Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
07-13-2011, 04:14 AM
Well yeah there is a lack of eng ensign powers, especially since as a cruiser captain I usually run with a higher version of the emergency power abilitys (to shileds III on the GX/souvereign, to weapons III and to shields II on the Excelsior, although I didnt play that build to much yet.)

Still, as an eng you have at least SOME ways to make the ensign-slot work, as a Tac in the Defaint (where I use a cannon-only build since I consider that the ONLY POSSIBLE build for aestetic reasons on a defaint) he ensign slot is simply entirely useless because there are neither cannon-powers nor attack patterns.... and a second tac team isnt that good IMO.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12 Calibrations Skillzz
07-13-2011, 04:45 AM
My Eng is flying sci boats, but I feel your pain cruiser pilots. How about four calibration skills added to the engi mix. Think about it this way. While your Eng Team is beaming over mid combat to insta-repair the hull of another ship (sometimes even of a different faction), your engi officers do their magic to calibrate your systemz.

For max effect cablibration BO skills, are increased in effectivness on the respective maintenance skills.

Targeting Sensor Calibration (Skill: Weapons Maint)
Target: Self or Ally.
Improves Accuracy against current target for Xs. Current target receives a marker.
Counter: Jam Sensors/Scramble Sensors

A little offensive boost, for eng skills, should work great in combo with beam overload, EptW etc.

Plasma Injector Calibration (Skill: Aux Maint)
Target: Self or Ally
All versions drastically Increase the energy transfer rate when coming out of full impulse. Grants a X% of power-transfer bonus for Xs.
Counter: None, energy drain skills are a soft counter

Basically an EPS console replacement. The high impulse effect is the same for all three versions, with lvl 3 fully specced of being slightly above the blue console

Theta-Matrix Resonance Calibration (Skill: Eng Maint)
Target: Enemy
For X engine energy setting (of caster) creates X% speed debuff on target, (independent of target's energy settings).
Counter: Eng Team clears the speed debuff. (Maybe aux2damp, too many things are cleared by Eng Team already)

This should probably drain casters eng energy, as well. Escorts will hate it, Carriers will hardly care i suppose

Deflector Resonance Calibration (Skill: Shield Maint)
Target: Enemy
Push back. Deals no dmg, but pushes back and keeps the targets outside a 8km radius for Xs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
07-13-2011, 06:31 AM
I am just hoping for some variety. Move some of those little used LT options down to Ensign or add some new powers. Just try and get the Engineer's on par with the other 2 BO Ensign choices.

And I totally agree with FirstAngelus, why do the beam skills start at Ensign and the cannon skills start at LT?

I didn't think you could use target subsystem x with cannons right?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
07-13-2011, 08:42 AM
Quote:
Originally Posted by CARLOSSPICEYWIENER
I am just hoping for some variety. Move some of those little used LT options down to Ensign or add some new powers. Just try and get the Engineer's on par with the other 2 BO Ensign choices.

And I totally agree with FirstAngelus, why do the beam skills start at Ensign and the cannon skills start at LT?

I didn't think you could use target subsystem x with cannons right?
Because cannons are just so much better then beams, esp dhc. If there is no more penalty for cannon's we might as well just all start flying escorts.

I'm happy with more TAC ens skills, but i wouldn't want the cannon skills moved down to ensign.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
07-13-2011, 12:18 PM
am i right in thinking a cannon bearing ship has only 1 ensign tactical power (tac team 1) so the defiant refits are forced to waste one BO power due to shared cool down. (i.e. you can use one, the in 15secs another then after cooldown 2 the first one can be used again)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
07-14-2011, 04:20 AM
Quote:
Originally Posted by MustrumRidcully View Post
...

No idea what Verteron Field could be or do. Weren't Verterons something inside the Bajoran Wormhole?

Edit:
Here is an old "brainstorm BO abilities" thread:
http://forums.startrekonline.com/sho...d.php?t=167890
"In high enough concentrations, verterons can pose a hazard to space vessels. They can be used to obstruct sensor functions, and can even be used to overload a vessel's field coils, disabling a warp-driven ship." - Memory Alpha

Verteron Field would be something similar to Aceton Field, but does effect the Engines instead of the Weapons. Like -50% Speed / Turnrate and some Radiation Damage over Time. Would count as a Weapon-Maintenance Power.

