Now that the Kit Revamp is out, I am hopeful that Engineers might get a little help, but I am not holding my breath. Can't wait to try out the new Engineer modules, traits, and abilities.
I would not mind a module that would shift my fabrications between a default stationary mode,and a mobile mode, which could be nice for allowing the engineer to gain some mobility. While also making it feel ,less penalizing using fabrications by needing to waste time re-setting them if you need to move too far away from them. Even if the switch from the stationary mode to mobile mode gave a debuff to the affected fabrications, also having uses in both pve an pvp content, and I think that would be well worth it really an fit the theme of the career.
I would not mind a module that would shift my fabrications between a default stationary mode,and a mobile mode, which could be nice for allowing the engineer to gain some mobility. While also making it feel ,less penalizing using fabrications by needing to waste time re-setting them if you need to move too far away from them. Even if the switch from the stationary mode to mobile mode gave a debuff to the affected fabrications, also having uses in both pve an pvp content, and I think that would be well worth it really an fit the theme of the career.
I would not mind a module that would shift my fabrications between a default stationary mode,and a mobile mode, which could be nice for allowing the engineer to gain some mobility. While also making it feel ,less penalizing using fabrications by needing to waste time re-setting them if you need to move too far away from them. Even if the switch from the stationary mode to mobile mode gave a debuff to the affected fabrications, also having uses in both pve an pvp content, and I think that would be well worth it really an fit the theme of the career.
You know, I think it would be a great idea to have a Medical/Shield Drone available to Engineers. That way, we can move more, as you say, and not be so stationary. And now that I think of it, it would make Quick Fix and Equipment Diagnostics much more useful since you would want to keep that Medical/Shield Drone alive.
Hmm...
This is actually a great idea! Drones that do similar jobs as the stationary fabrications and generators, letting the Engineer have mobile support. Definitely something to look into.
...well, I was going to type out a list, but basically: don't PvP. Engineers are specifically good against NPC's (stupid, designated locales, shields generally work) and bad against players (smart, highly mobile, shields generally ineffective). At the same time, PvP in general is poorly balanced, made worse by inflated NPC hitpoints and player damage. Combine both of these things, and... you get aggravated and start forum posts.
My advice: Don't PvP in STO; it's not worth it anymore, and hasn't been for a long time. Similarly, don't spend Zen or Lobi to be competitive in PvP in STO; spend that money on a game where you enjoy the PvP.
I would not mind a module that would shift my fabrications between a default stationary mode,and a mobile mode, which could be nice for allowing the engineer to gain some mobility. While also making it feel ,less penalizing using fabrications by needing to waste time re-setting them if you need to move too far away from them. Even if the switch from the stationary mode to mobile mode gave a debuff to the affected fabrications, also having uses in both pve an pvp content, and I think that would be well worth it really an fit the theme of the career.
Or change the Generators to man-portable, working like an aura effect (turn Engineers back into Tanks, classic Paladin style). You should try the Rep kit ability with TempHP/Healing (I can't remember the name atm), though; it's team-wide and doesn't suck. The same can be said of running Command abilities in place of Eng, which also doesn't suck.
I never did understand why they gave the effects of Medical Vanguard to Science, when Engineers are supposed to rely on shields, though.
With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.
Now that the Kit Revamp is out, I am hopeful that Engineers might get a little help, but I am not holding my breath. Can't wait to try out the new Engineer modules, traits, and abilities.
I don't think the update helped ground PvP much. Maybe made it worse, further widening the gap between the "haves" and "have nots".
For ground PvE, Engineers are amazing. Sabotage breaks ground combat completely. I have a copy of Sabotage I on all my BoFF Engineers. For captains, Paradox Bomb + Minefields are fun for the whole family. I also like Forcefield Dome. Helps with those "touchy feely" types. Like sci characters who want to hit you with a shovel.
I have the answer. And being as we're in 2410 and have already travelled through time who knows how many times the best answer is this. increased resilience for Engies and MOBIILE FABRICATIONS. when I plant a Gun or Launcher. It should follow me like a Astromech Droid or a MALP. I'm sick of having my and my crews weapons just sit there. Give them wheels or make them hover.
Now that the Kit Revamp is out, I am hopeful that Engineers might get a little help, but I am not holding my breath. Can't wait to try out the new Engineer modules, traits, and abilities.
