Prev Previous Post   Next Post Next
Captain
Join Date: Jul 2012
Posts: 2,915
# 28
02-20-2013, 02:54 PM
Quote:
Originally Posted by hereticknight085 View Post
adjust engineer captain abilities and science captain abilities
I have no problem with the effects of eng captain powers (although MW on a cruiser is rather laughable but I've been calling for percentage based heals for a while now and even explained it somewhere if anyone cares enough to find it, I think its in the "OMG nerf tacs" thread) and science needs a complete denerfing (starting by removing the movement debuff immunity from AP:O, otherwise that skill is fine and as stated a few posts back making AP:A and GDF only effective on weapon damage output) it will also however (as stated by cmdrskyfaller) a large change in the boosts given by skills in the captain skill table.

I think engineering need a wider range of boff skills as any more than 2 ensign engineers is a little too much to work with and all the high level eng boff skills (minus Aux2SIF3) are very situational in their effectiveness. But at the end of the day a lot of being effective does come from learning to play, a task I recently completed and now have 3 pretty effective builds (just need to tweak the tac/scort for maximum effectiveness and play with the sci a little and see if I can put together a more effective build there)

Last edited by adamkafei; 02-21-2013 at 04:10 AM.
 

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 09:24 AM.