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We need a new offensive team oriented Engineer Cpt. ability

skurfskurf Member Posts: 1,071 Arc User
edited June 2013 in PvP Gameplay
The other thread on Engineers covers a broad range of reasons why the Engineer is the least preferred and the least useful career for someone that wants to PvP in space. Here, I'd like suggestions on what you think would make it better. I think most of us can agree a new offensive team oriented captain ability could bring the engineer back into play, and this is why I'd like to hear your suggestions on what it could actually be, without causing imbalance. Maybe we can get the developers' attention if we come up with a good enough idea.

My suggestion:

Disrupt Shield Harmonics:
-Disables ability of target to transfer shield facing strength for 5 seconds (this includes distribute shields and tactical team)
Post edited by skurf on
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Comments

  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2013
    Sounds like a nifty Sci ability. :)

    edit: I'm not kidding, btw.
  • mimey2mimey2 Member Posts: 0 Arc User
    edited May 2013
    Many months ago, I posted some ideas on some new Cmdr level abilities for all three areas. For engineering I had the idea of 'Full Power to X'. Here's what I put way back then:

    "Full power to X:

    Requires a full 9 points in one of the four 'performance' skills, to train.

    Takes away 25 from three systems to max out the power in another. Puts a 15 second cooldown on the respective of the E-power to X ability, and if applicable, Aux to Battery.

    Aux: Provides the same bonuses as aux to structural and aux to dampeners, but better than either seperate, including the damage resistance, turn rate bonus, etc. Plus of course, having max aux can be good for heals. this ability also puts a brief cooldown on the three Aux to X abilities along with E-power to Aux.

    Shields: Provides a massive instant shield heal, with a huge shield resistance boost (not to mention the normal bonuses you get from high shield power), and bonus regen.

    Engines: Gives a large defense bonus to your ship, along with a greater turn rate boost and such than the aux ability above. Makes you go almost as fast as full impulse if you are going at full speed (in combat that is). Can stack with other speed boosts, like Evasives.

    Weapons: Makes all energy weapons do 50% more damage for 10 seconds, while reducing the weapon energy drain by at least 2 points per weapon while this is running. Meaning, most weapons take 10 power, that would make it 8, maybe less. This can stack with Nadeon Inversion to reduce the drain even more."


    Looking back, a good portion of what I suggested in the past has been added to the current EPTX changes. Not all, but some of it.


    Now, to adjust it to the more updated game since I posted that... (from September of last year)

    Aux: Would still provide the other bonuses given, but also adds in a significant, and possibly brief bonus to Stealth and Stealth detection. Maybe remove the shared cooldown with Aux to SIF and Aux to ID.

    (Another, and entirely different option would be to remove the heal and AtID bonuses, but keep the Stealth/Stealth detection bonuses while adding in bonuses for aux-based powers such as heals, holds, etc.)

    Shields: Unchanged, except that a larger part of the resist would trickle off after a few seconds. It'd still have a good resistance bonus regardless, along with it's bonus regen, but it wouldn't be an 'immunity button' or anything.

    Engines: Not make the speed bonus quite as massive, since you don't wanna move that fast most of the time. Would still give a significant bonus to turn, speed, and defense. Possibly add in some immunity to movement debuffs.

    Weapons: The biggest thing is that it would have a larger drain resist on all energy weapons for the duration, along with a brief boost of Accuracy to all weapons, along with reducing cooldowns somewhat on torpedoes as well.

    For all of them, they would only apply a shared cooldown with their respective EPTX abilities, and not all EPTX abilities.

    Each one is meant to kind of look at a subsystem and just push it to it's limits.

    Shields: The ultimate EPTS really.

    Engines: The best way to get any cruiser to move, along with the other bonuses it gives.

    Aux: The closest thing a cruiser would do to become a sci ship, by boosting all the aux-based powers by a large margin.

    Weapons: Pretty much an all-out offensive. This was an idea I had before the Omega set and Marion DOFFs stomped all over an engineer's Nadeon Inversion ability. Even so, it would offset a considerable amount of annoyance regarding weapon drain on a cruiser. Add in the torpedo cooldown and accuracy bonus, and that could make a cruiser really lay a hurting on something.



