Ok, so this is the one thing I can't seem to locate. While I'm set for my armor/PSG/weapons (VA stuff from STFs), I can't seem to locate VA Kits? I dunno, maybe I'm blind or just over looking them.
Any assistance on this would be great.
Thanks!
Captain Grifter Treysik, Task Force Avalon (@Grifter.Treysik)
There was talk a long time ago that new kits were going to be introduced and maybe customizable. But we havn't hard anything since.
Given Engineers are about to be hit with a major nerf in tonight's patch, a customizable kit would be all the more welcome.
How do you figure Engineers will be nerfed? Based on what I read, the only change is that once a kit is removed, spawned things disappear and they are fixing the miracle worker issue.
How do you figure Engineers will be nerfed? Based on what I read, the only change is that once a kit is removed, spawned things disappear and they are fixing the miracle worker issue.
Am I missing something?
From what i use on stfs with my eng toons,
Fab kit = mortar + turret (usually 3 of each with purple Doffs) drone and health gen,
then switch to enemy neut. Transphase bomb, Chron mines, armor fuse, weapon mal'
After the "Fix" it will cut my DPS/overall firepower as i will have to stick with fab kit, or stick to enemy neut., and affect the TEAM's overall firepower too.
While this is most wonderful for PVP (well if your fighting an eng who has a makeshift base with minefield) but for PVE we are losing a fair bit of our BITE
As for mircale worker, I think i was more likely to have leveled past mircale I before i even used the dang thing , not really important imho,
Ah well, something new to get used to.
[Combat (Self)] Your Bite deals 2378 (1475) Physical Damage(Critical) to Spawnmother.
How do you figure Engineers will be nerfed? Based on what I read, the only change is that once a kit is removed, spawned things disappear and they are fixing the miracle worker issue.
Am I missing something?
The only thing I can see about engineers in the patch notes is this
Engineering Kit summoned pets; drones, turrets, mines, etc.; will now despawn if you remove the kit.
and
Updated Miracle Worker I: Its healing value was 1/10 the value it should have been.
Fab kit = mortar + turret (usually 3 of each with purple Doffs) drone and health gen,
then switch to enemy neut. Transphase bomb, Chron mines, armor fuse, weapon mal'
After the "Fix" it will cut my DPS/overall firepower as i will have to stick with fab kit, or stick to enemy neut., and affect the TEAM's overall firepower too.
While this is most wonderful for PVP (well if your fighting an eng who has a makeshift base with minefield) but for PVE we are losing a fair bit of our BITE
As for mircale worker, I think i was more likely to have leveled past mircale I before i even used the dang thing , not really important imho,
Ah well, something new to get used to.
Awww, come on, that's bovine excrement. You cannot change kits in mid-combat, and why should the pets despawn because you change the "kit"? That really urinates on me, it's not that the whole game is broken just because I can playe a mortar and support drone before switchung to my neutralization kit.
Introduce a different mechanic for that dog-awfull broken PvP no one plays but don't break the good things constantly, cryptic. :mad:
^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
"No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
"A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
"That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
How do you figure Engineers will be nerfed? Based on what I read, the only change is that once a kit is removed, spawned things disappear and they are fixing the miracle worker issue.
Am I missing something?
Yeah, after how long? It takes Cryptic literally a year to fix bugs. But hey if there is an Overpowered ability, they have no trouble fixing that the next day, right? :rolleyes:
So what if we deplay Mortors and switch to mines? It makes Engineers actually wanted instead of all the Tacticals running around with 1-shot capability or Invulnerable Science players who just constantly heal themselves. So now Cryptic just forced Engineers to use either or and I guarantee you we will just go for the Mines since they are far more viable than the mortors.
I am kinda glad in relation to,this patch; all to often in colon invasion, someone plants a quantum turret at spawn which manages to draw aggro from groups 4 and 5 prematurely. What happens is that we end up in a slugfest with bosses before leaving the primary spawn area.
Wow lots of replies! Thanks for the information regarding only have Mark X.
Is there anywhere you buy them? I haven't seen somewhere to buy kits (a vendor), though I'm told there are. The ones I see sell common kits, not very rare.
And I see I started a huge debate. Sadly, I am an Engineer and I am impacted by the change (or nerf as some folks put it).
Cheers,
Captain Grifter Treysik, Task Force Avalon (@Grifter.Treysik)
You can also buy Mk X kits out of your Dilithium store tab.
[SIGPIC]Handle: @kirian_darkstar
Registered: Oct/2009 , LTS : Feb/2011
Fleets: Warriors of the Phoenix, Kirian Industries[/SIGPIC] Three years and still no Captain Klaa hair...
