The other thread on Engineers covers a broad range of reasons why the Engineer is the least preferred and the least useful career for someone that wants to PvP in space. Here, I'd like suggestions on what you think would make it better. I think most of us can agree a new offensive team oriented captain ability could bring the engineer back into play, and this is why I'd like to hear your suggestions on what it could actually be, without causing imbalance. Maybe we can get the developers' attention if we come up with a good enough idea.
Disrupt Shield Harmonics:
-Disables ability of target to transfer shield facing strength for 5 seconds (this includes distribute shields and tactical team)
Many months ago, I posted some ideas on some new Cmdr level abilities for all three areas. For engineering I had the idea of 'Full Power to X'. Here's what I put way back then:
"Full power to X:
Requires a full 9 points in one of the four 'performance' skills, to train.
Takes away 25 from three systems to max out the power in another. Puts a 15 second cooldown on the respective of the E-power to X ability, and if applicable, Aux to Battery.
Aux: Provides the same bonuses as aux to structural and aux to dampeners, but better than either seperate, including the damage resistance, turn rate bonus, etc. Plus of course, having max aux can be good for heals. this ability also puts a brief cooldown on the three Aux to X abilities along with E-power to Aux.
Shields: Provides a massive instant shield heal, with a huge shield resistance boost (not to mention the normal bonuses you get from high shield power), and bonus regen.
Engines: Gives a large defense bonus to your ship, along with a greater turn rate boost and such than the aux ability above. Makes you go almost as fast as full impulse if you are going at full speed (in combat that is). Can stack with other speed boosts, like Evasives.
Weapons: Makes all energy weapons do 50% more damage for 10 seconds, while reducing the weapon energy drain by at least 2 points per weapon while this is running. Meaning, most weapons take 10 power, that would make it 8, maybe less. This can stack with Nadeon Inversion to reduce the drain even more."
Looking back, a good portion of what I suggested in the past has been added to the current EPTX changes. Not all, but some of it.
Now, to adjust it to the more updated game since I posted that... (from September of last year)
Aux: Would still provide the other bonuses given, but also adds in a significant, and possibly brief bonus to Stealth and Stealth detection. Maybe remove the shared cooldown with Aux to SIF and Aux to ID.
(Another, and entirely different option would be to remove the heal and AtID bonuses, but keep the Stealth/Stealth detection bonuses while adding in bonuses for aux-based powers such as heals, holds, etc.)
Shields: Unchanged, except that a larger part of the resist would trickle off after a few seconds. It'd still have a good resistance bonus regardless, along with it's bonus regen, but it wouldn't be an 'immunity button' or anything.
Engines: Not make the speed bonus quite as massive, since you don't wanna move that fast most of the time. Would still give a significant bonus to turn, speed, and defense. Possibly add in some immunity to movement debuffs.
Weapons: The biggest thing is that it would have a larger drain resist on all energy weapons for the duration, along with a brief boost of Accuracy to all weapons, along with reducing cooldowns somewhat on torpedoes as well.
For all of them, they would only apply a shared cooldown with their respective EPTX abilities, and not all EPTX abilities.
Each one is meant to kind of look at a subsystem and just push it to it's limits.
Shields: The ultimate EPTS really.
Engines: The best way to get any cruiser to move, along with the other bonuses it gives.
Aux: The closest thing a cruiser would do to become a sci ship, by boosting all the aux-based powers by a large margin.
Weapons: Pretty much an all-out offensive. This was an idea I had before the Omega set and Marion DOFFs stomped all over an engineer's Nadeon Inversion ability. Even so, it would offset a considerable amount of annoyance regarding weapon drain on a cruiser. Add in the torpedo cooldown and accuracy bonus, and that could make a cruiser really lay a hurting on something.
None of these were ever meant to make a cruiser, especially an engy-cruiser step on anyone's toes, but it did allow a cruiser to focus their efforts into a really huge buff all around, at the cost of power everywhere else.
With all the warp core and power changes being added in soon, these really have a new light, because since (high) power levels are supposed to be an engineer's 'thing', this could be useful for them to gain.
On another note, they should remove the worthless radiation damage from Aceton Beam (seriously, does that EVER hurt anyone? Even without an HE around), and just improve the de-buff it gives. In turn, make it only clearable by Engineering Team.
Also, there should be an Aux to ID 3 at the Cmdr level, and possibly even an Aux to Batteries 3.
Make the friggin Aceton Beam an area ability, insted of single target one. Base it out if aux (or aux AND eng) power. Make the ship using it glow like christmas tree. Give it relative short CD (shared CD) so that it can be up for long enough to force people to shoot at you and not just wait till it goes away. Should be (too lazy to check if it is not the case already) a lt.cmdr/cmdr ability so that escort cannot get it and sci only the weakest version).
With -80 or so percent damage mitigation in 10 mile radius any cruiser using AB 2 or 3 will be "a must kill" (or at least "must SNB") target for enemy team. Otherwise they wont be able to kill anything.