Captain
Join Date: Jun 2012
Posts: 1,495
# 51
05-19-2013, 05:29 PM
Quote:
Originally Posted by antoniosalieri View Post
All pointless... 1-2 neut armours... a hzards 2... and if it really is all that great people go back to borg 2 piece. Honestly.... Rep that counters Rep... such enormously stupid design its not even funny. When this game tanks 3-4 months after the rom launch... I'll just shake my head.

If Cryptic had have a brain they would remove all rep from pvp... really it does nothing for to improve pvp... it does nothing to attract new players... it does nothing to make returning players want to stick around. There is no point in it accept to ensure we slave ourselves to pve... and frankly there is only so much of that people will be willing to put up with. Most of our friends have already signed off that ride. More are going to follow soon enough.

It sucks cause I'm jazzed up to role a Romulan and see a few of my old friends back again... but I already know whats going to happen... 1-2 weeks in they are going to all say WTH is with all this junk. I remember know why I left 2 years ago. lol
They should've stuck w/skill boosts like some of the T2 options are.

To the OP Eng Captain abilities are about self survival and power mgt. It's not a class that's designed to out punch nor out debuff a target. Granted, there's a lot of ways for anyone to boost power and roll a variety of self defenses now.

That said aux2batt jem HEC w/console will give you a pseudo team AP power, and w/tech doffs a ++++tac initiative. Being an Eng you may be able to skimp out on defensive boffs for debuff/cc boff powers. Or a lower epts for a high end eptw or etpe. Pets can have debuffs as good as most sci boff debuffs. There's snb doffs too.
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Captain
Join Date: Aug 2012
Posts: 14,021
# 52
05-19-2013, 05:37 PM
Quote:
Originally Posted by hurleybird View Post
Duels don't matter.

/thread
There's little point in trying to convert the thread into adding more team synergy to the Eng either... it would just end up ignored by the devs like the countless other threads on the matter.

I mean, c'mon - look at the two traits they added for Engineers. The descriptions below are for a guy I copied over to Tribble.

EPS Manifold Efficiency

Batteries give a secondary boost...

Space Trait. When you use EPtA, EPtE, EPtS, or EPtW, this trait causes all of your other power levels to gain a moderate subsystem boost. When you use any Battery, this trait causes all of your other power levels to gain a large subsystem boost. The duration of these subsystem power boosts is based on your Batteries skill.

Enhances specific powers
10 bonus to Weapon power for 15.4 sec
10 bonus to Shield power for 15.4 sec
10 bonus to Engine power for 15.4 sec
10 bonus to Auxiliary power for 15.4 sec

Skills that affect his ability: Starship Batteries


So if the 10 is a moderate boost, what is the large boost from batteries? Er, the same 10...

Grace Under Fire

Taking damage can reset the recharge on Miracle Worker.

Space Trait. If you take more than 20% of your hitpoints in a 5 second period, the cooldown on Miracle Worker is reset. This trait will only trigger when Miracle Worker is already on cooldown, and can only trigger once every 90 seconds.


So you pop MW, eat 20%+ damage to hull in a 5s period, you can pop MW again. Back to the 4m CD...but if 90s later, you eat 20%+ damage to hull in a 5s period again, you can pop it again...

Willard the Rat, Klingon Science Officer

Swordsman Tip: You are your own biggest hurdle to becoming a better player.
Lt. Commander
Join Date: Apr 2013
Posts: 122
# 53
05-19-2013, 11:12 PM
Quote:
Originally Posted by virusdancer View Post
There's little point in trying to convert the thread into adding more team synergy to the Eng either... it would just end up ignored by the devs like the countless other threads on the matter.

I mean, c'mon - look at the two traits they added for Engineers. The descriptions below are for a guy I copied over to Tribble.

EPS Manifold Efficiency

Batteries give a secondary boost...

Space Trait. When you use EPtA, EPtE, EPtS, or EPtW, this trait causes all of your other power levels to gain a moderate subsystem boost. When you use any Battery, this trait causes all of your other power levels to gain a large subsystem boost. The duration of these subsystem power boosts is based on your Batteries skill.

Enhances specific powers
10 bonus to Weapon power for 15.4 sec
10 bonus to Shield power for 15.4 sec
10 bonus to Engine power for 15.4 sec
10 bonus to Auxiliary power for 15.4 sec

Skills that affect his ability: Starship Batteries


So if the 10 is a moderate boost, what is the large boost from batteries? Er, the same 10...

Grace Under Fire

Taking damage can reset the recharge on Miracle Worker.

Space Trait. If you take more than 20% of your hitpoints in a 5 second period, the cooldown on Miracle Worker is reset. This trait will only trigger when Miracle Worker is already on cooldown, and can only trigger once every 90 seconds.


