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Command Spec and Rebalance?

Has Cryptic considered giving the Overwhelm Emitters and Concentrate Firepower Boff powers wider arcs. They are the best ens abilities in the command specialization but still a little underpowered compared to other specs. Currently they can only be used in the forward 180 deg arc and that really only makes big ships (like the Enterprise J) suffer. Since the Command spec is primarily designed to be a big ship specialization it doesn't really fit the design. I don't see the harm in a 270deg arc or even a 360 deg arc to make the powers more effective for ships they are meant to be on.

Comments

  • cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    Honestly it's wonder why they are not 360 already. + activatable while cloaked.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    I am working off of a hunch here, so bear with me.

    I think Command was meant to be for a pseudo tank/support, and for a hybrid energy/torp mix (when used as a secondary spec). The problem is that the energy meta was further reinforced by more traits, set bonuses, and rep gear, to make them miles ahead over anything a hybrid build of energy weapons + 1-2 torps could ever bring to the table.

    One hopes that would be addressed during this pass.
    @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.
  • cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    Command honestly struck me as A spec which should have been sorta control of the battle field. So more aggro-management abilities as well but a support role also makes sense it just kinda sucks that some of the things like space exposes are not team wide.

    Things like Phalanx Formation should spawn in a 5km arc around a enemy who is targeted. This would promote optimal play. Maybe also give a turn rate and crit severity buff.

    The debuff from needs of the many shouldn't start to rack up until the buff is maxed. Then you should immediately be penalized which would then increase per second. But before that its not as though the ship sudden became cold or there is no air etc.

    Ambush marker as another has stated should aggro nearby enemies give it like a 20km-30kms aggro rangeor something. Because it's essentially like the Klingon who set up the trap for our captains in the new tutorial. Distress calls or the like to lure in pray :)
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