I am kinda glad in relation to,this patch; all to often in colon invasion, someone plants a quantum turret at spawn which manages to draw aggro from groups 4 and 5 prematurely. What happens is that we end up in a slugfest with bosses before leaving the primary spawn area.
And because some people mess it up it's better that they completely take out the one thing wich made engineers versatile?
I really hate this "fix", I really do.
^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
"No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
"A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
"That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
I am kinda glad in relation to,this patch; all to often in colon invasion, someone plants a quantum turret at spawn which manages to draw aggro from groups 4 and 5 prematurely. What happens is that we end up in a slugfest with bosses before leaving the primary spawn area.
Actually AFAIK, it's not gonna fix that. "Bonus" turrets from Doff skills don't even despawn when you leave the map, I doubt they'll despawn when you remove your kit.
Actually AFAIK, it's not gonna fix that. "Bonus" turrets from Doff skills don't even despawn when you leave the map, I doubt they'll despawn when you remove your kit.
Nor do the "Bonus" turrets despawn when you plop down a new turret elsewhere.
[SIGPIC]Handle: @kirian_darkstar
Registered: Oct/2009 , LTS : Feb/2011
Fleets: Warriors of the Phoenix, Kirian Industries[/SIGPIC] Three years and still no Captain Klaa hair...
Comments
Given Engineers are about to be hit with a major nerf in tonight's patch, a customizable kit would be all the more welcome.
How do you figure Engineers will be nerfed? Based on what I read, the only change is that once a kit is removed, spawned things disappear and they are fixing the miracle worker issue.
Am I missing something?
From what i use on stfs with my eng toons,
Fab kit = mortar + turret (usually 3 of each with purple Doffs) drone and health gen,
then switch to enemy neut. Transphase bomb, Chron mines, armor fuse, weapon mal'
After the "Fix" it will cut my DPS/overall firepower as i will have to stick with fab kit, or stick to enemy neut., and affect the TEAM's overall firepower too.
While this is most wonderful for PVP (well if your fighting an eng who has a makeshift base with minefield) but for PVE we are losing a fair bit of our BITE
As for mircale worker, I think i was more likely to have leveled past mircale I before i even used the dang thing
Ah well, something new to get used to.
The only thing I can see about engineers in the patch notes is this
Engineering Kit summoned pets; drones, turrets, mines, etc.; will now despawn if you remove the kit.
and
Updated Miracle Worker I: Its healing value was 1/10 the value it should have been.
Though I'm sad that Engy kits get this change, its a change that should have come long ago.
Awww, come on, that's bovine excrement. You cannot change kits in mid-combat, and why should the pets despawn because you change the "kit"? That really urinates on me, it's not that the whole game is broken just because I can playe a mortar and support drone before switchung to my neutralization kit.
Introduce a different mechanic for that dog-awfull broken PvP no one plays but don't break the good things constantly, cryptic. :mad:
Get the Forums Enhancement Extension!
Yeah, after how long? It takes Cryptic literally a year to fix bugs. But hey if there is an Overpowered ability, they have no trouble fixing that the next day, right? :rolleyes:
So what if we deplay Mortors and switch to mines? It makes Engineers actually wanted instead of all the Tacticals running around with 1-shot capability or Invulnerable Science players who just constantly heal themselves. So now Cryptic just forced Engineers to use either or and I guarantee you we will just go for the Mines since they are far more viable than the mortors.
Kinda agree except Infected ground elite, mortars+turrets = long range carnage and without messing up optional
Is there anywhere you buy them? I haven't seen somewhere to buy kits (a vendor), though I'm told there are. The ones I see sell common kits, not very rare.
And I see I started a huge debate. Sadly, I am an Engineer and I am impacted by the change (or nerf as some folks put it).
Cheers,
Star Trek: Praetorian Official Website / 26th Fleet Recruitment thread
Registered: Oct/2009 , LTS : Feb/2011
Fleets: Warriors of the Phoenix, Kirian Industries[/SIGPIC]
Three years and still no Captain Klaa hair...
And because some people mess it up it's better that they completely take out the one thing wich made engineers versatile?
I really hate this "fix", I really do.
Get the Forums Enhancement Extension!
My character Tsin'xing
Nor do the "Bonus" turrets despawn when you plop down a new turret elsewhere.
Registered: Oct/2009 , LTS : Feb/2011
Fleets: Warriors of the Phoenix, Kirian Industries[/SIGPIC]
Three years and still no Captain Klaa hair...