I don't think the update helped ground PvP much. Maybe made it worse, further widening the gap between the "haves" and "have nots".
For ground PvE, Engineers are amazing. Sabotage breaks ground combat completely. I have a copy of Sabotage I on all my BoFF Engineers. For captains, Paradox Bomb + Minefields are fun for the whole family. I also like Forcefield Dome. Helps with those "touchy feely" types. Like sci characters who want to hit you with a shovel.
I find Sabotage to be a very useful ability since it incorporates Weapons Malfunction. Of course, when using anything against players, the time is cut in half. It would be nice if this was removed for the Engineer.
As for Paradox Bomb, I tend to use Agony Modulator and the Temporal Spec tree to kill off NPCs when using that ability combined with Sabotage. Mines are good, but only for NPCs; players tend to avoid them unless they are too busy fighting that they forget them, and even then, the mines do not do as much damage to them as to the NPC. I will say that Force Field Dome is worth using if your attacker is using Melee weapons; the Voth Duty Officer to give you a 50% chance to knockback when deploying Force Field Dome also helps; and the added damage resistance comes in handy. I have used Force Field Dome with Medical Generator to increase damage resistance; however, Anti-Time Entanglement, Cold Fusion Flash, Exothermic Induction, and Tricorder Scan tend to remove the buff and destroy my fabrications, leaving me open to other attacks.
I have the answer. And being as we're in 2410 and have already travelled through time who knows how many times the best answer is this. increased resilience for Engies and MOBIILE FABRICATIONS. when I plant a Gun or Launcher. It should follow me like a Astromech Droid or a MALP. I'm sick of having my and my crews weapons just sit there. Give them wheels or make them hover.
I like this idea of increased resilience when using fabrication devices. I would even go further to add increased heal regeneration. Having my generators, mortars, and turrets become mobile and follow the Engineer would definitely give the Engineer player some additional needed support. Again, this would make Equipment Diagnostics and Quick Fix viable.
mobile fabrications is an interesting idea, but let's face it. They can't get Boffs to path right and we are often times running back to reopen doors and pull them around corners to get them to keep up. I shudder to think of the nightmare I would have with 4 Boffs and 2 or 3 turrets as well.
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch." "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
Passion and Serenity are one.
I gain power by understanding both.
In the chaos of their battle, I bring order.
I am a shadow, darkness born from light.
The Force is united within me.
For the same reasons PvP, Sci, Tac, Rom, KDF, Catians, Freasans (whatever... the purple cats), Gorn, Nausicans and pretty much EVERY other factor in the game is being ignored:
It's your favorite, and you want to have it being absolutely awesome, but they aren't giving it the attention YOU feel is right...
In fact, this game is so neglected, it shut down 5 years ago... It's just so neglected they forgot to kill the servers when the Devs were fired.
I really don't need to be "absolutely awesome". I just need to be less killable and more viable. I wouldn't mind some awesome love though.
Sorry... I've seen several kinds of cruisers stand toe to to with being pounded by 3-4 Escorts almost without taking a dent to the hull...
That's cruisers. Built right, even tacs and science can tank effectively in those cruisers.
Just because you see a cruiser, it's not necessarily an engineer flying it.
Power Creep is the only way they can pay their bills, or, in Geko's words, "...we sell starships, it's our business model"
I really think that your theory is just part of the story with the other part being even more depressing:
The causal STO player is so extremely bad at playing this game that he needs to be given power for free in order to be able to cope with the content at all. And most of the more engaging content is still empty…
That audience reflects the "Majority" that Cryptic chose to cater to. You get the playerbase you design to cultivate, right? used to see it all the time back before MMO's with which gamestore kids flocked to which games.
Goths to White Wolf products
Hipsters too.
White-and-Blue collar geeks to games like "Paranoia" and other Steve Jackson fare...
The guys who wanted to be "Unique" or "ELite" going for games like SLA Industries,
Casual wargamers and mini-painters going to games like Battletech, OGRE, and rich ones would play Warhammer or 40K.