So you pop MW, eat 20%+ damage to hull in a 5s period, you can pop MW again. Back to the 4m CD...but if 90s later, you eat 20%+ damage to hull in a 5s period again, you can pop it again...
Offense is the best defense, that is why engies can't even defend themselves properly..

Maybe they should nerf tac captains and escorts in general.
Captain
Join Date: Nov 2012
Posts: 4,112
# 54
05-20-2013, 12:02 AM
Quote:
Originally Posted by dam999 View Post
Offense is the best defense, that is why engies can't even defend themselves properly..

Maybe they should nerf tac captains and escorts in general.
lol...

Tacs and escorts are NOT the issue.

Engis can defend themselves just fine... the only issue they have is they don't do enough dmg to overcome the games healing levels. Nerfing tacs won't make engi any more useful. Nerf tac and sci and you now have a game where games just never end. Oh joy. lol

Tacs have a hard time overcoming the games healing levels as well... which is why every premade needs the Combo of Tac + Sci to score kills against anyone.
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Captain
Join Date: Jun 2012
Posts: 1,005
# 55
05-20-2013, 09:29 AM
Quote:
Originally Posted by antoniosalieri View Post
Where is the gimmick factor... oh I don't know the plasma infusers. lol
That one is corrected come tommorow anyway... not that the omega torp burns where really hurting anyone that much anyway.

You can't honestly argue that a Engi Scort is really on par with Tac or Sci scorts. They just aren't.
What is getting changed about plasma?
----
@DevolvedOne
Captain
Join Date: Aug 2012
Posts: 14,021
# 56
05-20-2013, 09:38 AM
Quote:
Originally Posted by skurf View Post
What is getting changed about plasma?
Plasma Infusers are going to work like other energy Tac consoles in that they are only going to buff Plasma directed energy (like Tet/Pol/etc only buff their respective damage). They will no longer buff the Plasma DoTs from torpedoes nor will they buff EWP.

Willard the Rat, Klingon Science Officer

Swordsman Tip: You are your own biggest hurdle to becoming a better player.
Captain
Join Date: Jun 2012
Posts: 1,005
# 57
05-20-2013, 09:42 AM
Quote:
Originally Posted by virusdancer View Post
Plasma Infusers are going to work like other energy Tac consoles in that they are only going to buff Plasma directed energy (like Tet/Pol/etc only buff their respective damage). They will no longer buff the Plasma DoTs from torpedoes nor will they buff EWP.
What about plasma burn from the energy weapon proc?
----
@DevolvedOne
Captain
Join Date: Aug 2012
Posts: 14,021
# 58
05-20-2013, 09:43 AM
Quote:
Originally Posted by skurf View Post
What about plasma burn from the energy weapon proc?
Still buffs that.

Basically they just no longer buff Torp Burn nor EWP.

Willard the Rat, Klingon Science Officer

Swordsman Tip: You are your own biggest hurdle to becoming a better player.
Lt. Commander
Join Date: Jun 2012
Posts: 205
# 59
05-20-2013, 10:30 AM
Quote:
Originally Posted by antoniosalieri View Post
Engis can defend themselves just fine... the only issue they have is they don't do enough dmg to overcome the games healing levels. Nerfing tacs won't make engi any more useful. Nerf tac and sci and you now have a game where games just never end. Oh joy. lol

Tacs have a hard time overcoming the games healing levels as well... which is why every premade needs the Combo of Tac + Sci to score kills against anyone.
I too agree with this assessment. What has happened so far is: Tacs always seek new ways of doing more damage and that's okay - that's what we all want to do. However, this also increased the demand for healing abilities and tanking skills as well. This is where Sci's and Engi's had the potential to shine. However, because of how the game is set with Boff skills (everyone has a bit of each), Sci's are much preferred over Engi's, as they have a much greater ability to heal and tank (through healing) - High aux level Haz Emit and TSS. Additionally, the high aux powers also overshadows an Engi's ability use Aux2SIF. So the Engi is left with Extend Shields...which nobody really has an issue with buffing it to good levels - Anyone can pop EPtS and throw Extend Shields on an ally. So essentially, Sci out-tanks and out-heals Engi's in almost every way.

So with this, we have the group of people screaming that cross-healing is overpowered and another group of people screaming tacscorts got "power overwhelming" turned on. We have everyone maximizing damage and healing and quite frankly, the Engineers don't shine in any of these departments. The only real place where they shine is self-tanking (EPtS3 for example), but even so they're just there to do marginal amounts of damage.
Captain
Join Date: Jan 2013
Posts: 4,979
# 60
05-20-2013, 12:33 PM
Honestly if NI were given a 30s cooldown, the profession would be much more viable. BFaW and BO are both energy pigs, and NI cancels that out, but the long cooldown makes it hard to really leverage.

Give MW a 2m cooldown in addition, and it would be a game changer
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