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Attn Devs. Breen and Jemmy Engines and shields are Fail.

ghostyandfrostyghostyandfrosty Member Posts: 864
edited October 2012 in PvP Gameplay
With the coming changes to the Borg set, you really need to know this.

The jem and breen engines both Fail because they are Combat Engines, and their perks are only marginally better than Blue Gear of their level. (they are Inferior to some purples) No One in pvp, that has a brain can actually get the benefit of a Combat engine. Everyone's engine power that Matters, has 54/25 engine power at minimum. This is due to warp core efficiency, power generation and engine performance. Combat Impulse stops giving bonuses at 50 or higher. This is why that engine went the way of the dodo over the last couple of years.

At the very least the breen and Jem engines need to be Standard Impulse engines. This is only a minor buff at best true, but it's alot better than what we have now in pvp. Ideally you would make them Hypers instead, since it would actually encourage people to play your lolpve.

It also would make them almost worth considering in the final game.

Neither shield is a Cap3. This is another huge detriment to the set. Neither shield has anything resembling decent shield regen either.
If you make the shields cap3, they'll still be inferior over all to Maco, KHG, and Omega however people will actually use them instead of Blue Cap2s in pvp till they can get their Great Stuff.

These two changes, would make the Breen and Jem set decent stop gaps until someone could get their Maco, borg, KHG, or Omega sets. (yes the reman set sucks, and yes it sucks so bad that I'm not even going to mention it in this thread as it's revision needs to be considerably more Extensive than what this thread can offer. If you think this post is long imagine an entire post this long or longer dedicated to Just the Gimpy Reman Set) Seriously, Blue Gear for engines is just as good, and Purples are better. Both of which frankly are much easier to acquire without playing silly lolpve. The shields are only about as effective at best to Cap2 shields. Which are very easily acquirable.
Post edited by ghostyandfrosty on

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    shookyangshookyang Member Posts: 1,122
    edited October 2012
    has 54/25 engine power at minimum.
    They do? Well color me embarrassed....I only have 52/30. :(
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    ghostyandfrostyghostyandfrosty Member Posts: 864
    edited October 2012
    shookyang wrote: »
    They do? Well color me embarrassed....I only have 52/30. :(

    And you still can't use a combat engine effectively :P
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    ghostyandfrostyghostyandfrosty Member Posts: 864
    edited October 2012
    sophlogimo wrote: »
    Actually I think this points at a general problem we have: Too high energy totals.

    A large number of issues (including the Offensive Engineer usefulness in PvP) could be solved by making additional power levels beyond the standard 200 harder to get. Or even have a lower base number to begin with... like, 100, with minimum level 5, not 25.

    This has been the way it is since Launch. It has 0 reason to change now. None.
    Also offense engineers are alot more useful than you think, especially with the coming change to the borg set. Mine commonly racks up 300k+ damage (that's within 100k of an Escorts totals), and a million heals (or better) most of which is External healing being thrown, in a typical arena. Where as my tac has 2 subystems at any time that are around 50 /25 my engineers 90 percent of the time, run 100+ across the board, without factoring in my maco bonuses.
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    tajrektajrek Member Posts: 35 Arc User
    edited October 2012
    I so agree! This is not a game breaking change but having normal engines and a capx3 would make me consider mixing and matching but still overall make the "marks" sets better. I would go so far as to say all the sets need a pass for usability as the third ability 3 set bonuses are just pitiful. While i uderstand the need for pvp balance, i think an inante non taggable ability would be better. Breen 3 piece - 2 power all systems enemy. +2 all levels you. Jem hadar remove the sweep and allow the victory is life for all ships. Khg forfet aoe stealth allow a bonus to stealth +5 for your ship only. Omega 3 piecebonus instead could insead be a 10% bonus to turn rate (ghetto rcs consule) remen set could have the built in point defense the plasma one from the preorder bonus bust it doesnt take a slot up. (it does 45 plasma damafe every 15 secs and randomly taegets nearest enemy). I dont ay fed so i dont knkw what would be cool for 3 piece maco. These arent groundbreaking but would allow all sets to be unique and different playstyles would make you go for different sets.
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    ghostyandfrostyghostyandfrosty Member Posts: 864
    edited October 2012
    sophlogimo wrote: »
    May I point you at the OP...

    In the old skill tree it could be circumstantially useful for Tac Cruisers to have low engine power. The problem though, is modern STO dps is very strong, and every ship now needs every point of defense they can muster.

