Lt. Commander
Join Date: Dec 2007
Posts: 120
I play science, and if I am honest I think I am overpowerd. But I still like to complain so hear is my complaint. As a scientist my choice of doffs to enhance my ground abilities seems very limited.

Biochemist: Adds damage resistance debuff to most kit given debuffing abilities.
Doctor: Chance to increase your maximum hit points with a Medical Tricorder or Vascular Regenerator,
Nurse/Medic: Chance to beam down additional medical support when using a hypo

I prefer to use a medic kit so that rules out the use of a nurse or medic. The only ground doff for me then is the doctor... which i find less then exciting. It might be nice to have some choice i feel. But maybe the situation is just as bad for every one else with every other kit. So I will look on the wiki and see what its like for other classess.

Ok this is prity poor. Tacticles get just two doffs that buff their ground abilities.

Assault Squad Officer: Chance to reduce recharge time of grenades.
Security Officer: Chance to beam down an additional security escort.

Those are good abilities mind you, one of which is player rather then kit given and the other of which buffs some of the most popular skills. Still what are the stelth and martial arts specalists to do? Fill their slots up with just security officers?

Enginears are a differant story all together, look at all their choices for ground doffs.

Armory Officer: Chance to beam in an additional turret.
Fabrication Engineer: Chance to beam in an additional Support Drone.
Chance to increase ranged damage with equipment diagnostics.
Quartermaster: Reduce recharge time for Combat Supply.
Explosives Expert: Chance to beam in an additional Quantum Mortar.

It seems to me that we still have a number of doffs with no active abilites at all, and science and tacticle characters need some ground doff love. Heck throw in a few more for the enginears while we are at it, they have the biggest selection already but im not against them getting more love too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
06-07-2012, 11:22 AM
We are actually working on filling out active roster abilities for all non-civilian duty officer without abilities, and working on some additional alternate active roster abilities as well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-07-2012, 11:23 AM
Quote:
Originally Posted by Heretic
We are actually working on filling out active roster abilities for all non-civilian duty officer without abilities, and working on some additional alternate active roster abilities as well.
That was a speedy responce. chears for the reasurance that this is already on the to do list.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
06-07-2012, 11:40 AM
i love having 3 purple doctors on my Medic Tank

helps a bit staying alive while tanking Armek on Elite (IF the battle takes a bit longer, not every team seems to have down the shotgun method...)

i usually don't take the nurse because Armek goes crazy if any Pets get in range

not sure what else i have slotted on ground

but to be fair, all those beam in extra turret / mortar / drone abilities could be condensed down into one DOff, having them split only sounds more but doesn't trigger very often.

a TAC can stack 3 Tac Team Buffs and they trigger a lot more Red Shirts.


also a weird psychological effect, every time i set down a Phaser Turret and only ONE beams down i'm feeling a bit angry because the buff failed... it either beams down ONE turret or THREE... there is no beaming down 2 turrets... either you get the full effect or none at all, i think there should be some middle ground.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
06-07-2012, 12:03 PM
dear heretic,

will there be a quality of life group. right now we have active space, active ground. we have at least one doff whos ability is more of a quality of life power than an active power and thats the transwarp doff. could it be possible to a q.o.l. group and a random assortment of doffs like one that reduces the cost of using the replicator.
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