The audience your game serves-usually in terms of how the rules shake out and the setting is presented, is built, by you the developer. Nothing like seeing a Rifts game where someone has a stack of books from the floor to mid-lap because he 'tuned' his particular character in some ridiculous way-and his GM insisted he prove it was rules-legal. There's a little of every audience in every game, but how the rules are set up really influences what makes up the "Majority" of that game's core audience.
same thing happens with MMO's. STO is an MMO as designed by CCG enthusiasts-retiring 'sets' without retiring them via powercreep-and-nerf cycles. The major difference being that while there is the fiction of multiple factions, only one faction ever gets expansions.
in the case of Engineers, they're a type that was laid out in a previous ruleset, one that has since been retired, a vestige from when the developers didn't have a 'Majority' in mind-engineers were supposed to be the 'tank' or 'support' class, like Priest in D&D, while Sci was supposed to be like a Magic user class, and tacs as Fighters. But, then the second gen of developers focused on AOE damage and mobs instead of balanced scenarios, and power-creep as a replacement for engagement.
Thus, the two damage-dealer types got stuff, but Engineers got squat-because they're not "The Majority" and the devs lost the ability to design content to make use of their particular role and skillset.
Kinda like how DDO initially released with "Fighter (recommended)", because nothing in the PvE worked with Rogues or magic-users or priests. Same thing here. Mission design often demands frontal assaults-you can't sneak around or lay ambushes in most of the content, can't avoid direct confrontation, and options to shape or control the battlefield in PvE are nonexistent, while similarly, options to do so in PvP are also, thank you powercreep, nonexistent.
The engie has no development, because mission designers and game designers really don't know what to do with a 'Sapper' character in the confines of the engine they're depending on.
All that being said, I guess I prefer the engineer because of the playstyle over anything else. Due to me being the type to die quite a lot regardless of what I play, every bit of survivability helps. The only problem in the game is, why would you need to survive when you can just slaughter your way through mobs as tac/sci?
Power Creep is the only way they can pay their bills, or, in Geko's words, "...we sell starships, it's our business model"
I really think that your theory is just part of the story with the other part being even more depressing:
The causal STO player is so extremely bad at playing this game that he needs to be given power for free in order to be able to cope with the content at all. And most of the more engaging content is still empty…
That audience reflects the "Majority" that Cryptic chose to cater to. You get the playerbase you design to cultivate, right? used to see it all the time back before MMO's with which gamestore kids flocked to which games.
Goths to White Wolf products
Hipsters too.
White-and-Blue collar geeks to games like "Paranoia" and other Steve Jackson fare...
The guys who wanted to be "Unique" or "ELite" going for games like SLA Industries,
Casual wargamers and mini-painters going to games like Battletech, OGRE, and rich ones would play Warhammer or 40K.
The audience your game serves-usually in terms of how the rules shake out and the setting is presented, is built, by you the developer. Nothing like seeing a Rifts game where someone has a stack of books from the floor to mid-lap because he 'tuned' his particular character in some ridiculous way-and his GM insisted he prove it was rules-legal. There's a little of every audience in every game, but how the rules are set up really influences what makes up the "Majority" of that game's core audience.
same thing happens with MMO's. STO is an MMO as designed by CCG enthusiasts-retiring 'sets' without retiring them via powercreep-and-nerf cycles. The major difference being that while there is the fiction of multiple factions, only one faction ever gets expansions.
in the case of Engineers, they're a type that was laid out in a previous ruleset, one that has since been retired, a vestige from when the developers didn't have a 'Majority' in mind-engineers were supposed to be the 'tank' or 'support' class, like Priest in D&D, while Sci was supposed to be like a Magic user class, and tacs as Fighters. But, then the second gen of developers focused on AOE damage and mobs instead of balanced scenarios, and power-creep as a replacement for engagement.
Thus, the two damage-dealer types got stuff, but Engineers got squat-because they're not "The Majority" and the devs lost the ability to design content to make use of their particular role and skillset.
Kinda like how DDO initially released with "Fighter (recommended)", because nothing in the PvE worked with Rogues or magic-users or priests. Same thing here. Mission design often demands frontal assaults-you can't sneak around or lay ambushes in most of the content, can't avoid direct confrontation, and options to shape or control the battlefield in PvE are nonexistent, while similarly, options to do so in PvP are also, thank you powercreep, nonexistent.
The engie has no development, because mission designers and game designers really don't know what to do with a 'Sapper' character in the confines of the engine they're depending on.
All that being said, I guess I prefer the engineer because of the playstyle over anything else. Due to me being the type to die quite a lot regardless of what I play, every bit of survivability helps. The only problem in the game is, why would you need to survive when you can just slaughter your way through mobs as tac/sci?
