If you're willing to get close, there's the option of plopping down mines. Also, Mortars are supposed to fire faster now (on PC at least), not tried them again yet though.
Nothing really, unless you got the Sompek Lightning Kit from the 4 day Sompek Arena Event last weekend.
With the recent 50% damage buff to it after maintenance it is not as bad as it was before. However, it still has a long cool down. The only other AoE damage kit engineer captains can use is the Mass Gravimetric Detonation. I use Sabotage, but that only causes damage to non-living enemies like Constructs and Voth Exosuits. Otherwise, it disables weapons.
There is also the Molten Terrain, but NPC stroll from the AoE so it is best when combined with a control power like the paradox bomb.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
Hurricane is fun, but just wish it beamed down by my target not at my feet! Not sure what cryptic was thinking when they did that. There is the new Explosive Drone from K-13. Does like it says. Beams in, finds target, flys to target and goes boom. And there's the Universal Kit Module - Crawler Swarm from the Na'kuhl Lock Box or the Infinity Lock Box. But the mines do move a bit slow.
It looks like the only options for now are either Mass Gravimetric or Sompek Lightning (post-buff).
I get the notion of having to make tradeoffs and each career track having different strengths or weaknesses, but it always surprises me when there is a weird hole compared to the other two careers - and it's always the engineer.
The Neutronic Mortar from the Delta rep covers a completely ridiculous area, but it's subject to all the mortar issues, mostly the one where it fires when it feels like it and not when it's convenient for you. The area is big enough that it usually hits <i>something</i> if it starts setting up when the enemies spawn. I feel like engineers are built around constructing things and using that to cover certain aspects and that leads to doing things in ways that don't quite fit what you want or how the game flows.
I think the Intel power Tripwire Drone has a bit of AOE, and Command has the Bombing Strike, but I haven't used either one and the Strike sounds like it'd take a bit of getting used to in terms of timing and targeting. I think you can equip modules from inactive specializations, but I'm not 100% on that.
If you're willing to get close, there's the option of plopping down mines. Also, Mortars are supposed to fire faster now (on PC at least), not tried them again yet though.
Mortars are slow as molasses on the console, well at least XboxOne. 23c Engineer gets issued one. Most of the enemies are long dead before the thing even fires a shot off.
Unfortunately, mortars, mines and all the other fabricated things are too slow in terms of animation - much slower than Mass Gravimetric or Sompek (if you include the cooldown). I would have settled for a grenade, but engineers don't get those either.
What I really wanted was something like the Cold Fusion or Exothermic Induction science modules - a quick grouping/root with a paradox bomb, then AoE burst damage.
Mortars are slow as molasses on the console, well at least XboxOne. 23c Engineer gets issued one. Most of the enemies are long dead before the thing even fires a shot off.
Assuming you deploy turrets to tackle one enemy. A lot of STO combat involves multiple waves, larger groups, so while your immediate target may have been killed off the turret is still going to land a hit on something else in the encounter. And let's not forget damage sponges. Mortars are nice to have in the area while you work your way through combat. Think of them more as a supplement.
As for the OP, the answer is either Chrontion mines or Crawler mines. Chroniton are more powerful but crawler are more "user friendly." When using them in combat, you can either setup where you think enemies are going to be or just drop them straight on top of a target. They're easily one of the biggest (kit) damage powerhouses an engineer can use.
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All - thanks for the input, but as I've stated, mines, turrets, and other fabricated items'animations are too slow and inconsistent with my play style.
Unfortunately, mortars, mines and all the other fabricated things are too slow in terms of animation - much slower than Mass Gravimetric or Sompek (if you include the cooldown). I would have settled for a grenade, but engineers don't get those either.
What I really wanted was something like the Cold Fusion or Exothermic Induction science modules - a quick grouping/root with a paradox bomb, then AoE burst damage.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
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With the recent 50% damage buff to it after maintenance it is not as bad as it was before. However, it still has a long cool down. The only other AoE damage kit engineer captains can use is the Mass Gravimetric Detonation. I use Sabotage, but that only causes damage to non-living enemies like Constructs and Voth Exosuits. Otherwise, it disables weapons.
I get the notion of having to make tradeoffs and each career track having different strengths or weaknesses, but it always surprises me when there is a weird hole compared to the other two careers - and it's always the engineer.
I think the Intel power Tripwire Drone has a bit of AOE, and Command has the Bombing Strike, but I haven't used either one and the Strike sounds like it'd take a bit of getting used to in terms of timing and targeting. I think you can equip modules from inactive specializations, but I'm not 100% on that.
Mortars are slow as molasses on the console, well at least XboxOne. 23c Engineer gets issued one. Most of the enemies are long dead before the thing even fires a shot off.
What I really wanted was something like the Cold Fusion or Exothermic Induction science modules - a quick grouping/root with a paradox bomb, then AoE burst damage.
Assuming you deploy turrets to tackle one enemy. A lot of STO combat involves multiple waves, larger groups, so while your immediate target may have been killed off the turret is still going to land a hit on something else in the encounter. And let's not forget damage sponges. Mortars are nice to have in the area while you work your way through combat. Think of them more as a supplement.
As for the OP, the answer is either Chrontion mines or Crawler mines. Chroniton are more powerful but crawler are more "user friendly." When using them in combat, you can either setup where you think enemies are going to be or just drop them straight on top of a target. They're easily one of the biggest (kit) damage powerhouses an engineer can use.
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
I take it that the tripwire bomb is also too slow?
http://sto.gamepedia.com/Ability:_Tripwire_Drone