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for a rom sci/torp boat is command the best or intel

saltuskinsaltuskin Member Posts: 0 Arc User
not sure which one to use all my other toons have been intel but the torp bonus from command look good any ideas
Post edited by saltuskin on

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  • pottsey5gpottsey5g Member Posts: 4,251 Arc User
    edited May 2015
    saltuskin wrote: »
    not sure which one to use all my other toons have been intel but the torp bonus from command look good any ideas
    For torp boats command works out better.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    edited May 2015
    pottsey5g wrote: »
    For torp boats command works out better.

    For solo, not as good as one may think, since it requires energy weapons to trigger the exposes/exploits. I get the strong feeling that it was meant for beam boats to use a torpedo for some exploit-punch.

    For team fights, You can have Intel as a primary, and Command as a secondary, and gain the benefits of the tree so long as your beamer brethren are running at least Command as secondary and FaW-ing up the place.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2015
    Hide Weakness III
    Automated Reinforcement II
    Adaptive Targeting II
    Perception Bending
    Redundant Sensors II

    Space Flanking II
    Destabilized Emitters
    Shoddy Engineering
    Unprotected Systems
    Opportunistic
    Intelligence Fleet II


    Expose Weakness II
    Tachyon Charges
    Violent Detonations II
    Superfluous Emitters

    Energy Signature Flux
    Restoration Harmonics


    ...versus...

    Expose Weakness II
    Tachyon Charges
    Violent Detonations II
    Superfluous Emitters

    Energy Signature Flux
    Restoration Harmonics

    Achilles Heel III
    Debilitating Weakness II
    Extrovert
    Boost Morale II


    Hide Weakness III
    Automated Reinforcement II
    Adaptive Targeting II
    Perception Bending
    Redundant Sensors II


    edit: That's just Intel/Command vs. Command/Intel...didn't look at what Pilot would offer as part of any combinations there.

    Eat My Dust II
    Desperate Flight II
    Reckless Abandon
    Rock And Roll
    All Shook Up II
    Magic Carpet Ride II
    Turn The Other Cheek III
    Think Of It II

    Danger Zone
    Wing Man

    Scratch The Paint
    Impulse Drafting II

    Bob And Weave
    Lone Wolf II
    Shield Scraping II
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    edited May 2015
    Focus, Virus, focus!

    Focus on what would boost torps.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • pottsey5gpottsey5g Member Posts: 4,251 Arc User
    edited May 2015
    For solo, not as good as one may think, since it requires energy weapons to trigger the exposes/exploits. I get the strong feeling that it was meant for beam boats to use a torpedo for some exploit-punch.

    For team fights, You can have Intel as a primary, and Command as a secondary, and gain the benefits of the tree so long as your beamer brethren are running at least Command as secondary and FaW-ing up the place.
    Personally I don't use the energy weapons to trigger the exposes/exploits part of command. For me its all about Concentrate Firepower and spamming High Yield shots with 20% damage boost.

    The Plasma DoT seems to trigger Concentrate Firepower so you get a none stop stream of shots from Emissions or rom Torp. Great on a PartG sci build. Works better solo then in groups if anything.

    EDIT: Just realized he didn't say command sci ship so might not even have access to Concentrate Firepower.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2015
    Focus, Virus, focus!

    Focus on what would boost torps.

    The things in YellowGreen would help torps though...either directly or they would benefit from those items.

    Space Flanking II: +10% All Damage when hitting enemy's Rear Arc

    Destabilized Emitters: When your projectiles impact an enemy's Rear Arc, 10% chance: -X.X Shield Drain per sec for 10 sec

    Shoddy Engineering: +15% Critical Severity when hitting enemy's Rear Arc

    Unprotected Systems: +5% Critical Chance when hitting enemy's Rear Arc

    Opportunistic: +5% Power Recharge Speed for All Captain Abilities

    Intelligence Fleet II: +15% Shield Penetration and Armor Penetration for 30 sec; +20 Starship Sensors; +20 Starship Stealth

    Expose Weakness II: 2% chance: Expose Target to Torpedo Exploits

    Tachyon Charges: -X Shield Drain on Exposed Targets

    Violent Detonations II: Torpedo Exploits ignore 100 Kinetic Damage Resistance Rating

    Superfluous Emitters: +2% Bonus All Damage per Teammate above 95% Hull Capacity

    * * * * *

    If one's pumping Torps fore and has some Turrets aft to trigger the Expose, then they're looking at ignoring 100 KDRR with their Torps. One can even work in some of the procs from various Turrets that would best aid their use of Torps as well. It can also add in the Shield Drain from Tachyon Charges that can more than just chip away at Shields with some of the numbers that scroll by in black. And Bonus damage is Bonus damage, yeah?