Engineers do not have the benefit of Attack Patter Alpha, so spike damaging for a vape isn't always an option. CCA does let you place 1st by just using DPS alone; it actually requires you to do some sort of team support; this is where Engineers tend to shine, but in order to do so, they need to tank and use their abilities on other players; hence the reason why you would not want to build for DPS. Of course, this is really only useful for CCA or PvP in space.
I would not mind seeing them make it that the Entity's hp, and even it's resistance increase based on how many groups of the Tholians are around it, while the Tholians actually use some tactics to interfere with the players to make us need to kill them. Such as that they might put up some of the Tholian web barriers between the pc's an the Entity to block the firing arcs of the pc, maybe even using the Tholian web encase on the Entity with it being immune to the kinetic damage of it when it collapses.
Power Creep is the only way they can pay their bills, or, in Geko's words, "...we sell starships, it's our business model"
I really think that your theory is just part of the story with the other part being even more depressing:
The causal STO player is so extremely bad at playing this game that he needs to be given power for free in order to be able to cope with the content at all. And most of the more engaging content is still empty…
That audience reflects the "Majority" that Cryptic chose to cater to. You get the playerbase you design to cultivate, right? used to see it all the time back before MMO's with which gamestore kids flocked to which games.
Goths to White Wolf products
Hipsters too.
White-and-Blue collar geeks to games like "Paranoia" and other Steve Jackson fare...
The guys who wanted to be "Unique" or "ELite" going for games like SLA Industries,
Casual wargamers and mini-painters going to games like Battletech, OGRE, and rich ones would play Warhammer or 40K.
The audience your game serves-usually in terms of how the rules shake out and the setting is presented, is built, by you the developer. Nothing like seeing a Rifts game where someone has a stack of books from the floor to mid-lap because he 'tuned' his particular character in some ridiculous way-and his GM insisted he prove it was rules-legal. There's a little of every audience in every game, but how the rules are set up really influences what makes up the "Majority" of that game's core audience.
same thing happens with MMO's. STO is an MMO as designed by CCG enthusiasts-retiring 'sets' without retiring them via powercreep-and-nerf cycles. The major difference being that while there is the fiction of multiple factions, only one faction ever gets expansions.
in the case of Engineers, they're a type that was laid out in a previous ruleset, one that has since been retired, a vestige from when the developers didn't have a 'Majority' in mind-engineers were supposed to be the 'tank' or 'support' class, like Priest in D&D, while Sci was supposed to be like a Magic user class, and tacs as Fighters. But, then the second gen of developers focused on AOE damage and mobs instead of balanced scenarios, and power-creep as a replacement for engagement.
Thus, the two damage-dealer types got stuff, but Engineers got squat-because they're not "The Majority" and the devs lost the ability to design content to make use of their particular role and skillset.
Kinda like how DDO initially released with "Fighter (recommended)", because nothing in the PvE worked with Rogues or magic-users or priests. Same thing here. Mission design often demands frontal assaults-you can't sneak around or lay ambushes in most of the content, can't avoid direct confrontation, and options to shape or control the battlefield in PvE are nonexistent, while similarly, options to do so in PvP are also, thank you powercreep, nonexistent.
The engie has no development, because mission designers and game designers really don't know what to do with a 'Sapper' character in the confines of the engine they're depending on.
All that being said, I guess I prefer the engineer because of the playstyle over anything else. Due to me being the type to die quite a lot regardless of what I play, every bit of survivability helps. The only problem in the game is, why would you need to survive when you can just slaughter your way through mobs as tac/sci?
Engineers do not have the benefit of Attack Patter Alpha, so spike damaging for a vape isn't always an option. CCA does let you place 1st by just using DPS alone; it actually requires you to do some sort of team support; this is where Engineers tend to shine, but in order to do so, they need to tank and use their abilities on other players; hence the reason why you would not want to build for DPS. Of course, this is really only useful for CCA or PvP in space.
...and it's no longer useful in CCA the majority of the time-not when the entity's lifespan from the point the PCs arrive until the "Leave mission" button pops up is about 30 some-odd seconds.
Tanks only work in settings where you can't DPS the badguy down to below zero in less time than it takes to cross to the merge without going full impulse on (Spdx2) mk XIV engines.
