Seriously? lol i guess i wont be spamming torps anytime soon..... so i assume they cant be bought with Dilithium or C store Credits?
THX
Purple PWOs can be acquired from both Fera and the Omega rep stores. Additionaly, one of the Romulan Star cluster colonization arcs unlocks purple PWOs. I want to say it's Khazan, but I'm nowhere near 100% on that.
Game Description: Chance to reduce the time to recharge torpedoes.(after use)
Quality Ship Duty Effect
White
20% chance: Improve recharge time by 2 sec
Green
20% chance: Improve recharge time by 3 sec
Blue
20% chance: Improve recharge time by 4 sec
Purple
20% chance: Improve recharge time by 5 sec
Are PPWO worth all that extra cash and or time? chances are equal just 1 second difference could that make a big difference if you want to torp spam??
THX
*****************************
Appear weak when you are strong, and strong when you are weak.
Purple PWOs can be acquired from both Fera and the Omega rep stores. Additionaly, one of the Romulan Star cluster colonization arcs unlocks purple PWOs. I want to say it's Khazan, but I'm nowhere near 100% on that.
I currently use 3 Blue PWO and from what i see my torps dont fire all that often..... i tried quantum, rapid fire transphasic, and plasma.... am i missing something or doing something wrong??
THX
*****************************
Appear weak when you are strong, and strong when you are weak.
I currently use 3 Blue PWO and from what i see my torps dont fire all that often..... i tried quantum, rapid fire transphasic, and plasma.... am i missing something or doing something wrong??
THX
Please listen to me. I don't mean to be rude, insulting, or any of that, but you are going in the wrong direction here. I am trying to help, but if you're not going to listen to me, then typing up this post is as useless as you continuing to fire torpedoes into shielded targets. First off, spamming quantum or photon torpedoes is a very bad idea. Using the PWO doffs is an even worse idea. And on top of that, you're not going to notice much of a difference in fire rate when only using 1 or 2 torps (which as I said before, using 2 torps is also a very bad idea).
Now, you can use torps, but you MUST USE A DUAL BEAM BANK WITH BEAM OVERLOAD IF YOU WANT TO USE A TORP. Just spamming torps all day with no regard for your enemy's shield facing strength will get you nowhere fast. However, if you time a torpedo high yield shot directly after an overload shot, then you will do some nasty damage. To do this, you can't have all your weapons set to the same keybind (spacebar). I prefer to use spacebar for energy weapons and shift + spacebar for torpedoes.
Here are some important basics you should consider:
-If you use torps, then it is a requirement to use a DBB with overload and never use more than 1 torp.
-It is not necessary to even use torps at all.
-4 DHC's or 3 DHC's + 1 DBB work very well and require less precise timing.
One last thing to consider is that when you attack these spheres you want to be close-- no further than 3 km away. This not only makes timing your torpedoes easier, but it will increase all of your energy damage output, especially from your DHC's. If I had to guess, I would say it takes 3-4 times as long to kill a sphere from 8-9 km as it does from 2-3 km.
Every mmo I have ever played is all about that extra 1-2 percent increase. You spend hours and hours trying to achieve it. I wouldn't fork out 10 mill for one, but you can get like stirling said through Ferra, marks, or a reward for one of the cluster doff series.
Eventually you are going to hit tier 4 in a doff category you can pick 1 up then, if it matches the category.
So that's 2 without spend a dime.
The third you can pickup from another tier 4 achievement or you can keep running cluster doff misisons until you get lucky. I'm sure you can wiki to find out which cluster gives you a projectile doff as a reward and which one gives you one randomly.
1 second isn't really that big of a deal on smaller spawns, as you usually nuke them with one or 2 volleys. But on a boss if you setup your torpedo for autofire that 1 second can make a big difference in total dps.
Here are some important basics you should consider:
-If you use torps, then it is a requirement to use a DBB with overload and never use more than 1 torp.
All good info up until this. With your play style it may be a requirement, but it won't be for everyone.
I use a torpedo with 3 vr projectile doff's and no beam bank with overload. I have no problems hitting hull, and my cannons hit harder without the extra drain from another beam.
I've tried your setup, and I found that I do more damage this way.
I won't take down a sphere faster but I will do more damage over the course of the mission.
Every mmo I have ever played is all about that extra 1-2 percent increase. You spend hours and hours trying to achieve it. I wouldn't fork out 10 mill for one, but you can get like stirling said through Ferra, marks, or a reward for one of the cluster doff series.