    None of these were ever meant to make a cruiser, especially an engy-cruiser step on anyone's toes, but it did allow a cruiser to focus their efforts into a really huge buff all around, at the cost of power everywhere else.

    With all the warp core and power changes being added in soon, these really have a new light, because since (high) power levels are supposed to be an engineer's 'thing', this could be useful for them to gain.



    On another note, they should remove the worthless radiation damage from Aceton Beam (seriously, does that EVER hurt anyone? Even without an HE around), and just improve the de-buff it gives. In turn, make it only clearable by Engineering Team.

    Also, there should be an Aux to ID 3 at the Cmdr level, and possibly even an Aux to Batteries 3.
    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.
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  • autumnturningautumnturning Member Posts: 743 Arc User
    edited May 2013
    skurf wrote: »
    I think most of us can agree a new offensive team oriented captain ability could bring the engineer back into play

    So you're thinking more along the lines of Eject Warp Plasma and Boarding Party alternatives?
  • skurfskurf Member Posts: 1,071 Arc User
    edited May 2013
    So you're thinking more along the lines of Eject Warp Plasma and Boarding Party alternatives?

    I'm thinking of an ability that doesn't take a boff slot...anything that can help your team more easily kill its target, which an engineer currently doesn't possess.
  • thishorizonthishorizon Member Posts: 1,158
    edited May 2013
    Well then tacs should get some extra defensive captain ability.

    Just saying. The lines are so blurred with boff abilities and ships anyways.

    Also buff my Sci. It needs some more wizardry.

    I'm just kidding of course. I wish I had a reason to play my engie. His name is Dr. Rick Marshall. And when I play him I feel like I'm in a land of the lost.
  • maicake716maicake716 Member Posts: 0 Arc User
    edited May 2013
    Well then tacs should get some extra defensive captain ability.

    Just saying. The lines are so blurred with boff abilities and ships anyways.

    Also buff my Sci. It needs some more wizardry.

    I'm just kidding of course. I wish I had a reason to play my engie. His name is Dr. Rick Marshall. And when I play him I feel like I'm in a land of the lost.

    my poor engy hasnt been touched in ages....

    his name is "Mai Hero" too.... couldnt ever get the hang of using him to tank since if you were too touch people just wouldnt shoot at you.


    maybe give the engy a forced aggro ability? force him to be targeted for 10 seconds by all enemy players and give him a big bonus to hull resists for the duration?
    mancom wrote: »
    Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
    Science pvp at its best-http://www.youtube.com/user/matteo716
    Do you even Science Bro?
  • zarathos1978zarathos1978 Member Posts: 0 Arc User
    edited May 2013
    Make the friggin Aceton Beam an area ability, insted of single target one. Base it out if aux (or aux AND eng) power. Make the ship using it glow like christmas tree. Give it relative short CD (shared CD) so that it can be up for long enough to force people to shoot at you and not just wait till it goes away. Should be (too lazy to check if it is not the case already) a lt.cmdr/cmdr ability so that escort cannot get it and sci only the weakest version).

    With -80 or so percent damage mitigation in 10 mile radius any cruiser using AB 2 or 3 will be "a must kill" (or at least "must SNB") target for enemy team. Otherwise they wont be able to kill anything.

    Here, you have PvP "taunt" ability.
  • talzerotwotalzerotwo Member Posts: 0 Arc User
    edited May 2013
    Make viral matrix and engi ability instead of sci? It's cured with engineering team after all. Make it a captains ability rather than a boff ability
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  • talzerotwotalzerotwo Member Posts: 0 Arc User
    edited May 2013
    Bump more suggestions
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  • cha0s1428cha0s1428 Member Posts: 416 Arc User
    edited May 2013
    I had posted an idea a while back just as the thread was closed, but I'll mention it again.

    As for a forced aggro ability, I have seen a system that worked in the past in WAR. Instead of forcing someone to target you, which would be lame, instead have your "taunt" gradually make you do more and more damage (I.E. start overcoming shield resist) the longer you target them. Then the?person being targeted, in order to clear the defuff has to hit you (I think it was 5 times?) times to clear it.

    I realize there would have to be some tweaking in order for something like that to work here, but it was a very clever way for taunt to work in pvp.