Metaphasic Shields are thought to compensate immense pressure, radiation and heat of a sun, and could give immunity to those harmfull effects for a short ammount of time. Like Plasma-, Kinetic- and Radiation Damage and effects like Verteron Field. Would count as a Shield-Maintenance Power.

Antimatter Spray would be a AoE(90-360?) Taunt-Ability or a Single Target Sensor/Hit-Chance Debuff with a little Radiation damage, similar to Tachyon Beam. Would count as a Engine-Maintenance Power.

Seeing this ingame would be great, but i guess we never gonna see it. It would also improve everyones and not only the play experience of Cruiser Captains and Engineering Officers with such Tier 1 skills.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
07-14-2011, 04:59 AM
Quote:
Originally Posted by Bohort View Post
am i right in thinking a cannon bearing ship has only 1 ensign tactical power (tac team 1) so the defiant refits are forced to waste one BO power due to shared cool down. (i.e. you can use one, the in 15secs another then after cooldown 2 the first one can be used again)
IF you only use Cannon-type weapons, yes, there is only one Ensign Power.

But I would advise against that in the first place. Because if you use only one weapon type, you can only use two tactical (BO) damage buffs at the same time. E.g: one cannon skill and one attack pattern. But if you want spike damage (and that's t he Escort's strength), you could better use one more skill to boost damage. HYT and BO are both excellent for this purpose. And once you add a second weapon, you also have an Ensign skill option.
For Beams, a BO1 might not be that great (due to the drawbacks of the energy drain), but a Beam Target Engines or Aux can also be effective in weakening your foe before your next speak attack.
For Torpedoes- High Yield Torpedo I is already an awesome skill.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
07-14-2011, 10:23 AM
Tactical has the worse problem. The Ensign engineering skills are all useful to Engineering-specialty ships, so the 3 ensign slot ones are ok.

The Ensign tactical skills are much less useful to most Tactical-specialty ships.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
07-14-2011, 10:43 AM
Quote:
Originally Posted by squidheadjax View Post
Tactical has the worse problem. The Ensign engineering skills are all useful to Engineering-specialty ships, so the 3 ensign slot ones are ok.

The Ensign tactical skills are much less useful to most Tactical-specialty ships.
I am sure that Tac's have some issues, but they also have more than 5 choices. But this is about the Engineer Ensign slot. See my 1st post.

Emergancy power to x is 4 of the choices and Engineering team in the 5th. Most Engineer's want to carry at least 1 Engineering team 3. So I am left with 2 Emergancy power to X in the ensign spot. So if I want to carry a higher version at LT or LTCmd you end up with a wasted ability.

Example. I use EPtS 3. Wait 15 seconds for global cool down Use EPtW 1 wait 15 seconds. EPts3 is back up so if I have an EPtS 1, it is a waste since I can now cycle back to the EPtS 3.

So Dev's, what is up with this?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
07-14-2011, 11:30 AM
Quote:
Originally Posted by CARLOSSPICEYWIENER
I am sure that Tac's have some issues, but they also have more than 5 choices. But this is about the Engineer Ensign slot. See my 1st post.

Emergancy power to x is 4 of the choices and Engineering team in the 5th. Most Engineer's want to carry at least 1 Engineering team 3. So I am left with 2 Emergancy power to X in the ensign spot. So if I want to carry a higher version at LT or LTCmd you end up with a wasted ability.

Example. I use EPtS 3. Wait 15 seconds for global cool down Use EPtW 1 wait 15 seconds. EPts3 is back up so if I have an EPtS 1, it is a waste since I can now cycle back to the EPtS 3.

So Dev's, what is up with this?
I tend to use hull heals that aren't ET3 and keep the Ensign version on as a backup and debuff counter. *shrug*

4 of the 9 Tactical choices are redundant on sci ships. 6 of those 9 are useless to all-cannon Escorts, and of those only Beam Overload 1 approaches being kinda-sorta a decent idea with a single dual bank if and only if you can't fit a higher version in. Torpedo Spread is a bad joke's anticlimactic punchline (unless fired by an NPC ).

Really, the only 3-ensign layout that isn't crap is Science, but at least in a cruiser there are reasons to have 3 of the 4 EPtX available.
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