Eventually you are going to hit tier 4 in a doff category you can pick 1 up then, if it matches the category.
So that's 2 without spend a dime.
The third you can pickup from another tier 4 achievement or you can keep running cluster doff misisons until you get lucky. I'm sure you can wiki to find out which cluster gives you a projectile doff as a reward and which one gives you one randomly.
1 second isn't really that big of a deal on smaller spawns, as you usually nuke them with one or 2 volleys. But on a boss if you setup your torpedo for autofire that 1 second can make a big difference in total dps.
I swear I don't understand you people that keep suggesting that he use Projectile Doffs. IT IS A HORRIBLE IDEA and a waste of perfectly good doff slots. One extra second *sometimes* saved to reload a single shot torpedo doesn't mean squat. If you use torps, your main damage from the torp is going to come from hitting hull, and the best/most powerful way to do that is to fire a high yield volley directly after a beam overload, in which case reload time doesn't matter at all.
All good info up until this. With your play style it may be a requirement, but it won't be for everyone.
I use a torpedo with 3 vr projectile doff's and no beam bank with overload. I have no problems hitting hull, and my cannons hit harder without the extra drain from another beam.
I've tried your setup, and I found that I do more damage this way.
I won't take down a sphere faster but I will do more damage over the course of the mission.
If you're going for sustained damage over the course of the mission I'm not sure why you're using a torp in the first place. Torps are the epitome of spike, but to get them to spike you have to hit hull, and the most reliable way to hit hull is to use a high yield torp shot directly after a beam overload. If you're using a quantum torp and not going for spike then you are wasting that weapons slot. If you're going for spike then you should go all out and make it as large of spike as possible, which means using a DBB. If you're going for sustained damage you might as well use 4 DHC's.
Please listen to me. I don't mean to be rude, insulting, or any of that, but you are going in the wrong direction here. I am trying to help, but if you're not going to listen to me, then typing up this post is as useless as you continuing to fire torpedoes into shielded targets. First off, spamming quantum or photon torpedoes is a very bad idea. Using the PWO doffs is an even worse idea. And on top of that, you're not going to notice much of a difference in fire rate when only using 1 or 2 torps (which as I said before, using 2 torps is also a very bad idea).
Now, you can use torps, but you MUST USE A DUAL BEAM BANK WITH BEAM OVERLOAD IF YOU WANT TO USE A TORP. Just spamming torps all day with no regard for your enemy's shield facing strength will get you nowhere fast. However, if you time a torpedo high yield shot directly after an overload shot, then you will do some nasty damage. To do this, you can't have all your weapons set to the same keybind (spacebar). I prefer to use spacebar for energy weapons and shift + spacebar for torpedoes.
Here are some important basics you should consider:
-If you use torps, then it is a requirement to use a DBB with overload and never use more than 1 torp.
-It is not necessary to even use torps at all.
-4 DHC's or 3 DHC's + 1 DBB work very well and require less precise timing.
One last thing to consider is that when you attack these spheres you want to be close-- no further than 3 km away. This not only makes timing your torpedoes easier, but it will increase all of your energy damage output, especially from your DHC's. If I had to guess, I would say it takes 3-4 times as long to kill a sphere from 8-9 km as it does from 2-3 km.
no i agree with you and i will try out your config in one of my posts i stated that and ill also be putting some money for gear and i dont get insulted i listen to what everyone has to say im not that experienced in STO but i enjoy the possibilities of the game, and i do find your load out very interesting and i will try it, and i noticed that every ESTF match i participate in everyone uses Plasma Torps to what i can gather great effect so im just curious :-)
Thank you so much for your very valued input its much appreciated
*****************************
Appear weak when you are strong, and strong when you are weak.
Now, you can use torps, but you MUST USE A DUAL BEAM BANK WITH BEAM OVERLOAD IF YOU WANT TO USE A TORP. Just spamming torps all day with no regard for your enemy's shield facing strength will get you nowhere fast.
Your DBB Overload advice is only true in PvP. In PvE you can easily knock down shield facings and time torps that way. DBB Overload does help but it isn't necessary, although I think only high-end Borg have too much shield capacity for it to completely blow through them.
Also there are exceptions, if you use a Romulan Hyper Plasma Torp, the DOFF's chance is calculated at the time of each individual launch, thus it's very usable with one. Then again it's damage is also something like 70-30 split between impact and dot.
