I'm doing reasonably well with my Engineer in ground PVP. But the only viable kit is Enemy Neutralization. Everything else is just not as efficient.
That said, being one-shot by pulse is okay, this is how powerful tacs are and that's how they play their game. But one-shot by snipe? That's not okay. If you're getting one-shot by snipe you're not crouching/rolling/sprinting enough, or just have inadequate gear.
In PVE they are king in terms of taking a licking and keeping on ticking....
In PVp they are more situational and still can muster some devastating dps if used properly.
Mines are kickbutt......turrets are extra dps....shutting down ones ability to fire weapons and or move quickly is a good ability.
As with anyone who PVE space and then tries PVp ground you will find you are 2nd rate if you are too heavily speccd into SPACE......luckily the devs foresaw this and you can only invest so far....but still you can cripple yourself if you do not invest properly.
In PVE space i tank with my engineer in a sci vessel...and am 2nd to noone and can go head to head with a tac cube on elite...even moreso now that tac cubes are gimp......
On the ground I will admit I do not pvp anymore but in PVE I find they are exceptioanal in assisting others and allowing them to dps the mobs to oblivion....also everybody loves an AOE that targets many from above......or mines that take out all who walk on them....
In the end it boils down to creating an effective playstyle that is enjoyable and always remember this is an MMO you are not meant to be a Captain KIRk and do it all yourself...
Thats my 2 cents worth...
Today we fight the GAULS......monstrous and HAIRY beyond reason.
Cruisers do not need to tank
fly amongst the enemy FAW the blazes out of them and cruise on while some tac gets perforated
I'm a tac, I'm not specced even in tanking, and I have only MKXI items. Nevertheless, I have no problem to tank tac cubes or gates in elite STFs with the fleet Thor'kat while I also do alot of damage. So, for what are engineers good?
Can't speak for space, but on ground if you've got a well specced engineer with an Enemy Neutralization kit you can kick some serious butt. One on one you can beat anybody. In a furball you're fuse armor and weapons malfunction can help set up your enemy for your teammates to take out.
I seriously hate taking on engineers with that kit. The only thing I can do is hope that my consumables aren't on cooldown.
Based on new exp, Space is fine, eng/fleet Excel combo can handle CSE bops without issue (provided you get the build right) I still however maintain the vast majority of the ground kits are jokes and the orbital strike (being such) should pack a little more punch
Based on new exp, Space is fine, eng/fleet Excel combo can handle CSE bops without issue (provided you get the build right) I still however maintain the vast majority of the ground kits are jokes and the orbital strike (being such) should pack a little more punch
Ha, orbital strike packing a little more punch. You don't PvP on the ground, do you? An experienced engineer will root you with fuse armor and then oneshot or twoshot you with orbital strike. Even if you manage to barely survive the blast, he will quickly dispatch you with a single shot...unless you manage to get a heal off in that 1-2 second window. Weapons malfunction is one of the best debuff abilities in ground combat. Both engineer mine abilities stacked on top of eachother will oneshot entire mobs. Quantum mortars are also very powerful.
Now I will admit that the cooldowns on equipment diagnostics and quick fix are too long to be effective. Also, the medical and shield generators are too weak to really do any good. They also draw an insane amount of threat, negating their effectiveness in STFs. The damage from energy turrets is also quite pathetic. However, this isn't any different from tactical or science. There are several useless abilities mixed in with the useful abilities.
Well, the issue with tactical, science and engineer classes is that while the Tactical has kits for dps purposes, the science and engineer ones don't, the engineer has a close range damage kits.......that has that transphasic bomb thingy, the only ranged thing that has is the weapon malfunction, which is single target.
I think engineer needs a ranged dps kit, nothing too much high, but something that removes the need for me to run into a group of enemies to plant a bomb and then run.....its not really fun, so there has to be something that you can throw, that attaches to an enemy and then you trigger the explosion.
