![]() Therefore the Prevailing Impulse Engine (and its equivalent: Evasive Maneuvers+Hologram Con Officer to minimize its CD) has become a popular solution because it procs +350% Flight Speed and Turn Rate every time a Tactical BO power is used. Why is the Prevailing Impulse Engine from the Competitive Reputation Meta? With the current energy-DPS Meta centered around Dual Heavy Cannons with narrow firing arcs, quickly getting into firing position is critical.COMPETITIVE REP ENGINES: THIS IS NOT HOW STARSHIPS MOVE.Special note: Folks have claimed that Command spec is the least useful one, but the bonus Hull points can turn into Crit Chance bonuses with the Active Discovery Space Rep Tyler’s Duality.I would rather have additional Hull (from Command), Turn Rate (Pilot), or Exotic/DOT bonus (Temporal Ops), while also having a variety of different toys in the toolbox. ![]() Also, the Intelligence Specialization’s passive bonus is in Defense (Space) and Dodge (Ground), which don’t feel particularly impactful compared to others.The flanking bonuses only apply when you’re shooting at someone’s ass, which doesn’t happen often enough to me - except my two cannon-escorts toons who /can/ get into position easily. Again, this is such a DPS-focused Meta, and relatively small gains at that.There are also a bunch of flanking bonuses (damage, Critical Chance and Critical Severity) when you’re shooting at someone’s rear arc. Why is Intelligence specialization Meta? As a general Meta rule, Intelligence Officer is considered the preferred Primary Spec, mainly because of the “Intelligence Fleet” ability which adds +15% shield and armor penetration for 30 seconds.INTELLIGENCE SPECIALIZATION ISN’T THAT GREAT.Among the nine most advanced toons I have that I call “Tier 1”, I have four Tacticals, four Engineers and one Science, so you can see that I do not religiously follow this particular Meta. Ultimately, while Tactical Captains may seem like one-trick-ponies, they tend to be an easier starting point to have an effective build around.Science captains have more utility in space, and are arguably easier to play in ground combat. Even so, Engineering captains can provide some needed survivability to a fragile DPS-geared ship. The Engineering and Science captains are perfectly viable alternatives it’s only the game’s ridiculous focus on DPS that made them look unattractive by comparison.In fact, if I recall correctly, Cryptic tried to nerf this trait after it was released, but they chickened out after a massive hissy fit from the DPSers. With A-Good-Day-to-Die, I won’t need to do that, but this combo feels like a cheap cheat to me anyway. If my hull takes a beating and I’m taking on massive damage, my priority will be frantically spamming heals instead of finding the Go-Down-Fighting button+spamming attacks. Functionally, I don’t have very good response times in gameplay.This ability is now game-breakingly overpowered with the introduction of the lockbox trait: A Good Day to Die, which allows it to be used ANYTIME. It gives +20 damage resistance but more importantly, +50% Cat 2 damage plus bonus damage inversely proportional to hull strength - the lower your hull, the bigger damage bonus you get. Two, for the Captain ability Go Down Fighting, which can be used when your hull drops below 50%.Like all captain abilities though, it has a fairly lengthy recharge time, but if used at the right time it can be devastating. ![]()
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