    Of course, engies would then need a taunt :P
  • milanvoriusmilanvorius Member Posts: 641 Arc User
    edited June 2013
    Sounds like a nifty Sci ability. :)

    edit: I'm not kidding, btw.

    Star Trek has a blurry line between science and engineering. :D
    PvE Jem'Hadar motto: Participation Ribbons are life.
  • milanvoriusmilanvorius Member Posts: 641 Arc User
    edited June 2013
    Well then tacs should get some extra defensive captain ability.

    Just saying. The lines are so blurred with boff abilities and ships anyways.

    Also buff my Sci. It needs some more wizardry.

    I'm just kidding of course. I wish I had a reason to play my engie. His name is Dr. Rick Marshall. And when I play him I feel like I'm in a land of the lost.

    The problem with eng cap abilities is two of them are irrelevant in pvp unless the tank is being focused. The eng capt abilities are great if there was motivation to attack the cruiser.

    Let miracle and nadion be target self or ally. Also the grace under fire trait applies to what ever ship got the miracle worker applied to it.
    PvE Jem'Hadar motto: Participation Ribbons are life.
  • daggermoondaggermoon Member Posts: 0 Arc User
    edited June 2013
    might be op if allowed to be used on others but how about mr. scott's magic (terrible at naming) pushes energy cap up by +20 for all systems for 30 seconds with a 1 minute cd on it
  • milanvoriusmilanvorius Member Posts: 641 Arc User
    edited June 2013
    daggermoon wrote: »
    might be op if allowed to be used on others but how about mr. scott's magic (terrible at naming) pushes energy cap up by +20 for all systems for 30 seconds with a 1 minute cd on it

    I say this with great regret for engineers, but buff heals incredibly but reduce them by distance , like energy attacks. Especially energy based heals ( HE & AUX2SIF).


    No no i didn't mean that.
    PvE Jem'Hadar motto: Participation Ribbons are life.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited June 2013
  • milanvoriusmilanvorius Member Posts: 641 Arc User
    edited June 2013

    Its not that old. Last active in may. Some of us can't be on that regularly. No need to be mean.
    PvE Jem'Hadar motto: Participation Ribbons are life.
  • livinrtblivinrtb Member Posts: 0 Arc User
    edited June 2013
    making ept or miracle worker aoe effect would be kool. like to affect all team mates within 5km.

    Good Luck And Have Fun Out There...
    @LIVIN
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited June 2013
    engineers could be made very useful if their effect cap was not 125, but 140, with it raise able to 150 in 1 subsystem by a warp core. the eng captains wouldn't have more base power, but they could put more power in a subsystem then any other captain, and it would have an effect. they could have the highest weapons power, very helpful for sustained damage weapons, or the most shield power to tank best with, or have the most possible engine power to actually move the fastest, or the highest aux levels that would provide the best aux healing and make some other sci skills a bit more powerful with that even higher aux level.

    eng captains are so behind the curve that such a buff to them would make them as good as scis and tacs, and give them synergy with every type of ship, just like scis and tacs. they could deal more energy weapons damage then before, and unquestionably have the best support capability with their highest aux levles. on a sci ship, aux dependent sci skills could be strongest with an eng, but the eng is missing nuk, scan and sci fleet in exchange for mostly useless captain skills.

    nadian would be a bit better if it was keeping energy levels fireing at 140 the whole time its up, that could actually boost dps a real amount. EPS transfer would actually go a long way toward filling up the now very large potential energy reserve an eng has, its pretty redundant considering how topped out most subsystems are now normally.

    the effects from the higher energy levels will be sort of small, the weapons energy level wont equal any of the tac buffs, and it wont have the devastating CC built in like a sci. the self heals are the final equalizer. the eng captain would finally be truly an engineer, the best at repair and an energy level wizard
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  • milanvoriusmilanvorius Member Posts: 641 Arc User
    edited June 2013
    Interesting post. I think the power levels have a lot of tweaking but we are close to maxing all power systems for everyone.

    I think the beef some have with escorts is uncalled for, well all the beef. The esc is a killer, itshould have everything it has, I actually wish there was stronger incentive to put torps on my pew pew.