    Combat Engines being useful still won't address the Core Issue of the breen and jem engines Sucking, but it would be a decent start if they were hypers.
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    redrickyredricky Member Posts: 1,004 Arc User
    edited October 2012
    (yes the reman set sucks, and yes it sucks so bad that I'm not even going to mention it in this thread as it's revision needs to be considerably more Extensive than what this thread can offer. If you think this post is long imagine an entire post this long or longer dedicated to Just the Gimpy Reman Set)
    At least the Breen and Jem sets just need to go to the gym a little more often and stop calling out the wrong boyfriend's name.

    The Reman set is the cross dresser you pick up by accident. So pretty, then you realize that all the parts are wrong.

    Watching the non-functional 3 piece bonus do effectively nothing in your defense tab is like that moment in the cab when she leans over and says, "By the way, my name's Steve."
    _______________
    CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
    Norvo Tigan@dontdrunkimshoot: hell ya, maybe
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    syboksybok Member Posts: 1 Arc User
    edited October 2012
    redricky wrote: »
    At least the Breen and Jem sets just need to go to the gym a little more often and stop calling out the wrong boyfriend's name.

    The Reman set is the cross dresser you pick up by accident. So pretty, then you realize that all the parts are wrong.

    Watching the non-functional 3 piece bonus do effectively nothing in your defense tab is like that moment in the cab when she leans over and says, "By the way, my name's Steve."

    ... wow. Well if that description doesn't do it for you I don't know what will.

    A'jora
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    darkfader1988darkfader1988 Member Posts: 0 Arc User
    edited October 2012
    combat enginsh ave always been useless, hyper is king

    MT.
    MT - Sad Pandas
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    bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited October 2012
    redricky wrote: »
    At least the Breen and Jem sets just need to go to the gym a little more often and stop calling out the wrong boyfriend's name.

    The Reman set is the cross dresser you pick up by accident. So pretty, then you realize that all the parts are wrong.

    Watching the non-functional 3 piece bonus do effectively nothing in your defense tab is like that moment in the cab when she leans over and says, "By the way, my name's Steve."

    Note to self; No trim hunts with redricky or learn to use the "Dundee" check before leaving any bars.........:P
    Leonard Nimoy, Spock.....:(

    R.I.P
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    dassemstodassemsto Member Posts: 792 Arc User
    edited October 2012
    sophlogimo wrote: »
    Actually I think this points at a general problem we have: Too high energy totals.

    A large number of issues (including the Offensive Engineer usefulness in PvP) could be solved by making additional power levels beyond the standard 200 harder to get. Or even have a lower base number to begin with... like, 100, with minimum level 5, not 25.

    This is true only if you're an engineer, or if you fly an Escort or Cruiser. When in a sciship that needs 125toAux every 5 seconds, you'll have little left for engines and shields, not to mention weapons :/
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    p2wsucksp2wsucks Member Posts: 0 Arc User
    edited October 2012
    Why leave KHG engines off the list. Isn't the issue w/needing to boost Combat Impulse Engines in general?
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
    Random Quote from Kerrat
    "Sumlobus@****: your mums eat Iced Targ Poo"
    C&H Fed banter
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    ghostyandfrostyghostyandfrosty Member Posts: 864
    edited October 2012
    p2wsucks wrote: »
    Why leave KHG engines off the list. Isn't the issue w/needing to boost Combat Impulse Engines in general?

    the KHG as a set overall is pretty interesting to decent. It's set bonus actually overcomes the complete Gimp that is known as Combat Engines.

    (which no one should field anyway barring an Amazing set bonus somewhere along the line)
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    p2wsucksp2wsucks Member Posts: 0 Arc User
    edited October 2012
    the KHG as a set overall is pretty interesting to decent. It's set bonus actually overcomes the complete Gimp that is known as Combat Engines.

    (which no one should field anyway barring an Amazing set bonus somewhere along the line)

    I'll grant the 2 piece boost is nice for torp boats. But, I'd rather through in Omega or Aegis Engines. Can't remember the last time I used KHG engines even for Brel torp builds.

