Captain
Join Date: Jul 2012
Posts: 528
# 1 Vice Admiral Turret Layer
07-11-2012, 10:59 AM
Ok, so my VA character is an engineer. I have the turrets and generators kit equipped.

This has got to be the most worthless kit on the planet, and I have to ask, why would ANYONE EVER WANT TO PLAY AN ENGINEER?

Seriously.

So I go to attack a mob of Cardassians. I lay out my Shield Generator, my Medical Generator and my Phaser Turret. No joke, within 3 seconds, they have all been destroyed, my landing party is being vaporized left and right, and I'm trying my best not to get killed as I go to layout another stream of generators and turrets, just so they can be blown up 3 seconds later.

First of all, why is it that I feel like I'm not actually part of the fight? I'm a glorified field technician, and I spend the whole fight beaming down equipment to be blown up.

Secondly, why are generators and turrets so worthless? I shouldn't say worthless really, because they are key to survival in your landing party. Literally, if you don't have them, your landing party is doomed, even when equipped with MK XI Rare gear. But they don't stick around long enough to be much good most of the time, so they are constantly being re-beamed in.

Is anyone else as frustrated as I am with this particular style of gameplay?

Is it possible that ground mobs have been over-tuned? It seems like a pretty unfun game mechanic to have your generators and turrets being blown off the map every few seconds, and spending the whole fight beaming stuff in, rather than, oh...I don't know...shooting things?

The account formerly known as C_Carmichael
---------------------------------------------------------------------------------
"You shoot him, I shoot you, I leave both your bodies here and go out for a late night snack. I'm thinking maybe pancakes." ~ John Casey
Captain
Join Date: Jun 2012
Posts: 855
# 2
07-11-2012, 11:22 AM
One solution, imho... Is to make all generators have a 3-sec immunity, whereby they don't take any damage (after being "spawned). During this immunity however, it shouldn't have any effect either. Shield Generators won't begin to function until the 3-sec immunity wears off, turrets won't begin firing etc.

Overall, there are way too many generators which take too long to deploy, and get destroyed too quickly. Would rather see an animation of the Engineer tapping a few buttons, and the turrets are spawned instantly (possibly even allow players to choose where to deploy them, with a point-and-click action).
Captain
Join Date: Jun 2012
Posts: 573
# 3
07-11-2012, 11:24 AM
Quote:
Originally Posted by ccarmichael07 View Post
Ok, so my VA character is an engineer. I have the turrets and generators kit equipped.

This has got to be the most worthless kit on the planet, and I have to ask, why would ANYONE EVER WANT TO PLAY AN ENGINEER?

Seriously.

So I go to attack a mob of Cardassians. I lay out my Shield Generator, my Medical Generator and my Phaser Turret. No joke, within 3 seconds, they have all been destroyed, my landing party is being vaporized left and right, and I'm trying my best not to get killed as I go to layout another stream of generators and turrets, just so they can be blown up 3 seconds later.

First of all, why is it that I feel like I'm not actually part of the fight? I'm a glorified field technician, and I spend the whole fight beaming down equipment to be blown up.

Secondly, why are generators and turrets so worthless? I shouldn't say worthless really, because they are key to survival in your landing party. Literally, if you don't have them, your landing party is doomed, even when equipped with MK XI Rare gear. But they don't stick around long enough to be much good most of the time, so they are constantly being re-beamed in.

Is anyone else as frustrated as I am with this particular style of gameplay?

Is it possible that ground mobs have been over-tuned? It seems like a pretty unfun game mechanic to have your generators and turrets being blown off the map every few seconds, and spending the whole fight beaming stuff in, rather than, oh...I don't know...shooting things?
Suggestion: Don't use turrets, use mines and the bomb. I usually leave the setting up of turrets and generators to BO's.

It can be tricky to lure enemies into your defenses (you usually will need to put your BOffs on passive initially.... remember to make them active again as the enemy hits your mines!) , but quite effective.
Captain
Join Date: Jul 2012
Posts: 528
# 4
07-11-2012, 11:30 AM
Quote:
Originally Posted by meurik View Post
One solution, imho... Is to make all generators have a 3-sec immunity, whereby they don't take any damage (after being "spawned). During this immunity however, it shouldn't have any effect either. Shield Generators won't begin to function until the 3-sec immunity wears off, turrets won't begin firing etc.

Overall, there are way too many generators which take too long to deploy, and get destroyed too quickly. Would rather see an animation of the Engineer tapping a few buttons, and the turrets are spawned instantly (possibly even allow players to choose where to deploy them, with a point-and-click action).
Yes, that is certainly one of the things I don't like about Generators and Turrets. The animation and action involved in setting them up, seemingly takes FOREVER, only to see your work blown away an instant later.