    But the same person aith a comparably well specced and equiped cruiser can out perform the engineer with either tac or sci. Apa and sensor/snb are mjust more useful because no one shoots my yellow shirt to need to use miracle worker or nadion. They just sit there and collect dust.
    PvE Jem'Hadar motto: Participation Ribbons are life.
  • milanvoriusmilanvorius Member Posts: 641 Arc User
    edited June 2013
    edalgo wrote: »
    Have miracle worker clear sub nuke beam

    No one subnukes the engie. :(
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  • smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    edited June 2013
    The one thing I would ask for is the above. Miracle Worker should clear most or all debuffs. Right now it is simply a glorified Aux2SIF. The trait didn't change anything.
    EnYn9p9.jpg
  • ssb64ssb64 Member Posts: 101 Arc User
    edited June 2013
    rotate shield frequency... ok
    eps power transfer... like virus said, its stupid cause the power cap, and +30 power ? how is that even balanced with other capt skills ? -_-
    nadion... when you activate this power when already being affected by power siphons the energy drain stops, ok, but the energy doesnt return to max values, it keeps like it were in the moment you activated it... stupid skill
    miracle worker... its just a eng team and sci team 3 combined... its cool with the trait but nothing like apa or subnuc
    eng fleet... magnitude dmg res lol... in my cruiser it only gives +6% to all dmg... WOW O.o

    all these skills suck, imagine a torpedo boat ? eps - useless .... nadion ... useless ... eng team ... always useless independant of the build ... rotate shield frequency ... imagine u dont have shields... no shield no + shield res

    and comparing tac to sci -_- tac wins cause the 2 best sci skills are taken away from a ensign boff ability, great >.>

    we are playing tacscorts online ................................

    ........

    until we can get devs atention
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  • milanvoriusmilanvorius Member Posts: 641 Arc User
    edited June 2013
    The one thing I would ask for is the above. Miracle Worker should clear most or all debuffs. Right now it is simply a glorified Aux2SIF. The trait didn't change anything.

    It would have to apply to self and ally and last a while because cooldown is like 3 minutes.

    Edit: grace under fire trait is nice addition though if it could be used more often.
    PvE Jem'Hadar motto: Participation Ribbons are life.
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  • ssb64ssb64 Member Posts: 101 Arc User
    edited June 2013
    edalgo wrote: »
    Lol why not. They use RSP the same as most

    so ? why are you going to subnuc a eng instead a tac or a sci ? is the eng going to beam scotty to your ship and mess it up ? i dont think so
    [SIGPIC][/SIGPIC]
    "Achiever Killers often look to 1v1 duels for proof of their superior play and are frustrated by "rock paper scissor" game mechanics."
    That's me !
  • edited June 2013
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  • milanvoriusmilanvorius Member Posts: 641 Arc User
    edited June 2013
    edalgo wrote: »
    Lol why not. They use RSP the same as most

    Its a waste of a subnuke. Unless thereare all cruisers theywill target the squishier ships for efficiency. Unless the cruiser capt is incompetent he is the most difficult to bring down. This silos his powers in an oft ignored ship. I am not saying the cruiser is impossible to kill just the last option. Thus even the most OP target self capt power would be pointless because self is never attacked if more savory targets are available.
    PvE Jem'Hadar motto: Participation Ribbons are life.
  • ssb64ssb64 Member Posts: 101 Arc User
    edited June 2013
    edalgo wrote: »
    Ever gone against a science ship heavy team that just shuts you down?

    Ever do a 1vs1 against a sci-scort that just wipes away all your buffs and leaves you naked to their CRF or BO?

    Carry a science team on an escort and then you're left wide open with no tac team.

    just because i have few posts on this forums doesnt make me a noob

    you must think that i like to press spacebar and that i have a bind that activates all my powers, no. i dont do alpha strikes, neither activate any tac ability while under rsp or any other important heal... your argument is invalid, no subnuc gets me naked, they only take my shirt off, thats when i show my apa
    [SIGPIC][/SIGPIC]
    "Achiever Killers often look to 1v1 duels for proof of their superior play and are frustrated by "rock paper scissor" game mechanics."
    That's me !
  • edited June 2013
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