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Empire Veteran
Join Date: Jun 2012
Posts: 1,251
# 21
09-13-2012, 04:03 AM
To be totally honest once we hit Captain we shouldn't have ensign boff slots on ships, they should either be full Lieutenant or not there at all.

I normally use my ensign engineering as emergency power to shields. Even if I have it on a higher station and they share a cool down the cool down isn't the same and so you can run it more often as the one you don't use has like half the cool down. Another option is engineering team to use on allies as I never use engineering team on any of my builds for my own uses, I use hazard emitters instead.
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Captain
Join Date: Jun 2012
Posts: 1,241
# 22
09-13-2012, 08:44 AM
Quote:
Originally Posted by drkfrontiers View Post
These are somewhat disprotional to what an ensign ability is supposed to be capable of doing? Its only an ensign!

Half the point allocation for those kinda abilities only start Lt. Commander/ Commander levels. The only combat-related Tier One abilities are Starship Hull Repair, and Starship Batteries.

Eject Warp Core, I'm sorry thats just insane.

Can you imagine T1 players flying around throwing out abilities better than any T5 ability, irrespective of whether it damages the player too...
They scale of course. Ensign to Lt Cmdr . The suggestions I put are mere concept guidelines.
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Commander
Join Date: Jun 2012
Posts: 423
# 23
09-21-2012, 07:03 AM
Could any of the other Engineering Bridge Officer Abilities get moved to Rank I beside the Aux-ID?

Any thoughts?

I'd actually like to see PH moved or HE moved to the Engineering Profession but hey.
Captain
Join Date: Jul 2012
Posts: 2,289
# 24
09-21-2012, 07:23 AM
I'd suggest moving PH to engineering. Why is this "science" to begin with? Everything hull related should be engineering. Or maybe just move directed energy modulation to Ens-Lt.Cmdr. so tanks could improve their shield stripping capabilities. ^^
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Commander
Join Date: Jun 2012
Posts: 423
# 25
09-21-2012, 08:23 AM
Quote:
Originally Posted by angrytarg View Post
I'd suggest moving PH to engineering. Why is this "science" to begin with? Everything hull related should be engineering. Or maybe just move directed energy modulation to Ens-Lt.Cmdr. so tanks could improve their shield stripping capabilities. ^^
DEM does not shield Strip. It gives a slight increase to shield penatration.
Lt. Commander
Join Date: Jul 2012
Posts: 176
# 26
09-21-2012, 08:36 AM
Quote:
Originally Posted by angrytarg View Post
I'd suggest moving PH to engineering. Why is this "science" to begin with? Everything hull related should be engineering. Or maybe just move directed energy modulation to Ens-Lt.Cmdr. so tanks could improve their shield stripping capabilities. ^^
DEM getting a demotion would be nice. I might actually use it more then. Same for transfering PH to engineering. Some new ensign level Tac and engineering skills could really help this game. Actually ensign level only skills would be nice.

I'm thinking tac skills like

Align energy weapons: "10% bonus to energy weapon accuracy for 30 seconds"

Rapid Fire Torpedoes: " 20% reduction in torpedo recharge time for 30 seconds"

Engineering skills like.

Stabilize Structural integrity field: Bonus hull regeneration and damage resistance in combat

Modular shielding: gain 5% damage resistance against the next energy type that hits your shields for 5 seconds, stacks up to 3 times. Reactive shielding last 30 seconds and has a 1 minute recharge

Basically skills that are not worthless but wouldn't replace the T:HY's and EPTS's at low levels.
Lt. Commander
Join Date: Jun 2012
Posts: 103
# 27
09-21-2012, 08:58 AM
Quote:
Originally Posted by cavadus View Post
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.
This is what I came to say. A third tact ensign slot is just as worthless - especially if you're cannons only, or are using higher tiered torp abilities. They really should knock the cannon powers down a notch. It would allow for much more effective slotting.

Honestly, I wish all ensign slots were universal. My Armitage would get a lot more use out of a Sci or Engi ensign slot instead of a third Tact one.
Captain
Join Date: Jul 2012
Posts: 2,289
# 28
09-21-2012, 10:15 AM
Quote:
Originally Posted by teleon22 View Post
DEM does not shield Strip. It gives a slight increase to shield penatration.
Oh, my bad. I never used it, actually

But then again, a "more damage to shields" ability could be added at engineer ensign level, then
-> STO players unite and say NO to ARC <- -> Click if you prefer the old forum design! <-
-----------------------------------------------------------------
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Commander
Join Date: Jun 2012
Posts: 423
# 29
09-21-2012, 10:27 AM
Quote:
Originally Posted by nephilim83 View Post
This is what I came to say. A third tact ensign slot is just as worthless - especially if you're cannons only, or are using higher tiered torp abilities. They really should knock the cannon powers down a notch. It would allow for much more effective slotting.

Honestly, I wish all ensign slots were universal. My Armitage would get a lot more use out of a Sci or Engi ensign slot instead of a third Tact one.
I am 100% in favor of making all Ensign slots universal at the T4 & T5 level.

However, right now, the Engineer Profession has the least options for Ensign level abilities. Really, I'm sort of begging that at least AUX-ID or PH get knocked over to Engineer Ensign.
Captain
Join Date: Jun 2012
Posts: 1,489
# 30
09-21-2012, 01:53 PM
Moving Cannon-based stuff down a notch is a terrible idea. They are high-level abilities because they are meant to be used primarily by escorts who have the slots for them. You have other ensign-level abilities that you COULD be using, like Beam Overload, Fire At Will, and Subtarget. These abilities do not compete for cooldown time with your cannon abilities, torpedo abilities, or attack patterns. The fact that tactical boats don't want to use them isn't really the developers fault. For engineering, the problem is that low-level stuff quite literally conflicts with everything else above them, being that the majority of them are Emergency Power abilities which ships with lots of high-level engineering will want to run at....well, a high level.
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