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Usefulness of Engineer...?

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  • marshalericdavidmarshalericdavid Member Posts: 0 Arc User
    edited July 2013
    erei1 wrote: »
    By the time you use all those nice buffs and skills, I will already have set my mines, and maybe my bomb. Which mean, they will be already dead. But thanks for the buffs, they come right on time :)

    You have to get close to the enemy for the mines and bomb to do its damage. I can buff up some and shoot doing some damage before you get to that enemy. Also some enemies like Elite Tactical Drones and Bosses it is better with those buffs from tactical followed by that fully buffed Plasma Grenade then a few mines and a bomb.
  • lykumlykum Member Posts: 382
    edited July 2013
    Haven't seen what fleet galxy or soverign can do yet, still on zen excelsior retrofit. can't wait to try them out!
    Lyndon Brewer: 20% chance to capture enemy ship for 60 seconds on successful use of boarding party.

    cause sometimes its party time!
  • aexraelaexrael Member Posts: 0 Arc User
    edited July 2013
    alfamega wrote: »
    well, probably the _only_ good thing engi got recently.

    you think?
    transphasic bomb? by the time you need to place it and activate i'd probably do more damage with just basic attack.
    mines? wow... by the time you need to run in to melee range and placing them i'd chop the stuff with my falchion. at least i have an excuse for being in melee range.
    fuse armor? sure, a _great_ help. lolz.
    weapon malfunction? not a big deal. those 5 sek without weapons a boss still doing his raw damage. besides which weapons do you want to disable on a species 8472 or giant scorpion for example? they don't have any.

    well, think again and look closer to http://sto.gamepedia.com/Tactical_Kit_-_Squad_Leader
    along with all the skills, buffs and debuffs a tac character has its a piece of cake to chew everyone and everything. and the best of it - everyone on the team profit from them.

    You still have the option to shoot with your pulsewave while you dump mines on targets. If you're a tac you're still doing it wrong, because Sweeping Strikes/Lunge with 3x Security Officers for Melee Crit/Chance beats your Falchion hands down any time.

    Close Combat Kit > Squad Leader.

    5 seconds of Weapons Malfunction? Shows what little you actually know.
    Weapons Malfunction has a 100% uptime with 9 points spent towards Modification Specialist, with 15 seconds of disable, and the remainder of the time it's -50% Ranged Weapon Damage to target. With the new DOFFs from the latest pack it can be used to spread to adjacent targets.

    Support Drones can be set up to buff your Ranged damaged (Used to also affect Mines and Bomb damage unless that was changed) via DOFFs, nets you 50 points of damage for 30 seconds, beyond Equipment Diagnostics default effects.
  • aexraelaexrael Member Posts: 0 Arc User
    edited July 2013
    Enemy Neutralizaton kit is not as good as it once was because they fixed the Bomb so that it no longer explodes when a enemy gets near it and then allowing you to place a new Bomb right away. You have to manually detonate it and then wait to place a new Bomb. Mines are nice.

    Fire Team Kit Mk XII is better then Enemy Neutralization kit.

    Ambush increases stealth and all your damage for 15 seconds.

    Plasma Grenade does nice amount of damage and can cause enemies to scatter. When they scatter they tend not to attack as much.

    Battle Strategies increases all your damage, gives a chance to expose enemies that attack you and removes any tactical debuffs on you.

    Suppressing Fire reduces targets speed, reduces the damage the target does and a chance to root the target. Each effects the target for 6 seconds.

    Motion Accelerator increases run speed and melee attack of you and nearby allies as well as immunity to Stun,Root and Run speed debuffs.

    Bomb never blew up manually when I ran it during S6, so that point is moot, it's not what made the bomb powerful, plus it's affected by flank damage which is easier to control with manual detonation.
    You have to get close to the enemy for the mines and bomb to do its damage. I can buff up some and shoot doing some damage before you get to that enemy. Also some enemies like Elite Tactical Drones and Bosses it is better with those buffs from tactical followed by that fully buffed Plasma Grenade then a few mines and a bomb.