If you're going for sustained damage over the course of the mission I'm not sure why you're using a torp in the first place. Torps are the epitome of spike, but to get them to spike you have to hit hull, and the most reliable way to hit hull is to use a high yield torp shot directly after a beam overload. If you're using a quantum torp and not going for spike then you are wasting that weapons slot. If you're going for spike then you should go all out and make it as large of spike as possible, which means using a DBB. If you're going for sustained damage you might as well use 4 DHC's.
I don't agree at all, but it's your build and advice. I'm glad it works for you.
Your DBB Overload advice is only true in PvP. In PvE you can easily knock down shield facings and time torps that way. DBB Overload does help but it isn't necessary, although I think only high-end Borg have too much shield capacity for it to completely blow through them.
Also there are exceptions, if you use a Romulan Hyper Plasma Torp, the DOFF's chance is calculated at the time of each individual launch, thus it's very usable with one. Then again it's damage is also something like 70-30 split between impact and dot.
Otherwise your advice is quite solid.
any specs out there for Elite STF Borg Spheres and Cubes? it would be interesting to know their shield capacity and Hull strength......
*****************************
Appear weak when you are strong, and strong when you are weak.
Your DBB Overload advice is only true in PvP. In PvE you can easily knock down shield facings and time torps that way. DBB Overload does help but it isn't necessary, although I think only high-end Borg have too much shield capacity for it to completely blow through them.
Also there are exceptions, if you use a Romulan Hyper Plasma Torp, the DOFF's chance is calculated at the time of each individual launch, thus it's very usable with one. Then again it's damage is also something like 70-30 split between impact and dot.
Otherwise your advice is quite solid.
It's true, my advice does stem from PvP experience. Overall though, I've found if something works well in PvP, you will absolutely blow through PvE with it. For reference, it takes me about 2-3 seconds to kill a sphere and maybe 5-7 for a cube if my buffs are up. Elite STFs are a joke with a solid PvP dps build.
It's true, my advice does stem from PvP experience. Overall though, I've found if something works well in PvP, you will absolutely blow through PvE with it. For reference, it takes me about 2-3 seconds to kill a sphere and maybe 5-7 for a cube if my buffs are up. Elite STFs are a joke with a solid PvP dps build.
Wow that is impressive can you take video capture and post it on you tube.....it must be really impressive !!!
WOW
*****************************
Appear weak when you are strong, and strong when you are weak.
Wow that is impressive can you take video capture and post it on you tube.....it must be really impressive !!!
WOW
I don't have video capture software, but really anyone can do it if you have all your buffs up. I only have 1 ship set up atm for alpha strikes, but feel free to add me to your friends list if you want and I could show you in Ker'rat or in an STF.
I don't think 4 DHC's are a good idea, too much energy drain. So, what better to fit in the 4th spot than something that takes 0 power to use, AND it also does 100% damage at 10km, unlike our cannons, so that's something to consider as well.
And for a single launcher, I'd say either quantum or one of the specialty types (har'peng, rapid reload trans, etc)
I don't have video capture software, but really anyone can do it if you have all your buffs up. I only have 1 ship set up atm for alpha strikes, but feel free to add me to your friends list if you want and I could show you in Ker'rat or in an STF.
Yup will do.....
Thx a lot
*****************************
Appear weak when you are strong, and strong when you are weak.
Different toolsets. Again, my Engineer flying a Patrol Escort doesn't have any problems with spheres and such even in ESTF's, though the buggers take a bit to kill.
Certainly my Tactical Captain would kill them quicker in the same ship, but he wouldn't be as survivable. (Even if he does kill them about as quickly in an Excelsior.)
You should look for something better to hold you over until you can get mk 11 or 12 rep gear.
I think you would do better if you joined a fleet that had access to elite shields, deflectors, and engines.
The shields are really the key.
Mk 12 rare/very rare exchange gear is better than what you are currently using.
Yes I agree looking into joining a fleet but i work alot so i dont know if i have the time to join a fleet but ill look into to it my new spec out has me surviving much longer but my damage dealing is still low...like some one posted it takes him a couple of seconds to kill a sphere me its more like 50-60 seconds :-( its frustrating ... i will try out his config With Beam Overload and see but i have to wait till i can put in some coin.... on another note if these long waits to join to play a game keep up ill just quit the whole thing.... waiting 3 hours to play a game is ridiculous and a waste of my time !!
THX
*****************************
Appear weak when you are strong, and strong when you are weak.
So I downloaded some free software and made a video. In the beginning of it I'm just kinda tooling around waiting for my beam overload power to cycle down so I could do 2 back to back overloads, but the sphere died before my beam bank cooldown finished for the second overload. I start my attack around the 0:36 second mark and its dead by 0:39.
