Complaints:It's not too difficult to maintain your deployables. Aside from the universal Engineer abilities you're really just buff botting and auto attacking once you've setup.
It takes too long to set up initially.
I just want them to remove the 3 second spawn time to deploy the items. By the time I get a turret, shield generator, medical generator, and ... shield up, the fight is almost over.
admrenlarreck suggested a happy medium of a 1.5 second deploy timer.
Deployables are weak.
Also its funny when running an elite STF when you have fabricated something sometimes it just blows up with it appears because a tact drone used its wide attack and blew it before it did anything xD
Yeah also if you drop them in the same spot enemies like to grenade them.
Specific, non-obvious Solutions:Super Charge A Deployable:
I just want to see a little more activity for what I bring to the table. I pitched an idea to my fleet members about an ability that super charges one deployable of your choice for a short duration with a 6-10 second CD. In this sense, they kind of Bard buff dance based on what the group needs. Friends dying? Buff the Med Gen. Need to burst DPS something down? Buff your phaser turret.
Engineers running Fab bunker will have to pay attention to what's going on and make choices instead of just deploying pre-fight only to use their kit's primary abilities to redeploy anything that may be destroyed. The kit seems to always start and finish before the fight even begins- aside from the extra drone.
Add Quick Fix:
I want quick fix in it, since nobody bothers to use the kits its on to support the fab specs
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But I don't consider it to be a kit where you have to plant everything, it a kit that gives you flexibly in what you put down.
But I guess it is sort of dull in that it does nothing but plant turrets and turret like devices (plus a drone).
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@ren_larreck
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Why'd you want to waste a Quick Fix on a fabrication?
I'd much rather use it as an extra instant remodulate plus ranged damage buff for myself than on some immobile grenade-target that's usually in the wrong place 10 seconds further into the battle anyway.
And it's only available on one single kit, the Support Technician one, which btw isn't really less dull to play, especially if compared to sci's Medic.
In general, I find all the engineering kits to be pretty underwhelming and dull compared to what sci and tac have to offer. It's a bit like they ran out of ideas for combat roles and playstyles after making tac and sci.
Let's see:
Bunker Fabrication: Defensive version of the Fabrication Specialist, sets up a defensive position. Useful for snipers, but the same basic issue: takes time to set up, and is easy to AoE.
Enemy Neutralization: Trapper/CC. Unfortuanely it often takes more time to set up the trap than you'd spent to simply kill the enemies with your weapons. Nice for PvP though.
Equipment Technician: CC/Heal hybrid that pales in comparison to the sci version.
Support Technician: Healer, heals by setting up his generators as a target for enemy AoE ... like putting up a big red neon sign saying "our wounded are right here, please don't hurt them"
Breach Engineer: ummm, no clue actually what's that supposed to do. Probably Jack-of-all-trades that ended up not even being hopeful apprentice of any.
And then there's the Fabrication Specialist that you're complaining about: Offensive version of Bunker Fabrication, sets up an artillery position.
Except for the Equipment Technician, they all have at least two abilities that you set up once at the start of the fight, see them get nuked by AoE seconds later, then often ending up re-using them in a totally useless spot or not re-using them at all.
I'm not saying they're useless - in a well coordinated team they can be used quite effectively to set up deadly fortification ... though, again, more often than not you could just have used the time to set up such a deathtrap and lure enemies into it ... to simply kill the enemies twice over.
Oh, and the worst thing about it: it's quite easy to set up combiantions of eng skills that actually work well together, and work well in the typical fights. Unfortunately, only BOffs can actually use them ... and it's a bit annoying to feel less useful than your BOffs.
So, if you don't mind, can we extend this into a class action about all engineering kits? The issue concerns all of them.
Because turrets and mortars are cool.
I want to heal and buff these immobile, inaccurate but incredibly sexy turrets and mortars instead of the useless bags of meat like myself or my team mates.
Healing health is for fatbody science officers, buffing damage is for rubics cube challenged tactical officers (or cool TRIBBLE equipment diagnostic doffs) and remodulating instantly is for crusty old STF sets. Quick fix is for the heroes of the Federation and the KDF; turrets and mortars. And sometimes generators.
No dice flekh. Quick fix is a quick fix for the fab fab.
'Can't argue with that, you won this round.
Then it's probably a good idea to add an option to have those turrets and mortars wear orion bikinis and mirror universe uniforms. Would probably make an even better avatar for you than your current one.
Drop turret/mortar away from your intended firing position. Enemy targets turret/mortar.
You move to flank the enemy, drop a cover shield and maybe a shieldgen or medgen behind it. You then slide to the side of the cover shield and commence to lay down flanking fire. Decimate enemies. Move to next fight, rinse, repeat, profit.
Using an away team with a couple of engineers in it dropping turrets/generators, you can effectively increase the amount of firepower put out in a firefight while providing numerous distracting targets to the NPC enemies. Add in some DOFF chances to drop additional turrets and drones increases the amount of firepower even more.
Dull or useless? Sounds to me like players have not explored the strategic usage of the Fab Kit.
Absolutely.
Who wouldn't want to spoon a bikini wearing piece of heavy artillery?
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What this game is really lacking is the ability to make your own custom, choose-you-own-abilities kits. Or perhaps the entire "kit" paradigm is flawed and should be done away with.
As you say, we can mix-and-match Boff abilities to make some great combos. Why can't we do this for ourselves?
By the way, Support Drones have Quick Fix and Shield Recharge; if you select a fabrication when you spawn the drone, it will heal and defend the turret/mortar/generator.
Fuse Armor and Weapons Malfunction are always useful.
Any kit with mortars can be similarly useful in STFs since they have almost ludicrous range, you can drop a mortar pretty much anywhere in STF maps and they'll still fire. Walls, ceilings, not a problem.
"Dull" is in fact the word I want to use for this. I actually find the Fab kit quite useful in terms of what it provides but I'd like something more to do after my deployables are up.
I did not know that the Support Drone had Quick Fix. That's really good to know and I wish it said that in it's tool tip.
I feel like most kits in the game, not just Engineering ones, fall about one ability short of an entertaining experience. Certainly, there are other kits that have a little more substance to them, but all in all I feel like if we shifted all the kits one tier up (the latest ending with 5 abilities) we'd have a more exciting early game and fleshed out endgame.
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Class-specific consumables could be something the Doff system lets us make that adds much more versatility and "Trekness" to STO ground (hint, hint, devs).