Help With Consoles
I already bought the Odyssey pack thinking they would be the end all of ships since they're the flag ship and all. Fast forward about 8 months and I have one in spacedock serving as a nice storage container. The Andorian setup doesn't really do anything for me to convince me to get out of my Mobius, but it got me thinking about my space whale and how I had to use three slots on for the consoles to get the "full effect". The Andorian and Vesta ships are doing that as well. So even though they are 10 slot ships, if you want the bonus for dropping $50 on the set, you're really down to 7. Then you take away the Tac slots because you're going to use those soley for the energy consoles, so that leaves you with 3 or 4 Sci and Eng slots to work with depending on the ship. Ships like the time ships and now the Jem'Hadar ships are starting to get into similar situations if you gather all the parts for the sets.
My question is what do you folks feel like are "Must Haves" for consoles, be it Eng, Sci, or Universal.
Some that came to mind for me:
Science - Field Generator
Universal - Assimilated Module
Universal - Tachyokinetic Converter
Universal - Transwarp Computer
Universal - Zero-Point Energy Conduit
Please, if I'm crazy on any of these, let me know. I have a feeling someone may tell me that the Transwarp is a waste in a non-Execelsior, but the +20 Warp Core sure sounds nices.
Eng - Neutronium XI x2 (blue), Assimilated Module
Sci - Field Generator XI x2 (blue), Zero Point
Tac - Phaser Relay XI x4 (blue) (because I went phasers and had them)
Perfect? Far from it I'm sure. Lots of folks don't like phasers but I don't play/grind enough to change to AP or whatever for STF's.
Main issue for me is the Zero Point console....can't really see any noticeable return on investment for it. I'm probably not looking at it correctly, but the 1.8 power to subs is nice, however 1.8% crit chance? Still not seeing it using 3x dhc/quantum + 4 turret setup.
The Zero Point seems to be an almost "must have" console, but I'm really just not seeing it. All purple mk xi weapons, all have an [acc] modifier, some have [dmg] also...doesn't seem to change much between the old [borg] stuff or anything else I swap in and out of there.
Running the 'old' Borg engine/deflector and MACO shield set, so the Assimilated Module is nice. Use it often. The other stuff I've never used, so can't comment. Assimilated Module is great though.
It's been awhile since I used my Odyssey but from my experience the best consoles for it would be Field Generators because the ship is mostly a tank I normally run 2 of these on this ship.
While I don't have the Zero Point console yet I heard it is a good console to use along with the borg console.
Transwarp Computer in my experience does not give much of a boost to your power levels most I have seen it give me is 1 point of power in each area but then again I am using the ship with a efficient captain with 3 efficent boffs so the result may be different for you.
Tachyokinetic Converter while a nice console the turn rate buff doesn't help the ship much and is best used on a Science ship or Escort but the other bonuses are nice.
The Assimilated Module at one time used to be a must have before season 7 because it was part of the main borg set and the most common set you would see on a ship back then would of been Console/Deflector/Engines/MACO shields. Now it's part of a new set and I still find it to be useful mostly because of the +5 to your weapon power.
Must haves for Engi and Sci (since you were spot on with the tac consoles):
Engi: Neutronium, Monotanium. You really don't need anything other than those two (other consoles are either not effective enough, like SIF generators, or too specialized, like diburnium, electroceramic, etc). You can put an RCS depending on the ship, but there are only 3 ships I run it on over all my accounts, them being the Chel'Gret, Tor'kaht, and Imperial (will probably put one on my Kumari when I get it).
This one gets complicated. On most ships, I tend to put the Zero-point and Universal Assimilated Module in my science slots, since I tend to slot armor in my engi slots, but on ships that don't need it (or have more room and don't have any/don't use unique consoles), I will usually run emitter arrays (stronger shield heals are VERY nice), or in the case of cruisers and cruisers ONLY will I run a field generator. I don't run Field Generators on science ships, reasons below, and I don't run them on escorts because the added capacity usually isn't high enough since it scales off of base. Instead, I just have stronger shield heals to compensate (TSS2 with two mk XI blue emitter arrays is quite amazing, as is EPtS1).
Also in very rare instances I will slot other science consoles, but usually ONLY on science ships, like on my FRSV, since it's a dedicated polaron + energy siphon build, I instead run 4 flow capacitors. Makes my Tykens, ES, and polaron procs hit HARD (I think I once got a target to -65 energy across all subsystems, it was hilarious). However on my dedicated Gravity Well builds I will run Particle Generators.
I have the Transwarp Computer but I dont use it on any of my normal ships (its currently sitting on my Tuffli freighter, to help reduce cooldowns for transward), but because the bonus is to the Warp Core Efficiency skill it only helps ship power that is under 75, so I dont find it that useful.
The Field Generator is great (though my Assault Cruiser is going to lose it for the Zero Point console).
I tend to drop my Universal console in my science slots and the overflow into the engineering slots if need be.
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