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Captain
Join Date: Aug 2012
Posts: 12,247
# 41
11-13-2012, 05:20 AM
Quote:
Originally Posted by sophlogimo View Post
How would you build the five engineer captain abilities for space to reflect what engineers do on the ground?
That answer can be found with Sci and in the C...er...Z Store.
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Willard the Rat, Reman, F.T'varo - Rave, J.Trill, Kar'Fi - Mysk, Gorn, Varanus
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Survivor of Romulus
Join Date: Jun 2012
Posts: 3,007
# 42
11-13-2012, 05:23 AM
Hm. Thinking about it myself... maybe replacing EPS energy transfer with a "drop Heavy Turret" ability, or one that launches some kind of combat drone/fighter?
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Captain
Join Date: Jul 2012
Posts: 2,919
# 43
11-13-2012, 05:39 AM
Quote:
Originally Posted by sophlogimo View Post
Hm. Thinking about it myself... maybe replacing EPS energy transfer with a "drop Heavy Turret" ability, or one that launches some kind of combat drone/fighter?
No thanks! I make great use of my EPS Power transfer! Actually I make great use of ALL my career skills when I have EPT, NI and EPTW in place at the same time I can fire off 6 beams constantly without dipping below 119 power and 2K damage per hit., that's enough to outperform some tac/scorts.

I've seen engineers do damn well in BoPs and in Escorts. I think if eng BOFF skills more offensive power making more than 7 eng skills viable then you can give the engineer in a cruiser some actual offensive capability.
Survivor of Romulus
Join Date: Jun 2012
Posts: 3,007
# 44
11-13-2012, 05:50 AM
And how would you propose to to that then?
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Promote what you love, instead of bashing what you hate.
Captain
Join Date: Nov 2012
Posts: 585
# 45
11-13-2012, 06:11 AM
Maybe Mine powers ought to make the jump over to the Engineering tree. Seems like they'd be a better fit there than in Tactical.
Captain
Join Date: Jul 2012
Posts: 2,192
# 46
11-13-2012, 06:13 AM
Quote:
Originally Posted by thegrimcorsair View Post
Maybe Mine powers ought to make the jump over to the Engineering tree. Seems like they'd be a better fit there than in Tactical.
Meh, in a lot of post Cryptic said their tech doesn't allow to change BO abilities easily. That includes rank up/down etc.

Not that I like adding mines to engineering, kinda not something I would be in favor of. But I could imagine giving boarding party to tactical tree and adding something to engineering instead.
Captain
Join Date: Jul 2012
Posts: 2,919
# 47
11-13-2012, 06:20 AM
Things like boarding party fails dismally as everyone is constantly running tac team so why not give boarding party a chance to negate tac team, after all you're sending boarding teams to another ship they're going to have weapons.

Make crew more important and modify recovery rates according to crew size, for example cruisers would have the best recovery rates as they would have the largest sickbays due to having the largest crew complements, thus making boarding party that much more effective when they injure crew members.

Aceton beam, well you're rarely face to face with your target in a cruiser so make it and AoE skill thus making it worth having.

Bring the bonuses from EPtX skills up to the length of the power buff as per EPtS giving cruisers more sustained DoT rather than EPtW giving a 5 second burst.

Make all heals percentage based making them less effective FROM smaller ships, cruisers having the bonus of high everything would keep that bonus when handing out their heals making those more valuable.

One of the problems with cruisers is that in order to be competent at all you have to use up 5 of your eng slots for basics (EPtW and EPtS+Hull heal) on the Excelsior that gives you 2 slots left you take RSP to counter escorts and your're left with 1 slot... the only useful thing to put in there is EWP... that's 7 slots full with absolute MUST haves... perhaps giving an extra Lt slot and bump BP 1 down to Ens lvl and you can get some offensive eng skills in without breaking the game.
Captain
Join Date: Jul 2012
Posts: 2,192
# 48
11-13-2012, 06:25 AM
Quote:
Originally Posted by adamkafei View Post
One of the problems with cruisers is that in order to be competent at all you have to use up 5 of your eng slots for basics (EPtW and EPtS+Hull heal) on the Excelsior that gives you 2 slots left you take RSP to counter escorts and your're left with 1 slot... the only useful thing to put in there is EWP... that's 7 slots full with absolute MUST haves... perhaps giving an extra Lt slot and bump BP 1 down to Ens lvl and you can get some offensive eng skills in without breaking the game.
Well DOFF changed that. You can cycle two EpTx with 2 dmg control doffs.
Captain
Join Date: Jul 2012
Posts: 2,919
# 49
11-13-2012, 06:57 AM
Quote:
Originally Posted by dalnar83 View Post
Well DOFF changed that. You can cycle two EpTx with 2 dmg control doffs.
If they proc...
Captain
Join Date: Jul 2012
Posts: 2,192
# 50
11-13-2012, 06:59 AM
Quote:
Originally Posted by adamkafei View Post
If they proc...
83% of the time it works...that's enough proc chance to me. The opportunity cost would be to loose another 2 engineering slots.
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