It has never saved me because I attract escort attacks and they generally outrun me. I have to use my Deuterium reserves to escape and overcome there speed. With that combined with evasive manuver, I would be half way acrosse the map. I use anti-matter spread to get out of tractor beams.
Well i understand, it is logical that not everybody will find it useful, however as an extra speed boost is very handy for me. As for the tractor beam, sure, it is not a "silver bullet", but it comes in hand more than enough, that and the fact that is is cannon by a long shot, justify the fact that it should come standard with every ship from the runabouts up.
Well, Self destruct is sort of pointless. 5k extra damage is barely nothing in this game. On the flip side a neghvars normal breach is like 40k in PvE. Raptors explode for that same amount in all STFs. Why should my ship explode for less than that. It should be something along the lines of damage = hull points at activation x 500%. Damage should also scale to a larger distance.
I always found Photonic Officer (the sci boff ability) to be really useless.
Yeah, because on the shows and movies, Warp Core breaches were like setting off a nuke. The only thing better than that was the explosion from the Genisis Device.
1). The entire point of Self Destruct is meaningless in a game where you respawn, if ships where captureable than Scuttling it to prevent the enemy getting it would have a purpose.
Perhaps it detonates bigger, I don't know. Weird I actually agree with you on something. Perhaps it's just there for the Role players to blow their ship up before they get a new one.
That would be pretty darn rare.
Most RPers I know of pretty much ignore the exploding ships mechanic and/or attempt to tie it into some kind of 'barely survived' situation, e.g. emergency short warp, with the death timer being the amount of time it took to recover systems to survivable levels. That's what I try to do, but it's kind of hard to "sell" myself on that with the whole explodes-in-your-face thing about the ships (which takes a LOT of fun out of things).
Self-destruct, all things considered, would need to be usable a LOT earlier in battle to even be of any real advantage. In my experience, by the time you can use it you're either spamming repair/escape powers so fast you don't even think about it, spamming attacks so fast you don't have time to think about it, or probably already dead.
For what it's worth there have been two times I've used self-destruct. The first was just to see what it did, and the second was an accidental trigger during a Red Alert - which really sucked because I had the Cube on the ropes, but was low on HP, so hitting the wrong key there cost me the fight. It has not been on my tray since, suffice it to say.
You could always use the Self destruct near a enemy vessel to try and destroy it and take them down with you never tried it myself but maybe worth a try
By the time you get close enough to use it you're probably either a) scrapped yourself, or b) managed to defeat them in the presumed shoot-out you've been with them, or c) they manage to escape in the interval between activating it and the actual detonation.
Abandon Ship is kind of blah, yeah, but don't knock nadion inversion!
To be fair, Nadion Inversion is a power where it is hard to see its upside unless you've actually used it. It took me a long time (and a lot better understanding of the game mechanics) to actually see where it comes in handy.
IMO it's hard to appreciate it unless you've either run a beam boat or played an engineer - preferably both at once.
Regarding Abandon Ship, I think they ought to tweak it so the effects occur weather it happens "in time" or not. Because let's face it, if it's dire enough to require that measure, you're going bang rather soon.
Ramming Speed however is fantastic. I've soured many people's grapes with that. It's also surprisingly survivable if you pop the right buffs between activation and impact. Heals (especially miracle worker), brace for impact, aux to dampers, subspace field modulator... ramp up your kinetic resists, restore hit points, and watch the enemy spear over the front of your saucer/head thingy while you survive like a boss. I've also found clipping those using it as a second evasives to insta-pop them hilarious before.
Nadeon Inversion mitigates power drain. I'd have thought with the prevalence of siphon pods and aceton assimilators out there we wouldn't even need to touch on things like drain from broadsiding or throwing beam overloads around.
One power that's getting slightly unreliable, if not really useles, is Attack Pattern Omega. Not that it isn't awesome in theory, or was awesome before, but the reality is that there are more exceptions to the "ignore all movement debuffs" than inclusions. So far, multiple tractors, chroniton procs, and that "you can't turn anymore" beam from the Omega Set all ignore it. That's There's also a similar console in the C-store to the Omega set beam thing. It's a bit ridiculous when the damage was nerfed in light of the other bonuses it provided.
Attack Pattern Beta is a skill that's only useful in PVE now. If your target pops tactical team, or has done within the last ten seconds, you may as well have not bothered.
Aceton Beam is similar, great in PVE (especially STF), useless in PVP because one hazards and it's buisness as usual for the target.