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Captain
Join Date: Jul 2012
Posts: 1,273
# 17
08-15-2012, 01:07 AM
Quote:
Originally Posted by skurf View Post
Thanks for the tips everyone...especially about the 4 team abilities and their shared cooldown...definitely going to change some stuff around there.

However, I don't think I'm going to be changing to all energy weapons any time soon because I'm using Tetryon based weapons so 1 more DHC is not as beneficial as if I were using anti-proton or disruptors. I'm not sure how many of you have tried Quantums with high yield 3 + double Honor Gaurd torpedo bonus, but it really is quite damaging. I could pew-pew their hull all day with my tetryons or send 1 high yield volley at them and take their hull down 50-100%.

I am curious about the Zero Point console vs. another Tetryon console. On the one hand, I'm firing my Tetryons constantly so it would obviously help to have more damage there, and on the other hand, the spike damage of the torpedoes on bare hull is amazing, and any increase to that I feel can not be underestimated. Also, I've heard there are diminishing returns when using multiple consoles of the same type, so how much would a 5th Tetryon console actually increase damage compared to how much a single Zero Point Console would increase it?
Apparently, the whole 'diminishing returns' with tac consoles is inaccurate. Each console will derive a percentage of the base, so each console will improve the selected energy damage by the same amount. Engineering consoles, however, presumably have the diminishing returns. Think I've heard this from 2-3 different people.

Also, you're right, I think people underestimate the potential for Quantum Torpedoes. I think most people don't like using them on fast-hitting escorts because they take a little extra time to reach the target, so they might have shields back up over the exposed shield facing by the time the torps reach.