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Immunity of any kind, especially one that's up for 30 seconds every 2 minutes, is a bad idea. I hate power drain too but that's almost as silly as another thread suggesting that pets should be immune to warp core breaches.
I'd like to see significantly different hull values between the ship types but for now, until they can balance out yo-yo healing, instagibbing, and reduce the drastic gap between a buffed and unbuffed ship it's not the right time.
Also, what is this about a buff to Danubes? I'm pretty sure they increased the cool down on their Tractor Beams which is a fix (and probably considered by many to be a nerf). Or did I miss something?
I agree making MW (once more) and RSF castable on allies and give Engineers an innate passive hull dmg resist (10% all energy and kinetic) would actually get more Engineers into PvP.
As it is, Engies don't bring anything to the table, certainly not for team support, enemy debuffing.
I don't always use torpedoes but when I do, I prefer Tricobalts. Friendship is magic, my friends.
With the proposed changes coming to the Borg set, BFI DOffs, and the rumor of a Tactical Team change the days of Escorts tanking as well as a Cruiser in combat are coming to a close and the Cruiser will be able to perform the "Death by a thousand cuts" as intended.
It think this whole Engineer/Cruiser complaint that has been in the forums is an overreaction to those powers and once they are tweaked the complaints will stop for the most part though some will still cry foul becuase thier Engineer/Cruiser pairing is not the damage dealer of the group and by defualt is the Tank/healer.
Engineer in a Cruiser = Tank/Healer/support fire/limited debuff and CC
Tactical in a Cruiser = Tank/ damage support dealer/limited debuff and CC
Science in a Cruiser = Tank/ Debuff and CC/ support fire.
Problem is:
Tac in an escort = Burst burst burst
Sci in an escort = SNb and less burst, great for your team
eng in an escort = ....
tac in sci = TBR trolololol
sci in sci = Meh, but some cc
eng in sci = crap cc, and less healing that in a cruiser, no use here
as much as I have hoped for the assim set changes, the amount of heals coming from the rep systems, have changed my mind. I just recently posted in here, let the changes come and then see, but i don't think we're getting anywhere. Eng need a rething in the Dmg over time department.
Borts laudable efforts are not enough, we need a proper balance pass of much more then a doff here, and chit chat there
Hm, in Capture and Hold, and engineer's cruiser's ability to survive a little longer under heavy fire is actually useful. Arena is, of course just "collect kills", but as soon as other stuff comes into play, engineers become more relevant. Although probably still not on par with Tactical or Science captains.
I would also imagine that a "once killed, you are out of the match" type of PvP map might see more engineers.
Eng -
Rotate Shield Frequency
EPS Power Transfer
Nadion Inversion
Miracle Worker
Engineering Fleet
That's it. That's all that differentiates the three career choices. BOFF layouts? That's ship dependent - that's not career dependent. Training some of those BOFF abilities that are captain only when you're not that captain type? Get somebody else to do it - run a second account - again, that's not really career dependent either.
So how about those five abilities for each career then?
Let's look at Tac first:
APA will increase the Tac's damage regardless of what ship they're in. A ship that initially does more damage to begin with, will benefit the most from it - but it boosts the Tac's damage regardless of what ship they're flying.
FoMM doesn't really matter what ship the Tac's flying. It's lowering the target's resists so the team can do more damage. Yes, if you're flying solo - it's going to be the typical it will do you the most good if you're in an already high damage ship.
Much like FoMM, neither Tactical Initiative nor Tactical Fleet really matter - unless you're flying solo. They're good team buffs.
GDF's like APA with a twist. It's that fun game of Russian Roulette - flying the ship that you're comfortable being at low hull - easy to get there without going pop, etc, etc, etc.
So how about Sci next:
None of them matter. They're all good for the team. It matters more if you're flying solo, but they're all team buffs or debuffs that help the team.
That leaves us with Eng:
And well... WTF?
Both RSF and MW are self defensive buffs/heals. One could say the counter of the two Tac self offensive buffs, eh? They lend themselves to "tanking" - which is pointless in PvP*.
EPS and EF - well then, something for the allies, eh?
So what does all that mean?
Regardless of the ship the Tac or the Sci is flying, they've got goodies they bring for the team. The Eng on the other hand, well - they're just "tankier" in whatever ship they're flying.
The Tac has 3 team abilities and 2 self abilities.
The Sci has 5 team abilities.
The Eng has 3 self abilities and 2 team/ally abilities.
The Tac and Sci have so many options - because of what they bring with their 5 abilities. The Eng...just doesn't. So wham-bam, they're made the Healer. Not because they're the best Healers - no, not in the least. They're the tankiest Healers. Then again, they're the tankiest DPS as well. They're just too self-centered - they just don't have the team goodies.
If the Eng had team abilities - they'd fit in with the Tac and Sci. They don't though. So drop them in a Cruiser or a Recluse and call them a Healer...
...it's sad. It's really sad. It's just another example of the PvE focus of the game. Eng as "space tank" - even though it's ground abilities offer all sorts of support love for the team...without looking like the "ground tank"...
If the Eng in Space was more like they were on the Ground, then they wouldn't be the "Oh God, please no!" career they tend to be... look at the ground abilities: 1 self and 4 team.
* Tank...survivability is good. Tank... come, mindless NPCs and beat on me while my friends heal me and kill you - just doesn't work in PvP.
Pudding cup.
What? Pudding cup?
Yeah, this is my new signature.
more like, can turn your target into a bowling pin
true, if you include broken sci stuff,
But I would say that in the grand scheme of things, building a sci/sci that isn't relying on broken stuff is a meh experience. ONe build and ship to rule them all, in light of all the sci abilities that there are.....meh
what happened to actual power drain..... sci/sci pales to siphon drones
what happend to movement debuff..... escorts or carrier danubes do it better
shield drain...laughable because of resists
zone denial....see danubes but ok i ll give you that one
What happened to GW3 actually hurting? FBP (sry tacs do it better)...know what I mean?
Still the point was sci/sci =hurts, tac /sci =hurts, eng/sci =should go into a cruiser
But I would say that in the grand scheme of things, building a sci/sci that isn't relying on broken stuff is a meh experience. ONe build and ship to rule them all, in light of all the sci abilities that there are.....meh
what happened to actual power drain..... sci/sci pales to siphon drones
what happend to movement debuff..... escorts or carrier danubes do it better
shield drain...laughable because of resists
zone denial....see danubes but ok i ll give you that one
What happened to GW3 actually hurting? FBP (sry tacs do it better)...know what I mean?
Still the point was sci/sci =hurts, tac /sci =hurts, eng/sci =should go into a cruiser
not even broken, just doff buffed. doffs fixed everything that was wrong with science, except the shield drain abilities.
Engineers lack a forte their is no doubt. And that forte would be easy enough to create and push them into. The masters of energy. Hear me out.
EPS Power Transfer: Instead of adding just a crapton of typically useless energy allow it to increase energy level modifiers by say 20% just to see what happens. That means instead of 125 weapon energy giving you 250% damage it would instead grant 300%. This would be useful in all types of roles from tanking, healing, damage dealing, etc.
Nadion Inversion: Really just needs a higher up-time amount and it would be rock solid. Not necessary to change.
Engineering Fleet: Add on a +10% energy level effectiveness for the entire team. As is it is the weakest of the three.
Miracle Worker: Needs to add resists and/or be a true cleanse aka remove all debuffs. And useable on others. The name alone requires it to be amazing not a crappy engineering team + science team rolled into one.
Rotate Shield Frequency: No real reason this is self only that I can understand but it is a solid ability.
That would make engineers unique and who knows what type of builds players could come up with.