I am not sure about the science officer, but I frankly give up with the engineer, I rush in, plant the bomb..........the enemy is dead by then....which takes away the whole reason for this stuff....might as well just shoot the bloody things.
I am a veteran player and have been playing STO since it came out but....
Engineers are too underpowered.
I get one shotted by every Tac every time by Pluse by Snipe.
The Eng snipe cant break the Maco and Omega shield set.
Seriously, I'm gettin tired of this. Someone please make the Engies viable.
Can't compete agains the Tacs and Sci. We need serious upgrades to our kits to make us viable.
Not so much overpowered{EDIT: ooopps this is supposed to say underpowered} just no force multiplier
Tac seriously buffs own dmg an some team buffs - always nice to have on the team
Sci damn good at DE buffing - while dmg output maybe lower the debuffs both help team dmg and weaken enemy - good force multiplier.
Eng well you can tank I guess but so can every other ship/class combo, well you can heal I guess but so can every other ship/class combo - at best Eng is neutral via team bonus, at worse a force divider.
Like eng on ground, don't like it in space. Ground Eng has lots of simply fun abilities. Which means, you make choices all the time.
Space ? Yes, it can survive slightly better... which i not that useful once you learned how to fly the other classes and still not getting blown up. Tanking is useless. Healing others.. can every other class too. In addition the prevanlence of spike damage and one-shot-kills make healing less important overall. If something can't blow you up in some initial surprise attack when your buffs were not active, it probably can't blow you up at all. Tried an eng with a warbird recently, hoping to fight the very low energy levels iof those, but it is still pretty meh.
Sci in space at least have their Scan debuff (very useful) and subnucleonic beam (the better the enemy manages his buffs and the more powerful those are, the better this ability becomes). It's not that often advantagous like the tac buffs (which can be used at any time against any target and stack with eacht other), but it is still something nice.
Well, the issue with tactical, science and engineer classes is that while the Tactical has kits for dps purposes, the science and engineer ones don't, the engineer has a close range damage kits.......that has that transphasic bomb thingy, the only ranged thing that has is the weapon malfunction, which is single target.
I think engineer needs a ranged dps kit, nothing too much high, but something that removes the need for me to run into a group of enemies to plant a bomb and then run.....its not really fun, so there has to be something that you can throw, that attaches to an enemy and then you trigger the explosion.
I am not sure about the science officer, but I frankly give up with the engineer, I rush in, plant the bomb..........the enemy is dead by then....which takes away the whole reason for this stuff....might as well just shoot the bloody things.
Just so you know - you are not supposed to post in a thread more than 30 days after the last post - it's called a necro post.
Since the last post was Dec 2012 before yours - this is a zombie thread.
Engineers need more boff ability slots (perhaps one extra universal commander slot on every tier 5 and higher ship. Then give engineers a bonus to tractor beam and what not strengths.
Then do the same for Science ships, but at a higher multiplier on ALL science abilities for them. Like there is a shield modifier.
Cruiser ships:
1.5 modifier for tractor beam strength
Science ships
3.0 modifier on all science abilities.
Cruisers are supposed to be very versatile due to their size, yet are quite limited in number of science abilities themselves. This way cruisers and science ships can carry around more "fun" abilities without sacrificing damage or survivability too much. The modifier on science ships then allows for their science abilities to be way better than cruiser ships could ever be.
My Engineer with the Bunker Fab Kit doesn't feel weak at all. Have the "Chance to beam down Extra Turret" and " *...Quantum Mortar" Duty Officers assigned, and frankly, I feel like Iron Man...No, make that THE INVINCIBLE ARMORED IRON MAN!
Of course, I don't PvP, so no idea how I would do on that front, but at least during missions, with my entourage and my Generators/Turrets/Mortars, I feel like I could fend off a Chitauri invasion and give the Avengers a day off.
Someone get me Nick Fury on the comm!
"You shoot him, I shoot you, I leave both your bodies here and go out for a late night snack.