    Edit:

    Fortgot to mention the AoE MES isn't worth the 3rd piece. Must be intiated out of combat, short duration, etc.
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
    Random Quote from Kerrat
    "Sumlobus@****: your mums eat Iced Targ Poo"
    C&H Fed banter
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    hurleybirdhurleybird Member Posts: 909
    edited October 2012
    The threshold for combat engines should be in the 60-70 range. Everyone is always over 50.
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    dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2012
    impulse engines need a rethink. i don't think they get better as you level, going from a mkXI to XII omega engine, i noticed my turn rate and speed not increase at all, whats the point of them haveing a MK then?

    its impossible to have low energy and be effective, your defense score will be a huge liability, you will get circles flyed around you, trying to evasive away simply wont work with a combat engine and you have to have a terrible skill build to somehow not have over 50 engine power. heres what impulse engines need to do

    combat- innate turn 3 before any other modifiers, normal energy curve

    standard, 1 turn, 1 speed, 1 full, 1, aux thruster mod all innate, normal energy curve

    hyper- innate speed 3, high energy curve

    and there needs to be a level based buff to speed and turn every level, that works.
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    p2wsucksp2wsucks Member Posts: 0 Arc User
    edited October 2012
    impulse engines need a rethink. i don't think they get better as you level, going from a mkXI to XII omega engine, i noticed my turn rate and speed not increase at all, whats the point of them haveing a MK then?

    its impossible to have low energy and be effective, your defense score will be a huge liability, you will get circles flyed around you, trying to evasive away simply wont work with a combat engine and you have to have a terrible skill build to somehow not have over 50 engine power. heres what impulse engines need to do

    combat- innate turn 3 before any other modifiers, normal energy curve

    standard, 1 turn, 1 speed, 1 full, 1, aux thruster mod all innate, normal energy curve

    hyper- innate speed 3, high energy curve

    and there needs to be a level based buff to speed and turn every level, that works.

    I found if I ignored the tooltip and fitted mkxi vs mkxii there is a difference and mkxii is better fyi.

    Edit:

    55.42 flight speed 36.3 turnrate vs 54.84 flight speed 36.3 turn rate. slight difference

    Aegis 54.40 fs, 35.2 turnrate

    romulan 37.71 fs, 34.1 turnrate

    khg mkxii 36.03 fs, 37.4 turnrate



    all at 109/100 engine power
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
    Random Quote from Kerrat
    "Sumlobus@****: your mums eat Iced Targ Poo"
    C&H Fed banter
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited October 2012
    So the "low" Engine is not the same as the "low" Efficiency - it's not up to 75?
    The 25% AUX thrusters when the engine is disabled is not better than just sitting there?
    The up to +10 Wep Pwr when you've switched to Aux/Shields is not helpful?
    It's better to have a higher Engine power when you're still going to be flying slower because you want to turn eventually - typically done in the larger ship which is not going to be looking as much at Def as simply being able to tank the damage vs. the more nimble ship which is not going to be looking to tank the damage as much as to avoid the damage?

    You know, I'd always thought that the engines were situational. It's not a case of one engine being the perfect engine for every ship. If you're flying X ship, then A or B might be better. If you're flying Y or Z ship, then you'd definitely want to look at C...

    ...this thread leads me to believe everything I posted above is wrong.
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    redrickyredricky Member Posts: 1,004 Arc User
    edited October 2012
    Silly rabbit, combat impulse engines are for when you're getting sucked dry by siphons. It's not a bug, it's a feature!
    _______________
    CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
    Norvo Tigan@dontdrunkimshoot: hell ya, maybe
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    ghostyandfrostyghostyandfrosty Member Posts: 864
    edited October 2012
    So the "low" Engine is not the same as the "low" Efficiency - it's not up to 75?
    The 25% AUX thrusters when the engine is disabled is not better than just sitting there?
    The up to +10 Wep Pwr when you've switched to Aux/Shields is not helpful?
    It's better to have a higher Engine power when you're still going to be flying slower because you want to turn eventually - typically done in the larger ship which is not going to be looking as much at Def as simply being able to tank the damage vs. the more nimble ship which is not going to be looking to tank the damage as much as to avoid the damage?

    You know, I'd always thought that the engines were situational. It's not a case of one engine being the perfect engine for every ship. If you're flying X ship, then A or B might be better. If you're flying Y or Z ship, then you'd definitely want to look at C...

    ...this thread leads me to believe everything I posted above is wrong.