I fly an Armitage as my primary 'go-to' vessel for my Tac toon Thrax. It's been rebuilt so many times, under multiple configurations that I have come to think of her as 'my home'. I've played others, but I always come back to her.
On a bad day she clears 6K dps. If I'm 'on my game', I can break 10K. Thats BEFORE damage from my hanger.
This means I can solo cubes, or groups of spheres and a cube. I've done this will all-energy variants (no torps!), but I prefer the torpedo volley for the sheer fun of it.
My advice is based on my getting help with this build from too many to thank here. Here are the basics:
Point One: It's not the build. It's the Pilot. Having a skill and being able to use it effectively is job #1. The ship doesn't do the fighting - you do.
My skills vary from day to day. Some days I suck, and barely break 4K.
Point Two: DOFFS - There are so many options if you have unlimited funds, but the basics are:
- 'recharge when using special cannon attacks' x2 (I use uncommon)
- 'recharge torpedos' x1 (most will go x2) (VR, easy to get)
- 'increased damage vs Borg' x1 - I have Dlyrene, the Tholian doff.
- 'increased carrier pet accuracy in intercept mode' x1, VR Pant.
Point Three: Build You can use ANY ENERGY TYPE you prefer. I went to plasma after antiproton, but have tried everything except disrupters (not Fed enough). Disrupters work fine too.
Fore:
3x XII Romulan Plasma DHC (better than advanced fleet or [borg] variant)
1x XII Omega Torp
DIS: OMEGA Force Set
Rear:
1x XII Advanced Fleet plasma Turret.
1x XII Romulan Hyper-Plasma Torpedo
1x XII Borg Cutting beam
Note: I swap the torpedos, front to rear based on what I'm doing in an STF - Probe or Kang duty, Omega is at the front. Anything else, Romulan is at the front.
Eng:
2x XII Neutronium
1x Romuluan Zero-Point Module
Sci:
1x XII Romulan Shield Emitter (+9.6% Plasma Energy Weapon Damage)
1x Assimilated Module
Tac:
4x X Plasma Infusers
Hanger:
1x Elite Scorpion Fighters
Set bonuses that matter: OMEGA weapon amplifier, +15.5 Targeting, Tetryon Glider (shield drain), Plasma conductive circuitry (+7.6% Plasma damage), Increase damage, accuracy etc.
Point Three: Skill Tray & Tactics I have probably RESPEC this toon 4x. This build is based on what I like to play, rather than a specific AUX2BAT or simular.
My Elite Scorpions are almost always on intercept mode rather than attack. They add on average 3K to your total dps, and act as flying targets.
The tactics are primarily hit and run if I have the Omega torp in front, using APB as often as possible. TAC Team 1 x2, rotating with EPtS or batteries produces an effective defense.
With the Hyper Torpedo in front, I sit still, just out of range and do traditional siege attacks, doing SLOW strafing runs only when the targets weapons are offline, or they are engaged with a higher threat (which is rare). The HyperPlasma torpedo has a NASTY habit of blowing up in your face at full impulse.
Point Three: TEAM Working with a good team will impact your performance more than you realize. Throw a few tac with APB2 or 3, and suddenly your score goes way up. Add a decent SCI captain, and shields drop faster than panties on prom night. One good ENG captain, and you have a tank that draws all of the threat, and suddenly you can attack at will without fear of dying.
In summary: The Armitage is literally one of the best ships in the game. It's success or failure rests with her captains ability to use it.
So I downloaded some free software and made a video. In the beginning of it I'm just kinda tooling around waiting for my beam overload power to cycle down so I could do 2 back to back overloads, but the sphere died before my beam bank cooldown finished for the second overload. I start my attack around the 0:36 second mark and its dead by 0:39.
Hey there thats really impressive i see you fly a bug thats a more potent ship than what i fly but like i said im waiting for some cash to try your load out ill also try a couple of other variants for the hell of it but that was impressive....
THX
*****************************
Appear weak when you are strong, and strong when you are weak.
Comments
8-10 mill each
THX
Appear weak when you are strong, and strong when you are weak.
You can always buy uncommon or rares ones and test it that way
Purple PWOs can be acquired from both Fera and the Omega rep stores. Additionaly, one of the Romulan Star cluster colonization arcs unlocks purple PWOs. I want to say it's Khazan, but I'm nowhere near 100% on that.
THX
Appear weak when you are strong, and strong when you are weak.