I'm thinking maybe pancakes." ~ John Casey
Well, the issue with tactical, science and engineer classes is that while the Tactical has kits for dps purposes, the science and engineer ones don't, the engineer has a close range damage kits.......that has that transphasic bomb thingy, the only ranged thing that has is the weapon malfunction, which is single target.
I think engineer needs a ranged dps kit, nothing too much high, but something that removes the need for me to run into a group of enemies to plant a bomb and then run.....its not really fun, so there has to be something that you can throw, that attaches to an enemy and then you trigger the explosion.
I am not sure about the science officer, but I frankly give up with the engineer, I rush in, plant the bomb..........the enemy is dead by then....which takes away the whole reason for this stuff....might as well just shoot the bloody things.
You don't run into a group of enemies and plant the Transphasic Bomb. You tell your Officers to hold a position a little ways back, move close enough that you can shoot (don't get close enough they come after you), plant the bomb (and mines if you have 'em), then fire while retreating. The enemies will give chase, and run right into your mines. Once the mines are going off, detonate the transphasic bomb. If anything survives (doubtful), you and your Boffs can mop up.
Also, turrets/drones/mortars may not deal the greatest damage (Okay, if they hit, mortars are ridiculous) but they still deal damage. And you can get 3 turrets on a single ability use (Doffs are awesome). 3 phaser/disruptor turrets will shred lower ranked NPCs (and can actually put a pretty good dent in bosses), and tend to draw a lot of fire that would normally be coming at you or your Boffs. If you decide to use drones and turrets, I would recommend grabbing nanomolecular architect, it's an Engineer specific ground trait that gives all of your fabrications 10 resistance to all damage and regeneration. If you drop a shield and med. generator near your turrets, they can actually take a reasonable beating before exploding.
Engineer is, by far, my favorite class (caveat: I don't PvP. Ever), so they could be horrible in PvP, I don't know. For PvE, they can do just about anything you want, and I love that flexibility.
Engineer is a good solo class. For pvp, I don't know. For PvE, they are good.
Yes, ground turrets do only a little damage. The main benefit of ground devices is not in the damage, but in the distraction.
My engineer can spawn shield/medical generators, drones, turrets, mortars, and vertical shield cover. I can go solo into a room with Borg and kill each Borg, one at a time, while the Borg attack my ground devices. I always volunteer to be the person who deactivates the shields (a1,a2,...,b1,b2) since I can easily solo survive a room full of borg because they attack my ground devices., while I run around the room, avoiding them.
In Space, engineers can solo repair their hull and shields. My engineer flies a D'kora with 4 DC's + 3 turrets + 1 kinetic cutting beam + 3 piece omega space set + offensive reputation bonuses. I can almost solo kill a Tac cube, as long as I destroy incoming green plasma torpedos. A single normal cube can not kill me, as long as I don't let too many green plasma torps hit me.
I have played Sci almost exclusively since launch (leveled 2 to 50), except for 1 level 50 tac. For the past week I played a Romulan engineer to 50 and can honestly say that engineering is great. Much better than Sci. Miracle worker? Holy moly! With the MW trait, you can even use it 2 times after each other under heavy fire. Sci can only use 1 ground kit, the rest are meh. With Eng you got so many great choices (plus, they are fun!). I do miss the ground survivability, but it's not that bad.
Having leveled and played all three classes a lot, my personal opinion is:
Space: Tac>Eng>Sci
Ground: Eng>Sci>Tac*
(*high dmg, but lower survivability compared to the other two)
Yes, ground turrets do only a little damage. The benefit of all that ground devices is not in the damage, but in the distraction.
