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Commander
Join Date: Jun 2012
Posts: 423
There are only five Ensign Bridge Officer Abilities available to the Engineering Career, four of which share a cool-down time with each-other; compared to eight science ensign abilities and and nine tactical ensign bridge officer abilities.

Is it possible that we can at least get Auxiliary to inertial dampeners moved to the Ensign level abilities and reduce that abilities effectiveness accordingly so that Cruisers with a Commander Engineer, Lieutenant Commander Engineer and Ensign Engineer have some viable game options? I can?t stress enough how bad it is to have three Ensign Engineers on a ship when you basically have two abilities to choose from: +power to subsystem of choice or Engineering Team. Yuck!
Captain
Join Date: Jun 2012
Posts: 1,474
# 2
09-07-2012, 06:24 PM
Agreed. I got a Negh'var because of how awesome it looked, and for several days I left that ensign engineer slot empty because there was simply nothing worth adding.

It seems like I end up being forced to use Emergency to Weapons 1 on every ship with multiple engineer ensign slots, not because I need more weapon power, but because there is nothing else that is conceivably less useless.
Captain
Join Date: Jun 2012
Posts: 3,159
# 3
09-07-2012, 07:01 PM
Agree. Give me a reason to play a Galaxy-R, Negvar or Excelsior. Either more ensign engineer abilities or remove the third ensign boff station from all ships that have them and give them an ensign tac or sci station instead.
Empire Veteran
Join Date: Jun 2012
Posts: 1,715
# 4
09-07-2012, 07:07 PM
Quote:
Originally Posted by momaw View Post
Agreed. I got a Negh'var because of how awesome it looked, and for several days I left that ensign engineer slot empty because there was simply nothing worth adding.

It seems like I end up being forced to use Emergency to Weapons 1 on every ship with multiple engineer ensign slots, not because I need more weapon power, but because there is nothing else that is conceivably less useless.
Funny, I'm playing in a Negh'Var myself and I'm completely planning to leave that slot empty for as long as I play it

So I'm agreed as well. Whether it's moving Emergency Power to Inertial Dampeners down to Ensign or simply giving us a few new powers, I'm all for this
Was named Trek17, but still an author.
Captain
Join Date: Jun 2012
Posts: 1,474
# 5
09-08-2012, 01:50 AM
Actually I would suggest moving Polarize Hull over to engineering. Science already has science team, transfer shield strength, hazard emitters, and tractor beams as Really Useful Things competing for that ensign slot. And change it to have better "up time" at the cost of consuming some of your power. The ships that have an excess of engineering slots can spare the power and could always use more survivability.
Commander
Join Date: Jun 2012
Posts: 423
# 6
09-10-2012, 06:43 AM
If I were to add one more power to the Engineering Bridge Officer ability pool; it would be this below:

Ability Name: Re-route power to Shields

Basic Information:
• Profession: Engineering
• Locale: Space
Game Description: Reroutes auxiliary subsystem power to the ships shield emitter array providing increased shield regeneration over duration.

Detailed Information:
• Used by: Engineering Bridge Officer
• Target: Self
• System: Shield Emitters
• Ability Type: Shield Heal and Buff
• Activation: 0.5 seconds
• Duplicate Ability Cool-down: 45 seconds
• Modified by:
o Skills
 Starship Electro-Plasma System – Speed of power transfer.
 Starship Warp Core Potential –Flas bonus to all power systems.
 Starship Auxiliary performance
• Trained by:
o Rank I & II: Bridge Officer trainer
o Rank III: Captain Training (Requires starship Shield System rank 6 & Starship Auxiliary performance rank six)


Ability Rank I: -15 Auxiliary Subsystem Power level and +75 shield regeneration per facing for 30 seconds.
Note: (This will provide 1500 total extra regeneration in thirty seconds. Formula is duration / rate = regeneration * number of shield facings or 30/6 = 5 * (75 * 4) = 1500
Ability Rank II: -20 Auxiliary Subsystem Power level and +100 shield regeneration per facing for 30 seconds.
Note: (This will provide 2000 total extra regeneration in thirty seconds.
Ability Rank III: -25 Auxiliary Subsystem Power level and + 125 shield regeneration per facing for 30 seconds.
Note: (This will provide 2500 total extra regeneration in thirty seconds.
Rihannsu
Join Date: Jun 2012
Posts: 1,703
# 7
09-10-2012, 06:48 AM
i mean really Eng are so OP that this little oversight must clearly mean we are all doing it wrong /sarcasm off

yup more variety would be nice. While we're at it how about making the offensive eng skills useful and more competitive so we have choices.

Joined 06.10
PvP 2010-2011
PvP 2012-2013

Last edited by havam; 09-10-2012 at 08:30 AM.
Captain
Join Date: Jun 2012
Posts: 1,474
# 8
09-10-2012, 08:25 AM
Quote:
Originally Posted by teleon22 View Post
If I were to add one more power to the Engineering Bridge Officer ability pool; it would be this below:
Ability Rank I: -15 Auxiliary Subsystem Power level and +75 shield regeneration per facing for 30 seconds.
Sooo.... Are these baseline no-skills numbers? Because with the skill build and stuff I've got now, Transfer Shield Strength 1 gives me:
* 584 immediate shield healing
* 167 per second for 15 seconds (2505, or 3089 in total with the initial healing added)
* 7.7% shield damage reduction
* No power drain
* Benefit nearly doubles with high auxiliary power while fighting defensively
Lieutenant
Join Date: Jul 2012
Posts: 82
# 9
09-10-2012, 11:50 AM
Honestly, we players running cannon escorts have it even worse with ensign tac stations. We only have two abilities to choose from, Tactical Team I and Torpedo Spread I, since everything else is for beams.

I already run two TT2s on my Armitage and have no need for TS1 since I have TS3 so the station just sits empty.
Commander
Join Date: Jul 2012
Posts: 439
# 10
09-10-2012, 02:47 PM
I'd just like to say the Ensign station in general, feels completely and totally worthless on most ships above Commander.

In the Lieutenant and Lieutenant Commander ships, Ensign slots are a necessity, because you are "growing" your crew and "developing" their talents as officers.

But, the selection of skills at Ensign level is pretty weak to begin with, and the abilities feel like random space filler on a Captain or Admiral level ship.

It would be nice if those Ensign slots were converted to Lieutenant past the Rank of Captain, and it would be even nicer if they were Universal, across the board, instead of wasting a slot on an officer you may not even use, as the guy above me points out.
The account formerly known as C_Carmichael
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