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Commander
Join Date: Jul 2012
Posts: 367
# 31
02-10-2013, 11:16 AM
I would cut the power available. Should be easier then adding caps. And it would erease the silly thing that every ship is constantly running on 200 (%?) power. Cut the available power ponts to 125 and be done with it. Wanna run something on 100 without disabling rest of the systems? Spent points in the energy skills, buy and slot consoles that give power boost. Or suffer.

If with current power cap you run 100/50/25/25 for standard attack preset, with new one it would be 50/25/25/25. How much can you get from skills? About 75-100 more right? So you would get 100/50/25/25 MAX. Plus few dozen if you slot consoles. So that you can get 125 on one power with immense investement. But you would need to sacrifive eng console slots. No more super tanky escorts.

Or cut the available skill points. By 3. We have 366000 now. Give people 122000. No more Swiss Knife builds. Wanna something - spent points knowing, that you will sacrifice something else.

Or both?

I would also invert the return from invested skill points. So that you actually get rewarded for spending more points. It's 18/10/5 now. Make it 5/10/18. BUT ONLY if you cut the available skill points.
Republic Veteran
Join Date: Aug 2012
Posts: 85
# 32
02-10-2013, 01:57 PM
I am just waiting for the "Nerf Engineers, they are OP." Threads to start coming out when people realise that Engineers are actually good in PVP.
Career Officer
Join Date: Jun 2012
Posts: 341
# 33
02-10-2013, 02:40 PM
Quote:
Originally Posted by magnumoftheblack View Post
I am just waiting for the "Nerf Engineers, they are OP." Threads to start coming out when people realise that Engineers are actually good in PVP.
Kills and Capturing wins PvP, not soaking damage.
Lt. Commander
Join Date: Jun 2012
Posts: 171
# 34
02-10-2013, 09:02 PM
Quote:
Originally Posted by doomicile View Post
Kills and Capturing wins PvP, not soaking damage.
My 4 shield heals, 3 hull repairs, and reverse shield polarity would beg to differ. Oh, and I can't forget hazard emitters, and miracle worker, those are important too. I may not be able to kill you, but you won't be killing me either. You set up a ship to survive, and the engineering captain will thrive.

Last edited by chk231; 02-10-2013 at 09:05 PM.
Career Officer
Join Date: Jun 2012
Posts: 883
# 35
02-10-2013, 09:08 PM
Quote:
Originally Posted by magnumoftheblack View Post
I am just waiting for the "Nerf Engineers, they are OP." Threads to start coming out when people realise that Engineers are actually good in PVP.
They really aren't, especially not in premades. Take it from a premade guy who used to play engineer almost exclusively back in the day.

Quote:
Originally Posted by chk231 View Post
My 4 shield heals, 3 hull repairs, and reverse shield polarity would beg to differ. Oh, and I can't forget hazard emitters, and miracle worker, those are important too. I may not be able to kill you, but you won't be killing me either. You set up a ship to survive, and the engineering captain will thrive.
Pug mentality.
Commander
Join Date: Jun 2012
Posts: 303
# 36
02-10-2013, 09:38 PM
Quote:
Originally Posted by hurleybird View Post
They really aren't, especially not in premades. Take it from a premade guy who used to play engineer almost exclusively back in the day.
And has rarely played since then
T'lol , Keg , Dri
Career Officer
Join Date: Jun 2012
Posts: 883
# 37
02-10-2013, 10:04 PM
Quote:
Originally Posted by bobtheyak View Post
And has rarely played since then
For good reason
Lieutenant
Join Date: Jun 2012
Posts: 37
# 38
02-11-2013, 07:14 AM
Regardless of devs showing no love for engineers, I'll keep playing only with my Eng/Cruisier, trying to make it better every day.

Every dog has its day, and I'm waiting for mine
Career Officer
Join Date: Jan 2013
Posts: 8
# 39
02-11-2013, 07:31 AM
and much more
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