The IV turret with flamethrower does great damage, on par with my hand weapon.
even through sci are heavily nerfed, they still have sensor scan which is extremely useful in space, and pretty much every skill they have is useful against bosses or helping the team against one
engineer on the other hand is only useful if he is tanking, which doesn't always happen considering how threat control is rather broken to this day(it works, but it could be a lot better), engineers as they are have not a single offensive ability, EPS and nadion inversion don't really count, since they don't buff you damage that much, and if you got your build right, you don't really need them to keep weapons at 125 at all times.
my fed engie in a jem dread has always placed first or 2nd on crystal encounter, even back when the event was running for the pet. Every stf I've run with my engie my dps has been at or above 10k, and heres a pic of the minimum power levels im able to maintain in combat 100% of the time.
my fed engie in a jem dread has always placed first or 2nd on crystal encounter, even back when the event was running for the pet. Every stf I've run with my engie my dps has been at or above 10k, and heres a pic of the minimum power levels im able to maintain in combat 100% of the time.
My engie is doing just fine.
my engie also has a dread and i pull 9-10k dps, still you seem to forget that the dread is the ship with highest ammount of possible dps it can do ingame currently, no ship can outdps a dread in perfect conditions.
If you want them equally matched, why make three classes? Dont forget this game is meant to be played in a team - at least the endgame content.
And since I have played all three of them, I came to the conclusion, that most people play them in the wrong way. You cant play an engineer or a scientist like a tactician. They are not meant for that. In fact, I find it rather funny playing an engineer on ground, because of the artillery, wiping out groups on enemies even unbuffed. And the Sci? He is the doctor.
In Space the Tactician is my favorite, and right behind my Sci. Letter with healing and debuffing. Whats a TacCube which cant fire because of Zero Energy?
And when flying escort, Sci and Eng are pretty good damage dealers. Of course not as powerful as tacticians, but they last way longer in a fight. Like my Sci can tank a cube on ISE while destroying the probes, than destroy it while waiting for the next group.
And pvp? Thats the only thing i dont like flying Eng. But I know enough others doing really well with dealing dps and healing allies while flying a cruiser. And Sci? Again Healing and Subnuc and Viral Matrix, which is really annoying. If your team focus fire while VM is active, its byby for everyone who doest have ET. Well basically, everytime you focus fire its hard to withstand, even with good healers in the enemy team.
Oh and yes, If playing 1on1, none can destroy the other classes. At least with decent players playing them. There are of course those playing who dont use TT, then its like a present for the enemy.
And for a good Eng, you will need at least 2 Tacticians to destroy him. At least!
So of course you cant compare them with dps, they are just different ad have to be played differently for peak performance.
You know that most ESTF Boss'/tac cubes are immune or at least very resilient to power drain and subsystem attack right?
I mean, you drain off the power, but they seem to have it in an infinite supply.
FYI Engineers are the most powerful class in the game when played correctly. They don't have a Tac's burst damage but they have the highest sustained DPS. If you don't think they have a damage boosting ability you need to learn how weapon power works.
It's not engis, it's you that needs to be improved and Cyrptic can't patch that.
FYI Engineers are the most powerful class in the game when played correctly. They don't have a Tac's burst damage but they have the highest sustained DPS. If you don't think they have a damage boosting ability you need to learn how weapon power works.
It's not engis, it's you that needs to be improved and Cyrptic can't patch that.
I agree here, I have one sci character, two tacs, and about 6 engineers. Each class has it's advantages and disadvantages based on how you build/maintain your character and your playing style. Engineering just fits me. The ONLY minor complaint I have is they tweaked the gound turrents to not be able to take any damage without blowing to bits. But I have compensated for useless turrents by other means.
FYI Engineers are the most powerful class in the game when played correctly. They don't have a Tac's burst damage but they have the highest sustained DPS. If you don't think they have a damage boosting ability you need to learn how weapon power works.
It's not engis, it's you that needs to be improved and Cyrptic can't patch that.
Gl against cross healing with that...lol
Preassure dps stopped being useful in this game shortly after launch.
Where ground combat is concerned, Engineers are a one-man battlestation with the right Kit.
