughly 1/4 of your ship's hull every 15 seconds is something I would consider to be quite significant.

And as for elite STFs, do you want to know the secret to killing borg cubes fast as a cruiser? What you do is you fly up to a borg cube and position broadside with tactical team up full time. Then wait for the heavy plasma torpedo (and hurry to get the facing borg shield down). When the torpedo is incoming, slam brace for impact. Pop emergency power to shields III and wait for the next torp. This time slam Aux to Dampers I and then emergency power to shields I, hazard emitters I, and transfer shield strength II. Wait for the third torp before slamming brace for impact, then Emergency Power to Shields III and Aux to SIF III. At this point the cube is either dead or very close to it. I run a Mk XII Resilient Shield Array [Pla] [Cap] [Reg] on an undergeared assault cruiser and I am able to tank a borg cube indefinitely. It also works on tactical cubes assuming you are careful. You can also do a similar tactic with an escort. Attack Pattern Alpha Omega III, Beam Overload III, Omega Gravitic Anchor, High Yield III for the aggro. Brace for impact because the cube is about to attack. Torpedo strikes while Gravitic Anchor is still up and the cube finishes itself off. Do all of that in about 5 seconds and the cube will be dead.
Yeah I agree here ET is powerful, especially with ET3, max hull repair and an SIF console.

Also good to see more people besides me using torpedo ramming against cubes. I usually only need to get hit once or twice, then the impact combined with my dps and the plasma dot kills it. Its possible to even do this in a bird of prey, I do it all the time and survive most of the time, but its more risky of course, at least the cube usually dies even if it does manage to kill you though. I usually just use HE, TSS, BFI, subspace field modulator, and aux to sif to survive it with little damage usually.
Ensign
Join Date: Jan 2013
Posts: 9
# 5
01-19-2013, 02:48 AM
My problem isn't so much that it could use a buff, but that the other "teams" are better. Tac team is one of the most useful skills in the game, even at rank 1, and a lot of people basically spam it -- and for decent reasons.

By the time your shields have no shields left to redistribute with tac team, Science Team is a more useful skill, and ultimately heals more hit points if you're shields are in a bad enough state that the sci team will heal all 4 sides to a maximum effect -- and sci team 3 is a big heal, so worth it in those circumstances.

Because Tac, Sci and Eng teams all have a global cooldown, that really means I can't use Engineering team very often at all, and only at the cost of one of the other two.

The HP regen from hazard emitters + using aux to structural integrity is going to equal or exceed engineering team and work off different cool downs than tac team/eng team/sci team. There aren't very many situations in which hazard emitters and aux to struc won't keep me alive, but Engineering team will. If things are going that bad, there's a decent chance I'd die anyway.

That really only leaves Engineering team useful to heal other players, and even then it still would need to be more useful to use on other players than Tac or Science team. I actually use it a lot more often that way -- mainly when whoever's taking the most damage on the team is able to keep their shields up on their own, but need a helping hand with their hp. It's just very situational, to the point where I sometimes wonder if I wouldn't be better off with something else in that slot.

The point being, though, that the boost to the healing part of engineering team would have to be *huge* (like 2x its current heal) for me to start using it more often than tac and sci team, or it would have to work off a different cool down, and that's just not going to happen.

So, yeah... I think it could use a moderate to modest boost... but I still probably wouldn't use it much more often than I do now.

Last edited by sololionman65; 01-19-2013 at 02:56 AM.
Commander
Join Date: Dec 2012
Posts: 482
# 6
01-19-2013, 08:21 AM
I say ET should give an accuracy buff. Realigning phasers and adjusting their output while they'er at it. A quick kick to the torpedo tubes and prepping them ahead of time.
Captain
Join Date: Jun 2012
Posts: 1,462
# 7
01-20-2013, 11:37 AM
Quote:
Originally Posted by sololionman65 View Post
The HP regen from hazard emitters + using aux to structural integrity is going to equal or exceed engineering team

This is incorrect. If you go balls to wall on hull heals, then you slot Maintenance Engineer doffs. Two purples will bring your engineer team down to the global minimum, and since we're throwing around level 3 teams (you mentioned sci team 3), it's worth pointing out that engineering team 3 will restore over 10K hitpoints... Every 15 seconds, for no cost in power. Aux2SIF is a great healing ability for cruisers, but it's only going to come close to that kind of healing if you use Aux2SIF3 (slotted a tier higher) and run maximum Aux power. Hazard emitters will restore more per activation if you're running maximum Aux power, but HE is not only a heal-over-time instead of a reactive heal it also has a pretty long cooldown.

So. Sorry. Engineering Team is pretty much the most efficient way to restore a lot of hull points and given that it also removes all mechanical debuffs and disables, I'd say it pulls its weight.
Republic Veteran
Join Date: Oct 2012
Posts: 1,739
# 8
01-20-2013, 11:49 AM
Yet it shares a CD with Tactical Team. That is what tips me over the edge. I currently have an ET1 in my ensign engi for lack of something else to put there. My main hull healing comes from Aux2SIF3 and HE2 for the Borg plasma burns, with Miracle Worker for those "Oh shiiit" moments.
Captain
Join Date: Jun 2012
Posts: 2,967
# 9
01-20-2013, 12:34 PM
if all team abilities could have the shield distribution in it, we wouldn't have this discussion here.
i'd even would go as far as to say eliminate shield facings all together...1 shield for all 360 degrees.
Go pro or go home
Captain
Join Date: Jun 2012
Posts: 1,462
# 10
01-20-2013, 10:39 PM
From a cruiser captain's perspective, in PVE, I usually find plenty of windows where 10K extra hull is worth more than the shield balancing of tac team. I constantly, and I mean constantly manually rebalance my shields anyway. If I am drawing so much fire that I need tactical team to shovel my shield around, then my priority is on escape and evasion because my shield will be completely drained in seconds. In that situation I'll be throwing more power into shields and using TSS, ROTS, or even REVPOL depending how nasty things are. Hull healing isn't my priority there. Hull healing is for later, if you survive the assault on your shields.

Basically, if you're relying on tactical team all the time to the point that you can't get an engineer team in edgewise, yeah, I can see where E-team might seem kind of worthless. In which case I would suggest reevaluating your build to improve shield performance so you don't need to lean so hard on tactical team.

I can see where escorts might not get as much use out of engineer team, simply because they don't have the engineering capacity to carry a high-level E-team plus EPTS and REVPOL, so tac team is their universal panic button.
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