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Engineers too underpowered

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  • lukem2409lukem2409 Member Posts: 100 Arc User
    edited June 2013
    Pretty silly considering ships like the Sovereign and the Galaxy class not to mention the new odyssey should have insane firepower. (Like the Defiant would have a chance against the Enterprise E in the canon.)
    Inter Arma Enim Silent Leges
  • rustiswordzrustiswordz Member Posts: 824 Arc User
    edited June 2013
    My Engineer toons ground are geared for turret and drone deployment. I can generate a quantum/ phaser turret, 2 combat drones plus my ground doffs I have blue and purples geared at extra turret / drone generation chance. Plus the orbital bombardment. I can carve through the enemy like swiss cheese and hide behind my shield wall as the automates chew up the enemy. In ground missons I always prefer my engineer to any other. The final Rom rep misson is bloody tough. In my engineer i can plant my turrets and boffs in the tholian spawn point and grab coffee while they massacre the bugs.
    In my sci or tac I have a running battle all the way.

    In space I know my sci toon is next to useless in combat, so i concentrate on shield healing and crowd control. With the spheres and Donatra given a speed boost the exotic damage and holding abilities of my Nebula is a boon. I have a full XII set (i cant think of the set now its the one with the yellow engine trails) that set helps with exotic damage plus a speed turn boost. I hope there will be a core that gives me a speed or exotic damage boost too. As soon as Donny d-cloaks, i hit her with all my dampening powers and aGwell3 with my Gwell 2 on standby. I regular get extra BNPs marks and nice blue or purple xii gear as rewards.

    Concentrate on what you are good at, if you do that you will find your team mates will fogive you rolling up in a fat cruiser or a sci ship. :D
    Monkey see, Monkey do. Monkey flings Feathered Monkey poo... :D
  • verline1verline1 Member Posts: 0 Arc User
    edited June 2013
    My Engineer toons ground are geared for turret and drone deployment. I can generate a quantum/ phaser turret, 2 combat drones plus my ground doffs I have blue and purples geared at extra turret / drone generation chance. Plus the orbital bombardment. I can carve through the enemy like swiss cheese and hide behind my shield wall as the automates chew up the enemy. In ground missons I always prefer my engineer to any other. The final Rom rep misson is bloody tough. In my engineer i can plant my turrets and boffs in the tholian spawn point and grab coffee while they massacre the bugs.
    In my sci or tac I have a running battle all the way.

    In space I know my sci toon is next to useless in combat, so i concentrate on shield healing and crowd control. With the spheres and Donatra given a speed boost the exotic damage and holding abilities of my Nebula is a boon. I have a full XII set (i cant think of the set now its the one with the yellow engine trails) that set helps with exotic damage plus a speed turn boost. I hope there will be a core that gives me a speed or exotic damage boost too. As soon as Donny d-cloaks, i hit her with all my dampening powers and aGwell3 with my Gwell 2 on standby. I regular get extra BNPs marks and nice blue or purple xii gear as rewards.

    Concentrate on what you are good at, if you do that you will find your team mates will fogive you rolling up in a fat cruiser or a sci ship. :D

    Not all sci is useless in combat, and you should see what 5 of us were doing to her, grav wells, and photonic fleets for everyone!

    P.s. Tal shiar adapted 2 sec bonus is exotic damage per sec for 15 secs when using abilities that use exotic particals like tacyon beam, so on. well radiation damage, with 100% shield pen, which is still technically exotic.
  • abyssinainabyssinain Member Posts: 98 Arc User
    edited June 2013
    verline1 wrote: »
    Not all sci is useless in combat, and you should see what 5 of us were doing to her, grav wells, and photonic fleets for everyone!

    The problem with science is people don't seem to realize that if you need 3 of something, or someone tag-teaming with that something to be effective, then it isn't balanced.

    The classic argument of 'y do premdaes bring 3 ;)' because you need 3 science officers to be effective in premade pvp, science officers are completely useless when alone, they're good for setting up kills for others but rarely get the kills themselves.

