I have been running Call in Artillery Support command power for quiet a few weeks. Something I have noticed and question, is when the bombers warp in, they tend to release the artillery around my ship, not my selected target.
Yeah, it looks like they're wasting half their payload on my ship before reaching the target. This might just be visual though. Don't know if the DOT is actually watered down or not.
They actually begin a carpet bombing run all the way to their target.
The problem though is that they don't bomb past their maximum range, so if your target moves out the final bit of bombing doesn't hit them.
They're best used on slow targets following behind a column of other units, or on GravWell'd targets where they will just carpet bomb them all as they pass through the group.
Do note that they can be shot down during their bombing run, if you weren't drawing enough aggro to let the enemies focus on you (or if you sent their flight path straight into an enemy's Ejected Warp Plasma).
They should have just had the 3 ships warp in, drop a Quantum TS3 on all available targets, and warp out.
TS1 for rank 1, TS2 for rank 2 and TS3 for rank 3.
Or if that would be too OP at rank three:
1 ship with TS2 at rank 1, 2 with TS2 at rank 2, and 3 with TS2 at rank 3.
Edit: I would probably settle for TS1, so that it isn't too OP when used on the sci command cruiser along with gravity well.
Support 90 degree arc limitation on BFaW! Save our ships from looking like flying disco balls of dumb!
Yeah, it looks like they're wasting half their payload on my ship before reaching the target. This might just be visual though. Don't know if the DOT is actually watered down or not.
It *is* actually Working As Intended, sad as that is: it sends a series of explosions on the vector towards your enemy. I think the idea was that you approach a group of foes, fire off Call in Artillery Support at the first foe, and then fly either thru them, as it were, or strafe them, with the explosions in your trail. Kind of a difficult gameplay, really.
In practice I see ppl simply firing Call in Artillery Support at the target from a distance, without any enemy ships along the trajectory path, which renders the ability as good as useless to the one using it in this fashion.
They should have just had the 3 ships warp in, drop a Quantum TS3 on all available targets, and warp out.
Agreed or at least just warp in stay back no bombing run just a constant aoe bombardment of those missiles on the targets location like a grav well but more damage and not control.
Awesome responses thank you all. I agree it becomes a useless ability unless your flying directly over the target. Its such a shame as I love the idea around this power. Warping in with Quantum TS3 is also an excellent idea, it would take away the need to be in close proximity to the target.
All in all, a shame, I hope they can update it!
On another note, Concentrate Fire is a great ability teamed with High Yield 2.
In all reality, it's most effective against large targets (Tactical Cubes, Citadel Dreadnoughts, Unimatrixes, Planet Killers, Crystalline Entity) or against tightly packed enemies from close range...like, 2-4km close.
It *is* actually Working As Intended, sad as that is: it sends a series of explosions on the vector towards your enemy. I think the idea was that you approach a group of foes, fire off Call in Artillery Support at the first foe, and then fly either thru them, as it were, or strafe them, with the explosions in your trail. Kind of a difficult gameplay, really.
In practice I see ppl simply firing Call in Artillery Support at the target from a distance, without any enemy ships along the trajectory path, which renders the ability as good as useless to the one using it in this fashion.
That makes sense. I'll start adjusting my flying for that and see how it goes.
The visuals of the ability are just terrible. It looks like those ships shoot themselves instead of the enemy.
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I have been running Call in Artillery Support command power for quiet a few weeks. Something I have noticed and question, is when the bombers warp in, they tend to release the artillery around my ship, not my selected target.
Has anyone else noticed this?
Cryptic?
Thanks!
That ability is the very definition of "All flash and no substance"
I have been running Call in Artillery Support command power for quiet a few weeks. Something I have noticed and question, is when the bombers warp in, they tend to release the artillery around my ship, not my selected target.
Has anyone else noticed this?
Cryptic?
Thanks!
Should test that with Reverse Tractor Beam.
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.
Comments
Support 90 degree arc limitation on BFaW! Save our ships from looking like flying disco balls of dumb!
The problem though is that they don't bomb past their maximum range, so if your target moves out the final bit of bombing doesn't hit them.
They're best used on slow targets following behind a column of other units, or on GravWell'd targets where they will just carpet bomb them all as they pass through the group.
Do note that they can be shot down during their bombing run, if you weren't drawing enough aggro to let the enemies focus on you (or if you sent their flight path straight into an enemy's Ejected Warp Plasma).
TS1 for rank 1, TS2 for rank 2 and TS3 for rank 3.
Or if that would be too OP at rank three:
1 ship with TS2 at rank 1, 2 with TS2 at rank 2, and 3 with TS2 at rank 3.
Edit: I would probably settle for TS1, so that it isn't too OP when used on the sci command cruiser along with gravity well.
Support 90 degree arc limitation on BFaW! Save our ships from looking like flying disco balls of dumb!
It *is* actually Working As Intended, sad as that is: it sends a series of explosions on the vector towards your enemy. I think the idea was that you approach a group of foes, fire off Call in Artillery Support at the first foe, and then fly either thru them, as it were, or strafe them, with the explosions in your trail. Kind of a difficult gameplay, really.
In practice I see ppl simply firing Call in Artillery Support at the target from a distance, without any enemy ships along the trajectory path, which renders the ability as good as useless to the one using it in this fashion.
Agreed or at least just warp in stay back no bombing run just a constant aoe bombardment of those missiles on the targets location like a grav well but more damage and not control.
All in all, a shame, I hope they can update it!
On another note, Concentrate Fire is a great ability teamed with High Yield 2.
Still want Quantum TS3. :P
Its worth noting that the minimum distance required to call these in is 2km from the target, so bear that in mind when using it on targets
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That ability is the very definition of "All flash and no substance"
Command abilities just suck.
Should test that with Reverse Tractor Beam.
I truly hope the bomber are looked at again by Borticus soon.
Can anyone recommend a better commander ability?