What if all of a sudden Kits were removed and your Captain took abilities like your BoFFs (Although we can assume s/he would have Rank 3 in all abilities once the higher ranks were reached). This would allow for an ability customization you wouldn't be able to do as it sits.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
That would be aggravating as solo vs group require different setups, as does the content.
For example, on nukara, my eng drops his mines/bombs to get a turret and medical, because the stoopid tholians do not run up to you to get mined the way 99% of other npc enemy do. But if I had a choice of 4... mines, turret, medical generator and not sure what for the 4th.
For tactical, stealth is a must, lunge, a grenade, and the 4th again not 100% sure.
For sci, aoe heal, shield zapper, maybe the gas grenade?, and the hold/stun skill.
Ideally, they would let us build our own kits, now THAT would be handy as most of the time at least 1 skill on each kit is not terribly good for whatever I am doing, exceptions being the outstanding healer kit and maybe one or 2 others for certain jobs.
There was some talk a while ago that they would change it that each kit had only one power, but your captain would gain new kit slots as they leveled up.
It's not myfault ifyoufeel trolledbymyDisco ball...Sorry'boutit.
No thanks. I like having a ton of powers available for my usage. Only having 4 is cutting what I can use in half. I rather like being able to use all of my captain abilities (ie shield boost, cover shield, ORBITAL PEW PEW LAZOR, and... you know, I forgot #4 XD), and STILL be able to use both a fabrication spamming... erm specialization kit and, an enemy neutering... erm neutralization kit.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Comments
For example, on nukara, my eng drops his mines/bombs to get a turret and medical, because the stoopid tholians do not run up to you to get mined the way 99% of other npc enemy do. But if I had a choice of 4... mines, turret, medical generator and not sure what for the 4th.
For tactical, stealth is a must, lunge, a grenade, and the 4th again not 100% sure.
For sci, aoe heal, shield zapper, maybe the gas grenade?, and the hold/stun skill.
Ideally, they would let us build our own kits, now THAT would be handy as most of the time at least 1 skill on each kit is not terribly good for whatever I am doing, exceptions being the outstanding healer kit and maybe one or 2 others for certain jobs.
R.I.P. Leonard Nimoy