    A tactical ship needs noone, they could easily solo kerrat and rack up kills, the same is not true for science ships nor engineering ships, which is the seat of the problem.

    People say 'omg sci op subnukce :(' but really, when has JUST a sub-nuke killed you? What actually probably killed you is the cheese klinks usually field and the escort tagging along with the science vessel.

    Simply said, escorts can be quite fine solo, but science and engieers need another player to be effective or they're just pointless, which is probably where the idea that 'science officers are useless' comes from.

    After the dreadful science nerf that turned most science powers into pretty space fireworks, science got reinvented from the 'exotic dps dealer, debuffer' to just the 'tank, team debuffer' which sequentially invaded the role of the engineer making them seem useless in the long run.

    The recent update tried to fix this by giving science a trait that increases their particle damage up to 30% after getting shot at a while, which is nice but doesn't really address the issue and only lets sci officers do a little more dps while being useless.

    (im not talking about PvE because that TRIBBLE is a walk in the park for anyone, and I hardly see why people wave their '10k dps pve builds' around when it means almost nothing.)

    (and before you show me your wonderful science zombie, please note where I said that you'd need help to actually do anything other than eat damage.)
  • jorantomalakjorantomalak Member Posts: 7,133 Arc User
    edited June 2013
    den3067 wrote: »
    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.

    try a sci officer if you want to know what underpowered is lol
  • verline1verline1 Member Posts: 0 Arc User
    edited June 2013
    abyssinain wrote: »
    The problem with science is people don't seem to realize that if you need 3 of something, or someone tag-teaming with that something to be effective, then it isn't balanced.

    The classic argument of 'y do premdaes bring 3 ;)' because you need 3 science officers to be effective in premade pvp, science officers are completely useless when alone, they're good for setting up kills for others but rarely get the kills themselves.

    A tactical ship needs noone, they could easily solo kerrat and rack up kills, the same is not true for science ships nor engineering ships, which is the seat of the problem.

    People say 'omg sci op subnukce :(' but really, when has JUST a sub-nuke killed you? What actually probably killed you is the cheese klinks usually field and the escort tagging along with the science vessel.

    Simply said, escorts can be quite fine solo, but science and engieers need another player to be effective or they're just pointless, which is probably where the idea that 'science officers are useless' comes from.

    After the dreadful science nerf that turned most science powers into pretty space fireworks, science got reinvented from the 'exotic dps dealer, debuffer' to just the 'tank, team debuffer' which sequentially invaded the role of the engineer making them seem useless in the long run.

    The recent update tried to fix this by giving science a trait that increases their particle damage up to 30% after getting shot at a while, which is nice but doesn't really address the issue and only lets sci officers do a little more dps while being useless.

    (im not talking about PvE because that **** is a walk in the park for anyone, and I hardly see why people wave their '10k dps pve builds' around when it means almost nothing.)

    (and before you show me your wonderful science zombie, please note where I said that you'd need help to actually do anything other than eat damage.)

    your reading way to much into that, sci on its own isn't tac, it isn't a engi, but I'm nto having trouble solo with my Sci. does it kill as fast as my tac no, faster then my engi in some cases, yes, am I struggling, no. in a STF if I'm the only sci I just do my sci thing if needed, if not, apply what dps I have to target.

    so again not all sci is useless in combat, did they nerf the hell out of it, yes, did they over do it, yes, did it need to be toned down, yes. my comment was more that 5 of us were eating elite stfs like cake and candy, its was fun, and funny.
  • abyssinainabyssinain Member Posts: 98 Arc User
    edited June 2013
    verline1 wrote: »
    your reading way to much into that, sci on its own isn't tac, it isn't a engi, but I'm nto having trouble solo with my Sci. does it kill as fast as my tac no, faster then my engi in some cases, yes, am I struggling, no. >in a STF< if I'm the only sci I just do my sci thing if needed, if not, apply what dps I have to target.

    so again not all sci is useless in combat, did they nerf the hell out of it, yes, did they over do it, yes, did it need to be toned down, yes. my comment was more that 5 of us were eating >elite stfs< like cake and candy, its was fun, and funny.