In fact, in some cases, the first generator I laid out, is exploding about the time that I finish laying out the 3rd of my generator / turret options.

Literally, a Generator / Turret Engineer can go through an entire firefight, without firing a shot, because they spend their entire time laying out equipment that keeps getting blown up.

Maybe having a completely different skill would help. For example, Tactical Captains have "Security Escort" which beams in 1 or 2 personnel that fight alongside your landing team. What about a "Support Personnel" type wrapper for the Turrets and Generators, where you can simply call down some personnel from the ship to set all this stuff up and keep it maintained?

I'm looking at the other available kits, to see if another set of combat skills would make sense, but I'm afraid that my landing team will lose a bunch of survivability if I don't use the Generator / Turret Kit, thereby ensuring I will be dying alot more often.

The account formerly known as C_Carmichael
---------------------------------------------------------------------------------
"You shoot him, I shoot you, I leave both your bodies here and go out for a late night snack. I'm thinking maybe pancakes." ~ John Casey
Captain
Join Date: Jun 2012
Posts: 4,145
# 5
07-11-2012, 11:44 AM
I found it's also helpful to have 2 of your landing party lobbing grenades, and at least one 'ON DUTY' BOFF (security officer IIRC - ability to beam in extra security officers/turrets), and of course high fabrication skills on your toon, and a high level bunker fabrication kit.

Dont recall ever using the medical generator. Hmmm
KBF Lord MalaK
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Last edited by lordmalak1; 07-11-2012 at 11:46 AM.
Career Officer
Join Date: Jun 2012
Posts: 230
# 6
07-11-2012, 11:46 AM
I usually place boffs in a flanking position, then have any eng boffs drop turrets, drop my turrets, summon drones and move so my boffs and turrets are now both flanking, attack and then order the boffs to attack after pulling the enemy into my killbox. turrets tend to last longer for me that way.

Dec/2008
Career Officer
Join Date: Jun 2012
Posts: 3,921
# 7
07-11-2012, 11:50 AM
Put up a Shield and place your generators behind it... (you still get full area coverage around the Shield.)

They will last much longer.

I usually place a turret to one side of that Shield as that will cause most enemy NPC's to concentrate on it, which keeps the Shield up even longer.
DaveyNY - STO Forum Minion since February - 2009
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There are No Longer any STO Veterans... We're Just Minions who have Played the Game for the last 4.75 years.
Commander
Join Date: Jun 2012
Posts: 325
# 8
07-11-2012, 11:53 AM
I've never really had a problem w/the kit. I run w/another engineer boff, 1 tac boff and 1 science boff.

Lay down your fabrications, have the boff lay down his/her fabrications (out of range of the enemy, of course), then use a sniper rifle on the closest target to get the enemies to run toward your team.

I'm not coming off as a wise@ss here, just saying it's always worked for me.
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Rihannsu
Join Date: Jun 2012
Posts: 941
# 9
07-11-2012, 11:53 AM
Tac officers get to summon a pair of redshirts - maybe add 2 or 3 (with ground DOff percs) more weapons to a firefight

Sci officers get buff/debuff with some hold/placate abilities that might pause a firefight for a few seconds

The Engy officer gets to bring in the turrets, shield generators, medical generators, mortars and drones = guaranteed 2 to 4 more weapons per engineer per firefight along with some support

IMHO the optimal away team and what I often run with on all of my characters: 3 or 4 engs and a Sci with the 3 engineers being when I run a Tac captain.


Maybe you might want to revisit your strategical and tactical use of the engineers turrets:

1. drop the shieldgen / medgen behind a cover shield to your side/behind you so you can stay within the AoE of them BEFORE you engage in a firefight! They last 3 mins without damage. You have a mini-map with red dots showing you where the enemy is before you engage, drop the generators accordingly

2. drop the phaser/disruptor turret a distance away from you at least outside the AoE of a grenade exploding. This serves to distract the enemy while you and your away team are pouring flanking fire into the side of the enemy.

3. drop Orbital strike on an enemy group that isn't moving so you have easier targets to engage...

Critical thinking, strategically planning, tactically executing leads to a win with every engagement.
Career Officer
Join Date: Jun 2012
Posts: 315
# 10
07-11-2012, 12:19 PM
I love playing an engie and this is my second most favourite kit. I think you may want to look at your BOFF arrangement or try some different tactics for deploying them. I learned how to use them effectively by watching videos of other players.

A few things I found that work well:
  • Strategically use cover shields to protect generators and turrets. Doorways work well too.
  • Deploy turrets in a flanking position, or flank enemies attacking your turret.
  • Don?t deploy all generators on top of each other where they become juicy grenade targets. Spread them out or hide them.
  • Force all your BOff engies to deploy turrets and generators liberally. And before combat, not during as they tend to do.
Kobayashi Maru
Join Date: Sept 2008


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