    The Engineer fully shuts down the Elite Tactical Drone using Weapons Malfunction. The team is safe from high damage Plasma Bolts, not to mention the engineer can run in without risk of getting shot in the face himself.
  • lykumlykum Member Posts: 382
    edited July 2013
    hey aexrael no-one cares, especially me
    Lyndon Brewer: 20% chance to capture enemy ship for 60 seconds on successful use of boarding party.

    cause sometimes its party time!
  • darkhorse281darkhorse281 Member Posts: 256 Arc User
    edited July 2013
    alfamega wrote: »
    well, a "quite well" isn't "good" or "excellent".
    also try to learn _other_ professions to be able to compare. ;)

    you miss the point. its not the _engineer_ , its a _cruiser_. with right setup anyone could do the same.

    Smart guy with the play on words, I actually play a tac as well, I prefer the Engineer but my tac is my 2nd favorite toon on the fed side. I have sci toons also but don't really use those much. Disliking a profession for whatever reason is your right I don't really care, its when you start saying the others are useless simply because your not good at playing them.


    Enemy neutralization is hands down one of the best kits in the game. It just makes things easier for the team, use fuse armor and weapons malfunction on an elite tac drop mines and a bomb watch him drop. Fabrication specialist I clear entire portions of maps without moving.
  • marshalericdavidmarshalericdavid Member Posts: 0 Arc User
    edited July 2013
    aexrael wrote: »
    Bomb never blew up manually when I ran it during S6, so that point is moot, it's not what made the bomb powerful, plus it's affected by flank damage which is easier to control with manual detonation.

    The Engineer fully shuts down the Elite Tactical Drone using Weapons Malfunction. The team is safe from high damage Plasma Bolts, not to mention the engineer can run in without risk of getting shot in the face himself

    Before LoR the bomb would explode the moment a enemy got close to it and you could place another bomb right away now you can't. Now the only way the bomb explodes is when you tell it to explode and then you have to wait for a cooldown to place another one. Before LoR the kit was better because it was great for killing bosses much more quickly especially with multiple engineers in the mission using it.

    Weapons malfunction lasts a short time. Someone melee him and ranged attacks against allies don't happen he swing arms at melee attacker.

    The Kit is still good just not as good as it once was and IMO not as good as Fire Team Kit tacticals have. They can buff themselves and debuff enemies.
  • lykumlykum Member Posts: 382
    edited July 2013
    uhhh plz stop quoting, I know who ur talking to and what ur talking about
    Lyndon Brewer: 20% chance to capture enemy ship for 60 seconds on successful use of boarding party.

    cause sometimes its party time!
  • darkhorse281darkhorse281 Member Posts: 256 Arc User
    edited July 2013
    yeah they broke the bomb s7, now its wai
  • lykumlykum Member Posts: 382
    edited July 2013
    sry just every thread everyone requotes the ENTIRE MESSAGE THAT I JUST READ and only 1/5th the page I just loaded contains actual, new, dialogue when your factoring in excessive signatures.. scroll halfa page just to read the word 'yes' ynow..
    Lyndon Brewer: 20% chance to capture enemy ship for 60 seconds on successful use of boarding party.

    cause sometimes its party time!
  • alfamegaalfamega Member Posts: 268 Arc User
    edited July 2013
    aexrael wrote: »
    Close Combat Kit > Squad Leader.
    no, no and no again.
    strong team buffs are always better then single attacks. especially if those buffs produce exposes. exposed target+flank+crit= wooooping damage. like 200-500. every second. shield ignored. borg allergic. slashing, chopping, cutting, bashing. :D
    aexrael wrote: »
    5 seconds of Weapons Malfunction? Shows what little you actually know.
    Weapons Malfunction has a 100% uptime with 9 points spent towards Modification Specialist, with 15 seconds of disable,
    yeah, sure. on lower mobs. bosses resist it.
    aexrael wrote: »
    and the remainder of the time it's -50% Ranged Weapon Damage to target. With the new DOFFs from the latest pack it can be used to spread to adjacent targets.
    who cares? i'd rather get an army of 6-8 with support team, buff them in to the sky and debuff the mobs into oblivion.
    aexrael wrote: »
    Support Drones can be set up to buff your Ranged damaged (Used to also affect Mines and Bomb damage unless that was changed) via DOFFs, nets you 50 points of damage for 30 seconds, beyond Equipment Diagnostics default effects.
    50? that's my _weakest_ yellow number i can produce with basic attack. without doffs. without buffs. in front. all of which of course i don't. :D
  • bermanatorbermanator Member Posts: 0 Arc User
    edited July 2013
    So I'll throw in my two cents about the usefulness of Engineers, rather than comparing kits (which really seems irrelevant right now as kits are being redone anyway, AFAIK).

