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Captain
Join Date: Jun 2012
Posts: 1,123
# 768
11-21-2012, 10:41 AM
Quote:
Originally Posted by joestyles View Post
What's the reasoning behind running Hyper-Impulse Engines now? It used to be all about the Combat +Turn. Things have changed a bit, and some things just do not make sense anymore.
Combat engines are the slowest engines. They are more efficient at 25 engine power, but most people have more power than that. I have 39/25 (I think this was what I tested it at, but it could have been lower because I had respec'ed at around the same time I ran this test), and I have compared the following engines (in terms of turn rate and impulse speed):
1) Omega Hyper-Impulse Engines - I had an Impulse Speed of ~24.8.
2) MACO Impulse Engines - Impulse Speed of ~24.5.
3) Jem'Hadar Combat Impulse Engines - Impulse speed of ~24.3.

Turn rate on the Omega Hyper-Impulse Engines are superior to the MACO and Jem'Hadar.

The turn rate on an Advanced Fleet Hyper-Impulse Engine [turn]x3 [spd] is greater than the Omega engines, while keeping the same Impulse speed as the MK XII Omega engines. It also has a Lesser Asycronous Warp Field, which is a similar ability as the MACO engine.

You can, of course, get the Advanced Fleet Combat Impulse Engine [turn]x3 [spd], but it won't be as fast as the Hyper-Impulse.

Most PvPers will tell you that Combat Impulse are the worst kind of engine to use in PvP. If it works in PvP, it'll work better in PvE (usually).

Quote:
Originally Posted by jake81499 View Post
Sorry, can't agree with you at all on that. Although I haven't tried the Advanced Fleet engines yet. I've tried every other set combination over and over. This one does the best. The only place I've seen where the engines really make any difference is in sector space and yes, the Jem'Hadar do lose out there.
If you are obsessed with turn rate like I am, Combat Impulse engines are notably worse than Hyper-Impulse. Let alone speed (even at lower levels).

What about them is the best combination in your opinion? If you really want to keep the Jem'Hadar engines, the 2-set proc isn't really doing much for you (unless you were a drain build and had Polaron or Tetryon weapons, preferably the former, as the 2-set give you a bonus to Polaron damage ).

If you really want Combat engines, I'd say give the Advanced Fleet Combat Impulse Engines [turn]x3 [spd] a try then. I would bet that you'll find this a better improvement to the turn rate and impulse speed of your escort.

Quote:
Originally Posted by gray113 View Post
I don't know about that I checked the wiki - no mention but if I have to focus on one type of weapon then I will change them for the variants anyway thx.
A rare mk XI prefire chamber will give you ~18% damage increase off of the base damage of your weapon (before all modifiers).

A very rare mk XII prefire chamber will give you, I believe, a 20% damage increase off of the base damage of your weapon (before all modifiers).

A rare mk XI energy specific tactical console will give you ~26% damage increase off of the base damage of your weapon (before all modifiers).

A very rare mk XII energy specific tactical console will give you 30% damage increase off of the base damage of your weapon (before all modifiers).

Let's say you had very rare MK XII consoles. You're getting a 10% increase in damage per console if you stuck with energy specific tactical consoles. Most escorts have 4 tactical slots. That's a 40% increase. If you had a 5 tactical console ship, it would be 50%.

Last edited by shookyang; 11-21-2012 at 10:47 AM.