I don't like it when the Exocomps in Operation Wolf get hurt, so I usually play it with an Engineer. That way I can use Quick Fix to heal/repair them. I'd like to be able to play it with a Science character, but Science heals don't seem to work on them. Medical Tricorder works on the Shield Generatiors on Dranuur Beach Assault, but it didn't when I tried it on the Exocomps in Operation Wolf. So, as the thread title asks, does anyone know of any Science Abilities/Modules that I can use to heal the Exocomps?
In my opinion (emphasis on opinion), nanite health monitor and reconstructive nanites also ought to work.
Nanites are just little machines, right? They shouldn't be restricted to healing/restoring organic material.
Also, active immunity overload may help since it's an area-of-effect ability. Its description says that 'any ally' may benefit from damage resistance increase and periodical healing. I have my doubts though.
rattler2Member, Star Trek Online ModeratorPosts: 58,582Community Moderator
I'm pretty sure he means ExoCOMP.
Quick Fix I think is one that would work. Basically any kit module that can be used to repair turrets or your own drones.
KK, thanks for the advice, everyone. I've tried the Medical Nanites, and those don't heal them, unfortunately. I'll try to pick up an Active Immunity Overload, and give it a try. I usually play Operation Wolf with an Engineer, since Quick Fix is the only heal that I know of that works, but I prefer playing Science characters. If the Active Immunity Overload doesn't work, I guess I'll just have to try to keep up their resistances as advised, and hope we can defend the Exocomps well enough to keep them from being hurt... or just keep playing it as an Engineer.
I saw someone activate some kind of drone that put down a green circle with a hexagonal pattern that seemed to heal them as long as they stayed near the Exocomps. Does anyone know what ability/module that is?
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It doesn't heal, but it does give extra resistance.
Other than that, I don't know.
Nanites are just little machines, right? They shouldn't be restricted to healing/restoring organic material.
Also, active immunity overload may help since it's an area-of-effect ability. Its description says that 'any ally' may benefit from damage resistance increase and periodical healing. I have my doubts though.
Quick Fix I think is one that would work. Basically any kit module that can be used to repair turrets or your own drones.
Ugh... my bad. Editing now.
KK, thanks for the advice, everyone. I've tried the Medical Nanites, and those don't heal them, unfortunately. I'll try to pick up an Active Immunity Overload, and give it a try. I usually play Operation Wolf with an Engineer, since Quick Fix is the only heal that I know of that works, but I prefer playing Science characters. If the Active Immunity Overload doesn't work, I guess I'll just have to try to keep up their resistances as advised, and hope we can defend the Exocomps well enough to keep them from being hurt... or just keep playing it as an Engineer.
I saw someone activate some kind of drone that put down a green circle with a hexagonal pattern that seemed to heal them as long as they stayed near the Exocomps. Does anyone know what ability/module that is?
There aren't any though. That's the problem. Any Science heals tend to be more medical based, which wouldn't apply to Exocomps.