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.
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
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.
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.
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.
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.
Comments
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.
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.
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
Focus on what would boost torps.
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.
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.
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...
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.
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.
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.
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.