I believe that in the near future we will be seeing either a nerf or a huger buff to the Crystalline Entity. The fact that you can kill this boss before the first wave just means that the power creep has gone far enough as to break the game, which needs to either be fixed, removed, or replaced. A DPS correction is bound to happen sooner or later, but I suppose for now tanks are still not viable in these instances.
Comments
Well, I think I see the problem.
Especially since they take so long to setup.
You know, I think it would be a great idea to have a Medical/Shield Drone available to Engineers. That way, we can move more, as you say, and not be so stationary. And now that I think of it, it would make Quick Fix and Equipment Diagnostics much more useful since you would want to keep that Medical/Shield Drone alive.
Hmm...
This is actually a great idea! Drones that do similar jobs as the stationary fabrications and generators, letting the Engineer have mobile support. Definitely something to look into.
...well, I was going to type out a list, but basically: don't PvP. Engineers are specifically good against NPC's (stupid, designated locales, shields generally work) and bad against players (smart, highly mobile, shields generally ineffective). At the same time, PvP in general is poorly balanced, made worse by inflated NPC hitpoints and player damage. Combine both of these things, and... you get aggravated and start forum posts.
My advice: Don't PvP in STO; it's not worth it anymore, and hasn't been for a long time. Similarly, don't spend Zen or Lobi to be competitive in PvP in STO; spend that money on a game where you enjoy the PvP.
Or change the Generators to man-portable, working like an aura effect (turn Engineers back into Tanks, classic Paladin style). You should try the Rep kit ability with TempHP/Healing (I can't remember the name atm), though; it's team-wide and doesn't suck. The same can be said of running Command abilities in place of Eng, which also doesn't suck.
I never did understand why they gave the effects of Medical Vanguard to Science, when Engineers are supposed to rely on shields, though.
For ground PvE, Engineers are amazing. Sabotage breaks ground combat completely. I have a copy of Sabotage I on all my BoFF Engineers. For captains, Paradox Bomb + Minefields are fun for the whole family. I also like Forcefield Dome. Helps with those "touchy feely" types. Like sci characters who want to hit you with a shovel.
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I find Sabotage to be a very useful ability since it incorporates Weapons Malfunction. Of course, when using anything against players, the time is cut in half. It would be nice if this was removed for the Engineer.
As for Paradox Bomb, I tend to use Agony Modulator and the Temporal Spec tree to kill off NPCs when using that ability combined with Sabotage. Mines are good, but only for NPCs; players tend to avoid them unless they are too busy fighting that they forget them, and even then, the mines do not do as much damage to them as to the NPC. I will say that Force Field Dome is worth using if your attacker is using Melee weapons; the Voth Duty Officer to give you a 50% chance to knockback when deploying Force Field Dome also helps; and the added damage resistance comes in handy. I have used Force Field Dome with Medical Generator to increase damage resistance; however, Anti-Time Entanglement, Cold Fusion Flash, Exothermic Induction, and Tricorder Scan tend to remove the buff and destroy my fabrications, leaving me open to other attacks.
I like this idea of increased resilience when using fabrication devices. I would even go further to add increased heal regeneration. Having my generators, mortars, and turrets become mobile and follow the Engineer would definitely give the Engineer player some additional needed support. Again, this would make Equipment Diagnostics and Quick Fix viable.
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
Amen to that. "Move Straight" means "Dance in circles" in that game.
That's cruisers. Built right, even tacs and science can tank effectively in those cruisers.
Just because you see a cruiser, it's not necessarily an engineer flying it.
All that being said, I guess I prefer the engineer because of the playstyle over anything else. Due to me being the type to die quite a lot regardless of what I play, every bit of survivability helps. The only problem in the game is, why would you need to survive when you can just slaughter your way through mobs as tac/sci?
Engineers do not have the benefit of Attack Patter Alpha, so spike damaging for a vape isn't always an option. CCA does let you place 1st by just using DPS alone; it actually requires you to do some sort of team support; this is where Engineers tend to shine, but in order to do so, they need to tank and use their abilities on other players; hence the reason why you would not want to build for DPS. Of course, this is really only useful for CCA or PvP in space.
I believe that in the near future we will be seeing either a nerf or a huger buff to the Crystalline Entity. The fact that you can kill this boss before the first wave just means that the power creep has gone far enough as to break the game, which needs to either be fixed, removed, or replaced. A DPS correction is bound to happen sooner or later, but I suppose for now tanks are still not viable in these instances.