As far as space goes, Engineers make great zombies but are all but useless in PvP. They have no real buffs, no debuffs or inherent skill that contributes to the team in any way. Engineering Fleet is the weakest of the 3 class team buffs. PvE is irrelevant.
The only exception I would venture to say is if you put an Engie in a Kumari or Charol, they can be quite deadly and with added survival to boot.
Where ground combat is concerned, Engineers are a one-man battlestation with the right Kit.
As far as space goes, Engineers make great zombies but are all but useless in PvP. They have no real buffs, no debuffs or inherent skill that contributes to the team in any way. Engineering Fleet is the weakest of the 3 class team buffs. PvE is irrelevant.
The only exception I would venture to say is if you put an Engie in a Kumari or Charol, they can be quite deadly and with added survival to boot.
With all the passives and buffs tacs have - ENG = FAIL in PvP - unless you have a very speciafic premade for it.
A good team will pick off the others faster than you can heal/transfer shields then when they are gone focas on you.
I took my fully spec'd Fleet excel Eng into a PvP - FAW/DEM3 - transfer 2/hazzards2 ++ all trait boffs against a KDF team - they blew apart the others then focased on me- I was able to hold them off - all 5 for up to a minute - which shows how much power a eng can have - but in the end you go down - then it's back to blowing up the others in a few seconds.
Comments
fly amongst the enemy FAW the blazes out of them and cruise on while some tac gets perforated
That said, being one-shot by pulse is okay, this is how powerful tacs are and that's how they play their game. But one-shot by snipe? That's not okay. If you're getting one-shot by snipe you're not crouching/rolling/sprinting enough, or just have inadequate gear.
STO Screenshot Archive
In PVp they are more situational and still can muster some devastating dps if used properly.
Mines are kickbutt......turrets are extra dps....shutting down ones ability to fire weapons and or move quickly is a good ability.
As with anyone who PVE space and then tries PVp ground you will find you are 2nd rate if you are too heavily speccd into SPACE......luckily the devs foresaw this and you can only invest so far....but still you can cripple yourself if you do not invest properly.
In PVE space i tank with my engineer in a sci vessel...and am 2nd to noone and can go head to head with a tac cube on elite...even moreso now that tac cubes are gimp......
On the ground I will admit I do not pvp anymore but in PVE I find they are exceptioanal in assisting others and allowing them to dps the mobs to oblivion....also everybody loves an AOE that targets many from above......or mines that take out all who walk on them....
In the end it boils down to creating an effective playstyle that is enjoyable and always remember this is an MMO you are not meant to be a Captain KIRk and do it all yourself...
Thats my 2 cents worth...
I'm a tac, I'm not specced even in tanking, and I have only MKXI items. Nevertheless, I have no problem to tank tac cubes or gates in elite STFs with the fleet Thor'kat while I also do alot of damage. So, for what are engineers good?
I seriously hate taking on engineers with that kit. The only thing I can do is hope that my consumables aren't on cooldown.
Ha, orbital strike packing a little more punch. You don't PvP on the ground, do you? An experienced engineer will root you with fuse armor and then oneshot or twoshot you with orbital strike. Even if you manage to barely survive the blast, he will quickly dispatch you with a single shot...unless you manage to get a heal off in that 1-2 second window. Weapons malfunction is one of the best debuff abilities in ground combat. Both engineer mine abilities stacked on top of eachother will oneshot entire mobs. Quantum mortars are also very powerful.
Now I will admit that the cooldowns on equipment diagnostics and quick fix are too long to be effective. Also, the medical and shield generators are too weak to really do any good. They also draw an insane amount of threat, negating their effectiveness in STFs. The damage from energy turrets is also quite pathetic. However, this isn't any different from tactical or science. There are several useless abilities mixed in with the useful abilities.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
I think engineer needs a ranged dps kit, nothing too much high, but something that removes the need for me to run into a group of enemies to plant a bomb and then run.....its not really fun, so there has to be something that you can throw, that attaches to an enemy and then you trigger the explosion.
