Isn't it time to make more abilities that can't be bought from a console or from a device? I would like to suggest more Ensign, LT, LTCM and CM abilities be brought up and made. Builds have been done to death and I'm not just talking for Engineering. Because we all know Engineering needs more Ensign Abilities. I'm talking about all 3 Officer types, I bet by just watching every episode of TNG you can at least find 6 new abilities for each class and able to be made for ensign. So what do you say? Think about it? Maybe? Working on it?
They need alot of things, but they thought putting all their cookies into the 5th grade UI look was far more important than perhaps expanding the Universe or how about all those many bugs that still exist? Oh, i know it is just crazy but that is the result of poor management skills.
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I have an alternative - scrap the existing powers and boff assembly in favor of something that isn't so boring, lopsided, and preferential towards a single class type.
See, and that's the problem. Even though we do some of the thinking for them, they are too lazy/don't care enough to add more interesting content other than something that nets them more money.
It's sad, really.
I'd be up for more abilities, but I seriously doubt Cryptic will listen to this thread's proposals.
stardestroyer001, Admiral, Explorers Fury PvE/PvP Fleet | Retired PvP Player
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Engineering obviously needs help, with four of the five ensign powers sharing a cooldown. And the fifth (engineering team) shares a cooldown with the most important skill in the game (tactical team, which functions like an engineering skill), reducing its value terribly.
Science would be fine-ish, if any of the stuff you cast on enemies actually did any damage to make up for science ships not having weapon slots. At least they have a variety of non-effective skills to choose from that could be fixed. There's at least variety there to work off of.
Low level engineers are just borked.
"We are smart." - Grebnedlog
Member of Alliance Central Command/boq botlhra'ghom
Engineering obviously needs help, with four of the five ensign powers sharing a cooldown. And the fifth (engineering team) shares a cooldown with the most important skill in the game (tactical team, which functions like an engineering skill), reducing its value terribly.
Science would be fine-ish, if any of the stuff you cast on enemies actually did any damage to make up for science ships not having weapon slots. At least they have a variety of non-effective skills to choose from that could be fixed. There's at least variety there to work off of.
Low level engineers are just borked.
This reminds me of the discussion of players wanting a Tractor Break Engineering power, similar to Pattern Omega and Polarized Hull.
Not like they couldn't find one in canon, just go to Best of Both Worlds with Shield Remodulation breaking the Borg Tractor Beam (well til they adapted).
Jam Sensors already breaks tractor beams. Or at least it does against Borg Cubes, I used it just for that reason for a while when I was grinding Omega marks.
"We are smart." - Grebnedlog
Member of Alliance Central Command/boq botlhra'ghom
Jam Sensors already breaks tractor beams. Or at least it does against Borg Cubes, I used it just for that reason for a while when I was grinding Omega marks.
Lots of things break Tractor Beams too, like Antimatter Spread or a Tricobalt Impact. But the thing is abilities that are specific to Engineering Powers.
Yes, A space skill revamp will be welcome, Specially in the lower tier 1.
Maybe give engineers and science captain's some more variation and "ammo" :rolleyes:
As for tactical, It would be nice to see a tier 1 cannon ability so u are not forced to take double ability's, Please step away from using double ability's. U just don't have much options at tier 1, higher level of the same ability's are OK but they don't add anything except a little bit more damage/buff or duration.
Add some fun stuff, there plenty of trek ability's from the shows u can create, u shown that u can add fun stuff through Cstore/lockbox ship consoles Cryptic.
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They rather put it on a console and sell the ability to us for $20.
It's sad, really.
I'd be up for more abilities, but I seriously doubt Cryptic will listen to this thread's proposals.
Missing the good ol' days of PvP: Legacy of Romulus to Season 9
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Science would be fine-ish, if any of the stuff you cast on enemies actually did any damage to make up for science ships not having weapon slots. At least they have a variety of non-effective skills to choose from that could be fixed. There's at least variety there to work off of.
Low level engineers are just borked.
"We are smart." - Grebnedlog
Member of Alliance Central Command/boq botlhra'ghom
This reminds me of the discussion of players wanting a Tractor Break Engineering power, similar to Pattern Omega and Polarized Hull.
Not like they couldn't find one in canon, just go to Best of Both Worlds with Shield Remodulation breaking the Borg Tractor Beam (well til they adapted).
"We are smart." - Grebnedlog
Member of Alliance Central Command/boq botlhra'ghom
Lots of things break Tractor Beams too, like Antimatter Spread or a Tricobalt Impact. But the thing is abilities that are specific to Engineering Powers.
Maybe give engineers and science captain's some more variation and "ammo" :rolleyes:
As for tactical, It would be nice to see a tier 1 cannon ability so u are not forced to take double ability's, Please step away from using double ability's. U just don't have much options at tier 1, higher level of the same ability's are OK but they don't add anything except a little bit more damage/buff or duration.
Add some fun stuff, there plenty of trek ability's from the shows u can create, u shown that u can add fun stuff through Cstore/lockbox ship consoles Cryptic.
Like my fanpage!
https://www.facebook.com/CaptainBMoney913
Join Date: August 29th 2010