Lt. Commander
Join Date: Dec 2007
Posts: 120
How do the command stats (starship command, BoP command, Cruiser command, etc) effect the game mechanics in respect to accuracy, dammage, shields, etc - and how does one add the small bonuses to determine maximum stats for dammage, shields, etc?

for example with 5's in all BoP command skills, how would I determine how much of a increase or decrease I would recieve to accuracy, dammage, shields, etc?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
07-23-2010, 02:05 PM
Quote:
Originally Posted by Roach View Post
for example with 5's in all BoP command skills, how would I determine how much of a increase or decrease I would recieve to accuracy, dammage, shields, etc?
I understood the command skills added hull and maneuverability. So making BOP at tier 2 would give you more hull and turn... the Tier 3 and 4 skills only transfer 25% to the higher so you only really want those if you build has a lot of extra skill points....
If anyone else has more info. I would love to know too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
07-23-2010, 06:47 PM
Specc'ing into the Ship Classes increases the base Hull HP and turn rates.

Starship Command improves all ships. Escort/Cruiser/Science Captain improves those respective levels. From there on out, each class only improves it's successor by 25%.

So, for example, if I've fully spec'd into Long Range Science Vessel (T4) Captain, then when I am piloting a T4 LRSV, I will get 100% of that bonus. But when I move onto a Deep Space Sci Vessel/Recon Sci Vessel, I'll only get 25% of the bonus that I got from T4. Likewise, the same applies to the T2 and T3 Command skills.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
07-24-2010, 11:47 AM
Quote:
Originally Posted by Husanak View Post
I understood the command skills added hull and maneuverability. So making BOP at tier 2 would give you more hull and turn... the Tier 3 and 4 skills only transfer 25% to the higher so you only really want those if you build has a lot of extra skill points....
If anyone else has more info. I would love to know too.
TY I didn't even know this much.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
07-25-2010, 10:54 PM
Does anyone have the formula for the changes, though?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
07-26-2010, 12:32 AM
It wasn't mentioned, but in addition to hull and turn rate, the command skills also improve your top speed.

Anyway, for the time being, you can see the exact bonus percentages by looking in the "Other" section under your captain's Passives. (The "Other" section is inexplicably disappearing in Season 2.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
07-26-2010, 11:11 AM
Quote:
Originally Posted by ZerothAngel View Post
It wasn't mentioned, but in addition to hull and turn rate, the command skills also improve your top speed.

Anyway, for the time being, you can see the exact bonus percentages by looking in the "Other" section under your captain's Passives. (The "Other" section is inexplicably disappearing in Season 2.)
That would explain why my tac bop with full points in bop BG command seems so much faster then my sci bop.

I guess I know where my new 2.0 points are going.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
07-27-2010, 05:50 AM
So effectively pump up the base BoP pilot skill and respec for the BG BoP pilot skill at that level for maximum effectiveness with a BoP as a BG?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
07-27-2010, 08:40 AM
Quote:
Originally Posted by Roach View Post
So effectively pump up the base BoP pilot skill and respec for the BG BoP pilot skill at that level for maximum effectiveness with a BoP as a BG?
For Maximum effectiveness you'd want all the BoP skills. It's not exactly skill efficient, but you'll be quite effective at BoPs.
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