Captain
Join Date: Jun 2012
Posts: 1,395
# 31
11-15-2012, 04:11 PM
The main problem with running double Aux2Bat on an escort (and especially a Tacscort when you have Tac Initiative) is that you're going to run out of unique Tac skills and end up running copies (the bane of A2B). So double TT is kinda useless, for example.

That said, A2B with trannies is almost interesting.

vids and guides and stuff

[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
Captain
Join Date: Aug 2012
Posts: 11,503
# 32
11-15-2012, 04:18 PM
Quote:
Originally Posted by shimmerless View Post
The main problem with running double Aux2Bat on an escort (and especially a Tacscort when you have Tac Initiative) is that you're going to run out of unique Tac skills and end up running copies (the bane of A2B). So double TT is kinda useless, for example.

That said, A2B with trannies is almost interesting.
I've run into issues with AtB because of the triggered cooldowns on certain abilities. Where X triggers a CD on Y - X will be available again before Y is (and Y before X, if you use Y first), because the triggered CD is not affected by the recharge buff from the Tech DOFFs...

...wish they affected triggered CDs.
Lt. Commander
Join Date: Jun 2012
Posts: 243
# 33
11-15-2012, 04:26 PM
Quote:
Originally Posted by cidstorm View Post
Pretty much.

I just checked a bunch of deets on the saber vs. steamrunner. For a loss of one turn point and one tier 2 sci ability you are getting: an extra tier 2 eng ability, 2-3% more shields, almost 4 thousand hp, an extra eng console, and +150 crew.
Like how you mention crew like it serves some purpose.
Noone.
Survivor of Romulus
Join Date: Jun 2012
Posts: 27
# 34
11-15-2012, 04:28 PM
a2b is fun on tacscorts, but not for the weak (or pug). you become quite the glass cannon, so not that smart for pvp.

nice having crf3, hyt3, apb1, abd1, and bo3/bfaw1 up all the time, though.....
Captain
Join Date: Jun 2012
Posts: 1,052
# 35
11-15-2012, 04:40 PM
Quote:
Originally Posted by shimmerless View Post
The main problem with running double Aux2Bat on an escort (and especially a Tacscort when you have Tac Initiative) is that you're going to run out of unique Tac skills and end up running copies (the bane of A2B). So double TT is kinda useless, for example.

That said, A2B with trannies is almost interesting.
you're doing what with trannies shimmer?

ewe.
Captain
Join Date: Aug 2012
Posts: 11,503
# 36
11-15-2012, 04:40 PM
Quote:
Originally Posted by zorandra View Post
Like how you mention crew like it serves some purpose.
People underestimate crew, imo. Though, in organized PvP - teams wth crosshealing and pocket healers - one could definitely understand that. Definitely a different world than PUGland.
Career Officer
Join Date: Jun 2012
Posts: 112
# 37
11-15-2012, 04:49 PM
Quote:
Originally Posted by thishorizon View Post
you're doing what with trannies shimmer?

ewe.
Play cooldown god after each shot!
Join Date: Sep 2009
[23:35] Horta deals 1738411 (1538303) Toxic Damage to Centurion Engineer with Corrosive Acid.
Captain
Join Date: Jun 2012
Posts: 1,115
# 38
11-15-2012, 04:55 PM
Quote:
Originally Posted by virusdancer View Post
People underestimate crew, imo. Though, in organized PvP - teams wth crosshealing and pocket healers - one could definitely understand that. Definitely a different world than PUGland.
Repair rate and crew killing effects affect percentage of crew. Not the total number.
Captain
Join Date: Aug 2012
Posts: 11,503
# 39
11-15-2012, 05:58 PM
Quote:
Originally Posted by shookyang View Post
Repair rate and crew killing effects affect percentage of crew. Not the total number.
Say you're working with Lesser of -20 or -20% crew.

You have 50 crew.
(80%) 50 - 10 = 40
(64%) 40 - 8 = 32
(50%) 32 - 7 = 25
(40%) 25 - 5 = 20
(32%) 20 - 4 = 16
(24%) 16 - 4 = 12
(20%) 12 - 2 = 10
(16%) 10 - 2 = 8
(12%) 8 - 2 = 6
(08%) 6 - 2 = 4
(06%) 4 - 1 = 3
(04%) 3 - 1 = 2
(02%) 2 - 1 = 1
(00%) 1 - 1 = 0

You have 200 crew.
(90%) 200 - 20 = 180
(80%) 180 - 20 = 160
(70%) 160 - 20 = 140
(60%) 140 - 20 = 120
(50%) 120 - 20 = 100
(40%) 100 - 20 = 80
(32%) 80 - 16 = 64
(26%) 64 - 13 = 51
(20%) 51 - 11 = 40
(16%) 40 - 8 = 32
(13%) 32 - 7 = 25
(10%) 25 - 5 = 20
(08%) 20 - 4 = 16
(06%) 16 - 4 = 12
(05%) 12 - 2 = 10
(04%) 10 - 2 = 8
(03%) 8 - 2 = 6
(02%) 6 - 2 = 4
(02%) 4 - 1 = 3
(01%) 3 - 1 = 2
(01%) 2 - 1 = 1
(00%) 1 - 1 = 0

Say it were 100% instead of 50% chance:
14 hits to 0 the crew on the 50 man ship.
22 hits to 0 the crew on the 200 man ship.

So picture the 400, 500, 1000, etc, etc, etc...
...and keep in mind it's not 100%.

edit: BTW, that's for Able. 10% for Alive. But again, the more crew - the better.

Last edited by virusdancer; 11-15-2012 at 06:03 PM.
Captain
Join Date: Aug 2012
Posts: 964
# 40
11-17-2012, 07:14 AM
Quote:
Originally Posted by cidstorm View Post
Pretty much.

I just checked a bunch of deets on the saber vs. steamrunner. For a loss of one turn point and one tier 2 sci ability you are getting: an extra tier 2 eng ability, 17-18% more shields, almost 4 thousand hp, and +150 crew.
Fixed faulty information, the Saber and Steamrunner have the same consoles.
The Somraw, K'tinga, D'Kyr, D7, Kumari, and T'Varo are all older than the Constitution Refit and yet they are tier 5. The rule needs to change.
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