    The entire point of my post was about PvP, I said that PvE is a different case because its TRIBBLE easy and any ship/class can do it.
  • verline1verline1 Member Posts: 0 Arc User
    edited June 2013
    abyssinain wrote: »
    The entire point of my post was about PvP, I said that PvE is a different case because its TRIBBLE easy and any ship/class can do it.

    and my response was to someone who was talking about pve.

    everyone knows pvp is broken, escorts have way too much def, powers designed to cripple have way to many ways to be immune to simply get rid of, 99 insulator renders all but the most hard core drain builds useless, and even those are not all that effective.

    spike damage is out of control, there is a reason that they joke escorts online is going around, and that's not aimed directly at just Tac officers. shiled regen needs to be looked at, turn rates, how pressure dps should be working, how to force engagements. There is a whole mountain of stuff that's broken in pvp that has made so that if your not in a escort, in space, no matter what class you are, your likely to just suffer.

    not to mention that, and shield regen rates play into this, many times it has been rendered down to a series of macros tied to something like the space bar, so its point, aim, spam macro button.
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  • misterde3misterde3 Member Posts: 4,195 Arc User
    edited December 2013
    Necro. Necro! NECRO! KILL IT WITH FIRE!
  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited December 2013
    I AGREE 100% theres no balance clearly, and b4 i go on , DONT say, "u didnt set it up right" this is all BULL ive r&d last 2 months heavily , multiple builds spent $$$ on respecs, especially since 10/24 patch nothing works for engys like it used to. engy traits do not equal or have any special advantage over tacs or sci's, we need help. and so does federation cruisers btw, not balanced vs new rom ships or other faction ships. heals are 2 small , dmg resists do not stack or compare to tac debuffs, even with tac team, human leadership boffs, ive run 5 , useless, hull regen rates way way too slow, too many abilities penetrate shlds to hull and high hull repair, neutroniums, sif genereators 130 pwr to aux, all dmg resist abilites combined, useless , shld pwr regen n all seems ok tho. IVE SEEN ESCORTS TANK BETTER THAN ENGY CRUISERS, so wth? tank, heal anchor team support, .. its not workin or worth it anymore, u can get that better with sci heal build.

    aux to struc 3, useless, stacked with 2 or more flt mk xii neut, 5 human leadership boffs, human capn, pol hull 2, EPTS3, omega 1, tac team 1 , brace for impact 3, with active doff adds dmg resist, subspace fld mod , all theese combined, running at once and dead in 2 seconds, wth? sif generators, 4 ppl mk xii's stacked , useless , should work like sci shld emit amplifyer n such , doesnt, sci cons and abilites worth far more for heal or attack than any eng boff abil, fleet support 2? what a joke, 1 lame little ship dies in 2 sec, big help, miracle worker 3? with grace under fire? worthless, hit it 2wice under attack by 1 tac with all above resists tanking going still dead in 1-10 sec, tacs get cd red with init 3, we gotta use alt 2 batt but that doesnt work cause we need aux for other heals, sci get photonic ship pets /abil, we get????? theres more tired of this nerf as well :mad:fix it or delete engineers altogether

    I have an engineering beamboat that does 13,000 - 15,000 DPS in infected. Youre doing something horribly wrong, mate.
    Gold.jpg
    Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
    Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
    Chief of Starfleet Intelligence Service == Praise Cheesus
  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited December 2013
    ajgamer1701:

    Log into the game right now and I will show you an engineer that not only will hold aggro on pretty much anything around it, but will also survive almost anything thrown at it, and will out damage almost anyone along with it.

    The in game handle is Victoria@rylanadionysis

    Seriously, PM me in game.
    Gold.jpg
    Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
    Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
    Chief of Starfleet Intelligence Service == Praise Cheesus
  • edited December 2013
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  • mirrorchaosmirrorchaos Member Posts: 9,844 Arc User
    edited December 2013
    daveyny wrote: »
    TACs should be powerful, but there are calculated ways for an ENG to work around this and survive.

    On the other hand, as a very long time SCI player, I have to completely disagree with your assessment in this department.