I am not sure about the science officer, but I frankly give up with the engineer, I rush in, plant the bomb..........the enemy is dead by then....which takes away the whole reason for this stuff....might as well just shoot the bloody things.
Not so much overpowered{EDIT: ooopps this is supposed to say underpowered} just no force multiplier
Tac seriously buffs own dmg an some team buffs - always nice to have on the team
Sci damn good at DE buffing - while dmg output maybe lower the debuffs both help team dmg and weaken enemy - good force multiplier.
Eng well you can tank I guess but so can every other ship/class combo, well you can heal I guess but so can every other ship/class combo - at best Eng is neutral via team bonus, at worse a force divider.
Space ? Yes, it can survive slightly better... which i not that useful once you learned how to fly the other classes and still not getting blown up. Tanking is useless. Healing others.. can every other class too. In addition the prevanlence of spike damage and one-shot-kills make healing less important overall. If something can't blow you up in some initial surprise attack when your buffs were not active, it probably can't blow you up at all. Tried an eng with a warbird recently, hoping to fight the very low energy levels iof those, but it is still pretty meh.
Sci in space at least have their Scan debuff (very useful) and subnucleonic beam (the better the enemy manages his buffs and the more powerful those are, the better this ability becomes). It's not that often advantagous like the tac buffs (which can be used at any time against any target and stack with eacht other), but it is still something nice.
Engineers are ok, but not really needed here.
SCI needs a serious BUFF and return them the exotic dmg. With the recent changes all the skillpoints in Particles and Gravitons are just wasted.
Also Tachyon Beam, energy siphon and skills like that needs to be looked at. Viral Matrix? lol?!? You take phasers instead.
Just so you know - you are not supposed to post in a thread more than 30 days after the last post - it's called a necro post.
Since the last post was Dec 2012 before yours - this is a zombie thread.
Then do the same for Science ships, but at a higher multiplier on ALL science abilities for them. Like there is a shield modifier.
Cruiser ships:
1.5 modifier for tractor beam strength
Science ships
3.0 modifier on all science abilities.
Cruisers are supposed to be very versatile due to their size, yet are quite limited in number of science abilities themselves. This way cruisers and science ships can carry around more "fun" abilities without sacrificing damage or survivability too much. The modifier on science ships then allows for their science abilities to be way better than cruiser ships could ever be.
sig
http://img825.imageshack.us/img825/5451/om71.jpg
It is a peculiar phenomenon that we can imagine events that defy the laws of the universe.
Of course, I don't PvP, so no idea how I would do on that front, but at least during missions, with my entourage and my Generators/Turrets/Mortars, I feel like I could fend off a Chitauri invasion and give the Avengers a day off.
Someone get me Nick Fury on the comm!
"You shoot him, I shoot you, I leave both your bodies here and go out for a late night snack.
I'm thinking maybe pancakes." ~ John Casey
You don't run into a group of enemies and plant the Transphasic Bomb. You tell your Officers to hold a position a little ways back, move close enough that you can shoot (don't get close enough they come after you), plant the bomb (and mines if you have 'em), then fire while retreating. The enemies will give chase, and run right into your mines. Once the mines are going off, detonate the transphasic bomb. If anything survives (doubtful), you and your Boffs can mop up.
Also, turrets/drones/mortars may not deal the greatest damage (Okay, if they hit, mortars are ridiculous) but they still deal damage. And you can get 3 turrets on a single ability use (Doffs are awesome). 3 phaser/disruptor turrets will shred lower ranked NPCs (and can actually put a pretty good dent in bosses), and tend to draw a lot of fire that would normally be coming at you or your Boffs. If you decide to use drones and turrets, I would recommend grabbing nanomolecular architect, it's an Engineer specific ground trait that gives all of your fabrications 10 resistance to all damage and regeneration. If you drop a shield and med. generator near your turrets, they can actually take a reasonable beating before exploding.