    The way I see comparing the three classes is by creating a graph, showing the healing & (de)buffing abilities and the general damage output. Tactical has a huge damage output, but doesn't natively heal or (de)buff (other than dmg-related buffs). Science is known for its healing and (de)buffing skills, with things like Gravity Well, Tractor Beam, and more; however, Science doesn't natively have that great damage output. Engineers are in the middle: they can output almost as much damage as a Tactical if they want to or heal almost as much as Science can. Where Engineers become useful is that they can strike a balance between damage, healing, and (de)buffing, which is what makes them great tanks.

    The reason I believe Tactical is such a popular choice is that many gamers are acquainted with the notion that "damage rules all." (See every FPS ever) In Star Trek Online, damage doesn't always rule. Sure, it's really effective when you deal with generally weaker mob groups, but when you start facing Tactical Cubes and such, Tactical will need to survive against a lot of damage output from the enemy. That's why my main toon is an Engineer because it can strike that balance. That's why I can take out a trio of frigates in less than 10 seconds, yet still survive most (if not all) of the damage a Tactical Cube will throw at me.

    So to answer your question, one could argue that an Engineer is not very useful in that most of what an Engineer can do, either Science or Tactical can do better. I personally believe that Engineers are useful because the other classes can probably do it better: Engineers are, with little doubt, the most versatile class in STO. "Useful" is a bit of an empty adjective when it comes to games like Star Trek Online. There are pros and cons of every action or play-style. It's up to you to decide which you like better.

    P.S. I've played Tactical and Engineer, but not Science. I am however, aware of their abilities and such. Also, when I say native abilities for Sci and Tac, I'm talking about if you outfitted your toon/ship to take advantage of your captain's abilities.
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  • asimosaasimosa Member Posts: 58 Arc User
    edited July 2013
    Engineer is far and away the best class in STO at the moment, and arguably overpowered at anything short of PVP stealth ganking. If anyone thinks they're insufficient in space, it's only because you lack an understanding of just how important power levels are to a ship's performance and damage, and an engineer in a well-geared cruiser can match or exceed a tac-escort's damage while being effectively invulnerable.
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  • mewmaster101mewmaster101 Member Posts: 1,239 Arc User
    edited July 2013
    asimosa wrote: »
    Engineer is far and away the best class in STO at the moment, and arguably overpowered at anything short of PVP stealth ganking. If anyone thinks they're insufficient in space, it's only because you lack an understanding of just how important power levels are to a ship's performance and damage, and an engineer in a well-geared cruiser can match or exceed a tac-escort's damage while being effectively invulnerable.

    That is not what i gathered from the rest of the forums. I have seen many people say that science and tactical officers can keep up power levels just fine.

    from what other people seem to be saying, the main advantage is the extra survivability the ability give. though i have doing well at keeping my weapons power maxed using the engi abilities combined with weapon batteries and EPW 2.
  • overlapooverlapo Member Posts: 0 Arc User
    edited July 2013
    That is not what i gathered from the rest of the forums. I have seen many people say that science and tactical officers can keep up power levels just fine

    Well... they are wrong. Engineers in space are all about power levels. The trait that resets the Miracle Worker is great, but the trait that gives you extra power to ALL systems when you use a "battery" is better. And emergency power to X counts as a battery for the purposes of this trait, so if you are chaining those every 15 seconds you will get a lot of extra power.

    Engineers truly shine in an aux2bat build. An engineer in a typical Fed Assault Cruiser can get 7K or more DPS (average) in an ISE with this type of build. It isn't easy to setup and it takes a lot more time to gather the components than for a starter escort but the results are incredible and showcase the true potential of the class.
  • emarosa26emarosa26 Member Posts: 125 Arc User
    edited July 2013
    On my main, I'm using an Engineer while in an escort, and I find it to be incredibly useful. I can deal all sorts of damage while taking on a fair amount myself.

    I think it's all about how you use it. There's probably a few other different builds that are handy as well.
  • mewmaster101mewmaster101 Member Posts: 1,239 Arc User
    edited July 2013
    How is The Hilbert's guide Cruiser build? I guess it is mainly a healer build, but can it do decent DPS once geared out?
  • age03age03 Member Posts: 1,664 Arc User
    edited July 2013
    I would say geers are very useflull at ground combat especially at fabrication.When it comes to space they get the highest hull hp which does make thme vialbe in space combat.
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