    SCIs have been nerfed and bugged to the point at which even against NPCs, more often than not, it can be quite a struggle to survive. (both on the ground and in space)

    I truly am a glutton-for-punishment as I continue to hope that the SCI powers will see something of an improvement in the future.

    A somewhat recent addition to the game, The Shard Of Possibilities, IMO, has improved the lot of a SCI player to a small degree as of late.

    As this is the first form of 'back up' that has been available for them since the game launched.

    the yellow liquid splashing match means nothing. the ground and space systems needs a real improvement before you get to see how each class has it's own charms. for example a small swamp needs to be crossed and an engineer has already laid down mines. and is waiting nearby after jury rigging a 1 way shield from a wrecked shuttle. there is not a lot of scope to call "skill" on the group maps with engineers or sci or tacs and never will be. another example is in space that a small narrow corridor that reaches a hidden enemy base needs to be reached and an engineering captain has created a damping field and hidden a pile of strong mines in the area.

    would you really know until you stepped on a mine? ofcourse you need extra skills and such to help. it would also be a valuable extra use to make tricorders a requirement where ever you go.

    the only measure of "skill" you will get is from the various points in the character screen instead of you using your own head to outwit your enemy which is skill.
    T6 Miranda Hero Ship FTW.
    Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited December 2013
    Yo AJ, you need to take me off of ignore in-game so we can go run some STFs and I can show you that Engineers are just fine.

    I am actually curious why you even have me on ignore, I dont even know you.
    Gold.jpg
    Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
    Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
    Chief of Starfleet Intelligence Service == Praise Cheesus
  • coupaholiccoupaholic Member Posts: 2,188 Arc User
    edited December 2013
    misterde3 wrote: »
    Necro. Necro! NECRO! KILL IT WITH FIRE!

    It's too late! More replies have been posted, get out while you can!
  • oldkilldareoldkilldare Member Posts: 0 Arc User
    edited December 2013
    i wasn't aware we had actually had ground pvp atm :|

    well...maybe just a little...not something my conscious mind counted as a playable option tho...
  • sunfranckssunfrancks Member Posts: 3,925 Arc User
    edited December 2013
    Then I must be playing a different game. I have had an Engineer from day one, never had a problem here....

    Still my go to class out of all three, for me.

    Edit: Just realized that this is a zombie thread, please shoot to kill...
    Fed: Eng Lib Borg (Five) Tac Andorian (Shen) Sci Alien/Klingon (Maelrock) KDF:Tac Romulan KDF (Sasha) Tac Klingon (K'dopis)
    Founder, member and former leader to Pride Of The Federation Fleet.
    What I feel after I hear about every decision made since Andre "Mobile Games Generalisimo" Emerson arrived...
    3oz8xC9gn8Fh4DK9Q4.gif





  • amalefactoramalefactor Member Posts: 511 Arc User
    edited December 2013
    I only voluntarily do ground as an Engineer, preferably with my all-engineer away team.

    We spam duty officer assisted drones and turrets and obliterate everything.

    Even if those stupid one-hit-kill ground bosses get me, my army of little friends will get them.
  • priestofsin420priestofsin420 Member Posts: 419
    edited December 2013
    Engineers are fine.

    1.) If you are having trouble with aggro and are trying to tank, put skills into the threat meter, and keep the treat generating skill up. My Galor has no issues keeping aggro from anyone else, it just has issues staying alive in Borg STFs because they drain the shields so hard.

    2.) If you are having trouble with DPS, I feel the root of the problem is your power levels. Time for a new warp core and plasmonic leech. If you can afford him, Dulmur (or whatever his name is) and Directed Energy Modulation work wonders. The warp core I use is S->W, and my shields are always at 125 with the Dragon build I run. Keeps weapon power nice and full.
    Sardak (Science Officer): Captain of a 23k DPS R'Mor Temporal Science Vessel, R.R.W. Vathos
    Odan Brota (Science Officer): Captain of a 28k DPS Scryer Intel Science Vessel, U.S.S. Kepler
    Patiently waiting for a Romulan Science Vessel
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