Quality Ship Duty Effect
White
20% chance: Improve recharge time by 2 sec
Green
20% chance: Improve recharge time by 3 sec
Blue
20% chance: Improve recharge time by 4 sec
Purple
20% chance: Improve recharge time by 5 sec
Are PPWO worth all that extra cash and or time? chances are equal just 1 second difference could that make a big difference if you want to torp spam??
THX
Appear weak when you are strong, and strong when you are weak.
THX
Appear weak when you are strong, and strong when you are weak.
Please listen to me. I don't mean to be rude, insulting, or any of that, but you are going in the wrong direction here. I am trying to help, but if you're not going to listen to me, then typing up this post is as useless as you continuing to fire torpedoes into shielded targets. First off, spamming quantum or photon torpedoes is a very bad idea. Using the PWO doffs is an even worse idea. And on top of that, you're not going to notice much of a difference in fire rate when only using 1 or 2 torps (which as I said before, using 2 torps is also a very bad idea).
Now, you can use torps, but you MUST USE A DUAL BEAM BANK WITH BEAM OVERLOAD IF YOU WANT TO USE A TORP. Just spamming torps all day with no regard for your enemy's shield facing strength will get you nowhere fast. However, if you time a torpedo high yield shot directly after an overload shot, then you will do some nasty damage. To do this, you can't have all your weapons set to the same keybind (spacebar). I prefer to use spacebar for energy weapons and shift + spacebar for torpedoes.
Here are some important basics you should consider:
-If you use torps, then it is a requirement to use a DBB with overload and never use more than 1 torp.
-It is not necessary to even use torps at all.
-4 DHC's or 3 DHC's + 1 DBB work very well and require less precise timing.
One last thing to consider is that when you attack these spheres you want to be close-- no further than 3 km away. This not only makes timing your torpedoes easier, but it will increase all of your energy damage output, especially from your DHC's. If I had to guess, I would say it takes 3-4 times as long to kill a sphere from 8-9 km as it does from 2-3 km.
@DevolvedOne
Eventually you are going to hit tier 4 in a doff category you can pick 1 up then, if it matches the category.
So that's 2 without spend a dime.
The third you can pickup from another tier 4 achievement or you can keep running cluster doff misisons until you get lucky. I'm sure you can wiki to find out which cluster gives you a projectile doff as a reward and which one gives you one randomly.
1 second isn't really that big of a deal on smaller spawns, as you usually nuke them with one or 2 volleys. But on a boss if you setup your torpedo for autofire that 1 second can make a big difference in total dps.
All good info up until this. With your play style it may be a requirement, but it won't be for everyone.
I use a torpedo with 3 vr projectile doff's and no beam bank with overload. I have no problems hitting hull, and my cannons hit harder without the extra drain from another beam.
I've tried your setup, and I found that I do more damage this way.
I won't take down a sphere faster but I will do more damage over the course of the mission.
@DevolvedOne
If you're going for sustained damage over the course of the mission I'm not sure why you're using a torp in the first place. Torps are the epitome of spike, but to get them to spike you have to hit hull, and the most reliable way to hit hull is to use a high yield torp shot directly after a beam overload. If you're using a quantum torp and not going for spike then you are wasting that weapons slot. If you're going for spike then you should go all out and make it as large of spike as possible, which means using a DBB. If you're going for sustained damage you might as well use 4 DHC's.
@DevolvedOne
Thank you so much for your very valued input its much appreciated
Appear weak when you are strong, and strong when you are weak.
Your DBB Overload advice is only true in PvP. In PvE you can easily knock down shield facings and time torps that way. DBB Overload does help but it isn't necessary, although I think only high-end Borg have too much shield capacity for it to completely blow through them.
Also there are exceptions, if you use a Romulan Hyper Plasma Torp, the DOFF's chance is calculated at the time of each individual launch, thus it's very usable with one. Then again it's damage is also something like 70-30 split between impact and dot.
Otherwise your advice is quite solid.
I don't agree at all, but it's your build and advice. I'm glad it works for you.
Appear weak when you are strong, and strong when you are weak.
It's true, my advice does stem from PvP experience. Overall though, I've found if something works well in PvP, you will absolutely blow through PvE with it. For reference, it takes me about 2-3 seconds to kill a sphere and maybe 5-7 for a cube if my buffs are up. Elite STFs are a joke with a solid PvP dps build.
@DevolvedOne
WOW
Appear weak when you are strong, and strong when you are weak.