    Yeah it's not the same. Combat impulse stops giving any kind of bonus at 50 or greater engine power. Just like Hyper engines give bonuses at 51 or higher and not 75 or higher.

    the Aux disable doesn't make up for the set in questions Short Comings, is part of the problem. the variable power bonus is meh because a Warp Core engineer doff will give you +25 anyway if it procs. Maco will pretty much get you +10 instantly once you are shot at, and Leech gives you +16 if you are shooting anything anyway. To say nothing of EPS power transfers, Weapon Batteries, combo batteries, Red Matter Capacitors, Team Batteries, and oberth consoles.

    Even at a Lower slider setting, at /25 -all- of my toons are comfortably over 50 power in engines.
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited October 2012
    Yeah it's not the same. Combat impulse stops giving any kind of bonus at 50 or greater engine power. Just like Hyper engines give bonuses at 51 or higher and not 75 or higher.

    Well then - that seems like a major blunder on Cryptic's part then - because Hell, not even trying it's easy to pass 50 when set at 25.
    the Aux disable doesn't make up for the set in questions Short Comings, is part of the problem. the variable power bonus is meh because a Warp Core engineer doff will give you +25 anyway if it procs. Maco will pretty much get you +10 instantly once you are shot at, and Leech gives you +16 if you are shooting anything anyway. To say nothing of EPS power transfers, Weapon Batteries, combo batteries, Red Matter Capacitors, Team Batteries, and oberth consoles.

    PVE to PVP has always driven me crazy though. Probably one of the reasons I ran 2+2's on so many toons - running a 3-5 STFs for a single Borg piece...meh.

    No doubt if somebody's going to premade - they're going to do what they need to do.
    Even at a Lower slider setting, at /25 -all- of my toons are comfortably over 50 power in engines.

    Yeah, the 50 thing... just blows my mind.
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    dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited October 2012
    I would just give engines special bonuses, so there is tradeoff between fast engines and slowest engines. Making all engines the same is imho bad thing.

    Combat engines +huge turn bonus
    Normal engines +power efficiency bonus
    Hyper engines +speed bonus
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
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    aquitaine985aquitaine985 Member Posts: 0 Arc User
    edited October 2012
    I was always told that the "Victory is Life" thing on the Jemmy set is broken anyway?
    [SIGPIC][/SIGPIC]
    @Aquitaine985
    Lag Industries STO PvP Fleet - Executive
    A Sad Panda of Industrial calibre.
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    bluemodeltbluemodelt Member Posts: 10 Arc User
    edited October 2012
    Actually,I'ts easy to get under 50 engine power. My sci has 1 point spec'd into engine performance,why because all it does is boost engine power.Thrusters is what changes defense turn and speed values.So with only one point there and max efficiency to Warp core and Efficient,and all eff. Boff's. I have 49/25 Engine power.
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    canis36canis36 Member Posts: 737 Arc User
    edited October 2012
    I was always told that the "Victory is Life" thing on the Jemmy set is broken anyway?

    It isn't, it's just only applicable when the set is equipped on a Galor or Bug ship.
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    shookyangshookyang Member Posts: 1,122
    edited October 2012
    And you still can't use a combat engine effectively :P

    I suppose the better question would be: "How are you getting 54/25?"
    I have 9 points in Warp Core Efficiency and Warp Core Potential (Impulse Thrusters, too...but that seems irrelevant to power levels). I have 6 points in Engine Performance. Putting in 3 more points into it shouldn't give me 7 more power in my system.

    impulse engines need a rethink. i don't think they get better as you level, going from a mkXI to XII omega engine, i noticed my turn rate and speed not increase at all, whats the point of them haveing a MK then?
    p2wsucks wrote: »
    I found if I ignored the tooltip and fitted mkxi vs mkxii there is a difference and mkxii is better fyi.

    Edit:

    55.42 flight speed 36.3 turnrate vs 54.84 flight speed 36.3 turn rate. slight difference
    I noticed the increase as well. I use Advanced Fleet Hyper-Impulse engines mk XII [turn]x3 [spd], and despite having the same flight speed as my Omega Hyper-Impulse Engines MK XI, the Fleet engines adds an additional .5 to my flight speed.

    I didn't have the Omega mk XII engines until recently, but didn't even bother confirming the hidden MK bonus.
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    thishorizonthishorizon Member Posts: 1,158
    edited October 2012
    lol.

    why is mav banned again?
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    reichwald12reichwald12 Member Posts: 95 Arc User
    edited October 2012
    I really support a change to the Breen set. You hear me, Cryptic?

    *sadcricket*
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