Engineer is, by far, my favorite class (caveat: I don't PvP. Ever), so they could be horrible in PvP, I don't know. For PvE, they can do just about anything you want, and I love that flexibility.
Yes, ground turrets do only a little damage. The main benefit of ground devices is not in the damage, but in the distraction.
My engineer can spawn shield/medical generators, drones, turrets, mortars, and vertical shield cover. I can go solo into a room with Borg and kill each Borg, one at a time, while the Borg attack my ground devices. I always volunteer to be the person who deactivates the shields (a1,a2,...,b1,b2) since I can easily solo survive a room full of borg because they attack my ground devices., while I run around the room, avoiding them.
In Space, engineers can solo repair their hull and shields. My engineer flies a D'kora with 4 DC's + 3 turrets + 1 kinetic cutting beam + 3 piece omega space set + offensive reputation bonuses. I can almost solo kill a Tac cube, as long as I destroy incoming green plasma torpedos. A single normal cube can not kill me, as long as I don't let too many green plasma torps hit me.
Having leveled and played all three classes a lot, my personal opinion is:
Space: Tac>Eng>Sci
Ground: Eng>Sci>Tac*
(*high dmg, but lower survivability compared to the other two)
The IV turret with flamethrower does great damage, on par with my hand weapon.
What the He*l do you want?
DPS? Make a Tactical.
SURVIVEABILITY? You already have it, same as Science.
DPS and SURVIVEABILITY? Make a Science class.
Or make alien race, and tailor the perks to give your chosen class a little more oomph.
How do I get the flamethrower? fleet kit?
even through sci are heavily nerfed, they still have sensor scan which is extremely useful in space, and pretty much every skill they have is useful against bosses or helping the team against one
engineer on the other hand is only useful if he is tanking, which doesn't always happen considering how threat control is rather broken to this day(it works, but it could be a lot better), engineers as they are have not a single offensive ability, EPS and nadion inversion don't really count, since they don't buff you damage that much, and if you got your build right, you don't really need them to keep weapons at 125 at all times.
at the embassy
My engie is doing just fine.
my engie also has a dread and i pull 9-10k dps, still you seem to forget that the dread is the ship with highest ammount of possible dps it can do ingame currently, no ship can outdps a dread in perfect conditions.
You know that most ESTF Boss'/tac cubes are immune or at least very resilient to power drain and subsystem attack right?
I mean, you drain off the power, but they seem to have it in an infinite supply.
Spoken like a true tactical captain :D:D
FWIW I agree, but I have 11 toons. 8 of them are Tacs. I think that speaks for itself
Kirk's Protege.
It's not engis, it's you that needs to be improved and Cyrptic can't patch that.
I agree here, I have one sci character, two tacs, and about 6 engineers. Each class has it's advantages and disadvantages based on how you build/maintain your character and your playing style. Engineering just fits me. The ONLY minor complaint I have is they tweaked the gound turrents to not be able to take any damage without blowing to bits. But I have compensated for useless turrents by other means.
Gl against cross healing with that...lol
Preassure dps stopped being useful in this game shortly after launch.
As far as space goes, Engineers make great zombies but are all but useless in PvP. They have no real buffs, no debuffs or inherent skill that contributes to the team in any way. Engineering Fleet is the weakest of the 3 class team buffs. PvE is irrelevant.
The only exception I would venture to say is if you put an Engie in a Kumari or Charol, they can be quite deadly and with added survival to boot.
With all the passives and buffs tacs have - ENG = FAIL in PvP - unless you have a very speciafic premade for it.
A good team will pick off the others faster than you can heal/transfer shields then when they are gone focas on you.
I took my fully spec'd Fleet excel Eng into a PvP - FAW/DEM3 - transfer 2/hazzards2 ++ all trait boffs against a KDF team - they blew apart the others then focased on me- I was able to hold them off - all 5 for up to a minute - which shows how much power a eng can have - but in the end you go down - then it's back to blowing up the others in a few seconds.
So what good is an Eng?