I don't have video capture software, but really anyone can do it if you have all your buffs up. I only have 1 ship set up atm for alpha strikes, but feel free to add me to your friends list if you want and I could show you in Ker'rat or in an STF.
@DevolvedOne
And for a single launcher, I'd say either quantum or one of the specialty types (har'peng, rapid reload trans, etc)
Thx a lot
Appear weak when you are strong, and strong when you are weak.
delta flyers are fine.
USS WARRIOR NCC 1720 Commanding Officer
Star Trek Gamers
Certainly my Tactical Captain would kill them quicker in the same ship, but he wouldn't be as survivable. (Even if he does kill them about as quickly in an Excelsior.)
THX
Appear weak when you are strong, and strong when you are weak.
I think you would do better if you joined a fleet that had access to elite shields, deflectors, and engines.
The shields are really the key.
Mk 12 rare/very rare exchange gear is better than what you are currently using.
THX
Appear weak when you are strong, and strong when you are weak.
http://www.youtube.com/watch?v=NyIh9oACWD0&feature=youtu.be
@DevolvedOne
On a bad day she clears 6K dps. If I'm 'on my game', I can break 10K. Thats BEFORE damage from my hanger.
This means I can solo cubes, or groups of spheres and a cube. I've done this will all-energy variants (no torps!), but I prefer the torpedo volley for the sheer fun of it.
My advice is based on my getting help with this build from too many to thank here. Here are the basics:
Point One: It's not the build. It's the Pilot. Having a skill and being able to use it effectively is job #1. The ship doesn't do the fighting - you do.
My skills vary from day to day. Some days I suck, and barely break 4K.
Point Two: DOFFS - There are so many options if you have unlimited funds, but the basics are:
- 'recharge when using special cannon attacks' x2 (I use uncommon)
- 'recharge torpedos' x1 (most will go x2) (VR, easy to get)
- 'increased damage vs Borg' x1 - I have Dlyrene, the Tholian doff.
- 'increased carrier pet accuracy in intercept mode' x1, VR Pant.
Click here to View DOFF
Point Three: Build You can use ANY ENERGY TYPE you prefer. I went to plasma after antiproton, but have tried everything except disrupters (not Fed enough). Disrupters work fine too.
Fore:
3x XII Romulan Plasma DHC (better than advanced fleet or [borg] variant)
1x XII Omega Torp
DIS: OMEGA Force Set
Rear:
1x XII Advanced Fleet plasma Turret.
1x XII Romulan Hyper-Plasma Torpedo
1x XII Borg Cutting beam
Note: I swap the torpedos, front to rear based on what I'm doing in an STF - Probe or Kang duty, Omega is at the front. Anything else, Romulan is at the front.
Eng:
2x XII Neutronium
1x Romuluan Zero-Point Module
Sci:
1x XII Romulan Shield Emitter (+9.6% Plasma Energy Weapon Damage)
1x Assimilated Module
Tac:
4x X Plasma Infusers
Hanger:
1x Elite Scorpion Fighters
Set bonuses that matter: OMEGA weapon amplifier, +15.5 Targeting, Tetryon Glider (shield drain), Plasma conductive circuitry (+7.6% Plasma damage), Increase damage, accuracy etc.
Click here to View Console Layout
Point Three: Skill Tray & Tactics I have probably RESPEC this toon 4x. This build is based on what I like to play, rather than a specific AUX2BAT or simular.
My Elite Scorpions are almost always on intercept mode rather than attack. They add on average 3K to your total dps, and act as flying targets.
The tactics are primarily hit and run if I have the Omega torp in front, using APB as often as possible. TAC Team 1 x2, rotating with EPtS or batteries produces an effective defense.
With the Hyper Torpedo in front, I sit still, just out of range and do traditional siege attacks, doing SLOW strafing runs only when the targets weapons are offline, or they are engaged with a higher threat (which is rare). The HyperPlasma torpedo has a NASTY habit of blowing up in your face at full impulse.
Click here to View Skill Tray
Point Three: TEAM Working with a good team will impact your performance more than you realize. Throw a few tac with APB2 or 3, and suddenly your score goes way up. Add a decent SCI captain, and shields drop faster than panties on prom night. One good ENG captain, and you have a tank that draws all of the threat, and suddenly you can attack at will without fear of dying.
In summary: The Armitage is literally one of the best ships in the game. It's success or failure rests with her captains ability to use it.
My WAY TOO MANY Bits
Admiral Thrax
THX
Appear weak when you are strong, and strong when you are weak.