    Then getting in there on the enemy's Rear Arc, more damage, potentially even more damage from the +CrtH/CrtD, and Destabilized Emitters possibly helping reduce some of those pesky Shields on shielded targets. Opportunistic, the last I checked still provided recharge reduction for weapons - so that will speed up everything a wee bit there. For a Sci Captain, it's also going to mean the wee bit faster things that can be helpful depending on what one is fighting as far as removing defensive buffs that would adversely affect the Torps by using a SNB, you're also going to have the wee bit faster Sensor Scan for its debuffing, and even being able to drop out Photonic a wee bit faster as they work in a bit of their wee damage to help reduce those pesky Shields. Intel Fleet helps you get around some of those pesky Shields and hit the hull harder.

    * * * * *

    Just a thought...
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    edited May 2015
    pottsey5g wrote: »
    Personally I don't use the energy weapons to trigger the exposes/exploits part of command. For me its all about Concentrate Firepower and spamming High Yield shots with 20% damage boost.

    The Plasma DoT seems to trigger Concentrate Firepower so you get a none stop stream of shots from Emissions or rom Torp. Great on a PartG sci build. Works better solo then in groups if anything.

    EDIT: Just realized he didn't say command sci ship so might not even have access to Concentrate Firepower.

    Bort said the DoT triggering CF would be fixed "SOON". Should also adjust the calculations for CF pre-shield resist instead of post shield-resist. Call it our version of the Embassy consoles on a BOff w/ a cd.

    OP is looking at the tree itself vs the BOff ability, but it may have given him an idea.

    I'll answer Virus in detail later, but the long story short is that the expose/expliots trigger more frequently under FaW than under CSV/CRF, further limiting the chance for torpedo users to gain KDRR on the intended target. Everything else you mentioned is not exclusive to torpedoes. With that said, IF does provide torpedo users the greatest damage increase over energy users while active, as more of our kinetic damage is making it to hull, and more penetration into the hull.

    Any way you slice it, Command requires energy weapons to trigger the benefits for torpedoes, and you get a greater chance to trigger them under FaW.

    EDIT: Would be nice if they changed what triggered the expose/exploits so that the torpedoes themselves could become the trigger. Say... 33%, since they have an affinity for that percentage as of late. That way, you would have to think about your shot selection a bit more, or auto-fire your favorite plasma torps, and then use your BOff abilities when the expose/exploit is triggered.

    Just a thought.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2015
    If it is per cycle...

    5.5 vs. 3.5...Turrets have more cycles and increased probability.

    If it is per shot...

    up to 10/5.5 vs. up to 12/3.5...Turret CSV has more shots and increased probability.

    Even single target, you'd be looking at 5/5.5 vs. 4/3.5...so it still favors Turrets.

    Is there some bug with Cannons and Expose Weakness?
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    edited May 2015
    If it is per cycle...

    5.5 vs. 3.5...Turrets have more cycles and increased probability.

    If it is per shot...

    up to 10/5.5 vs. up to 12/3.5...Turret CSV has more shots and increased probability.

    Even single target, you'd be looking at 5/5.5 vs. 4/3.5...so it still favors Turrets.

    Is there some bug with Cannons and Expose Weakness?

    Seems to be, as I altered my build to take advantage of FaW and procs. You're welcomed to go through my logs if you wish (see link in sig). Wouldn't hurt to have more eyeballs on them.

    I'm wondering if there is some similarity with the nonsense concerning the Embassy consoles & FaW at play here; where the procs from the consoles would happen more frequently and crit ONLY under FaW.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
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