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Captain
Join Date: Feb 2013
Posts: 1,061
# 11
06-14-2013, 04:56 PM
Quote:
Originally Posted by lordgyor View Post
With all RCS +allres my Fleet Corsair would be turning like a Jem'hadar Attack ship (without any RCS consoles). 170% to my turn rate which is 8, for like a turn rate of 22 plus other enhancements.

Unfortunately FDCs can't equipt dual cannons so that turn rate is wasted on it, so I'll probably go with the Netruniom +turn rate, a good mix of resistance to Kinetic damage, Energy Damage, and it will bump me up to over 15 turn rate, more then enough with my single cannons.

Not sure which warp core I'd go with, some good ones, I'm leaning towards a shield capacitor, it'd make a great emergacy shield heal.
Hate to say this but a turn rate of 22 may sound like a lot for a flying brick but this is in fact very slow. The reason being most agile ships have turn rate over 40+ so while your turn rate will increase, so will theirs. The end results is a very minor gain for the flying bricks, which won't allow them to evade the alphaescorts tailing them.
Empire Veteran
Join Date: Jun 2012
Posts: 6,766
# 12
06-14-2013, 11:29 PM
I'm speechless.
Richard Hamilton (1975-2014)
goodbye good friend. We will see you in the DMZ in the sky oneday, save a shot for us.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,632
# 13
06-14-2013, 11:36 PM
Quote:
Originally Posted by iskandus View Post
Hate to say this but a turn rate of 22 may sound like a lot for a flying brick but this is in fact very slow. The reason being most agile ships have turn rate over 40+ so while your turn rate will increase, so will theirs. The end results is a very minor gain for the flying bricks, which won't allow them to evade the alphaescorts tailing them.
Maybe not. But Idealy this is how it should work. More pve gains vs balanced pvp gains.

But then not every one will be running these consoles I'm sure. So perhaps you will see specific builds get better where builds that don't use/have room for these will stay the same.
Actualy reading things pefore posting will make you look smarter than yelling loudly. Reading comprehension is aparently a lost art.

Not everything you see on the internet is true - Abriham Lincoln
Starfleet Veteran
Join Date: Jun 2012
Posts: 613
# 14
06-15-2013, 12:40 PM
*slaps my forehead* and the intern releases continue.

| Join Date: January 2009 | Computer | Fleet: Broken Wings |
Captain
Join Date: Jun 2012
Posts: 1,860
# 15
06-16-2013, 04:35 PM
In my opinion, the fleet engineering consoles are much stronger than the fleet science consoles. Stacking two fleet engineering consoles gives you the bonus of an extra regular console.

1. You can get +80 all damage resistance rating and +80% turn rate from

[Enhanced Neutronium Alloy Mk XI [+Turn]]x4

To get the same bonus from regular engineering consoles, you would need

[Very Rare Neutronium Alloy Mk XII]x4
[Very Rare RCS Accelerator Mk XII]x2

2. You can get +40 all damage resistance rating and +160% turn rate from

[Enhanced RCS Accelerator Mk XI [+Turn]]x4

To get the same bonus from regular engineering consoles, you would need

[Very Rare Neutronium Alloy Mk XII]x2
[Very Rare RCS Accelerator Mk XII]x4

Four fleet engineering consoles give the same bonus as six regular engineering consoles.

The only consoles sold at the dilithium mine are neutronium, monotanium, and RCS accelerators; this seems like a tacit acknowledgment by the devs that few players use any other engineering console. I'm surprised that the dilithium mine has neutronium consoles, considering that the embassy does not have field generators. Recall that Geko said he did not want to raise the survivability of every ship in the game:

http://sto-forum.perfectworld.com/sh...1&postcount=61
Career Officer
Join Date: Jun 2012
Posts: 844
# 16
06-19-2013, 01:19 AM
Oh this should be fun to use...
~My current ship and build~
Starfleet Veteran
Join Date: Jun 2012
Posts: 29
# 17
06-19-2013, 10:03 PM
I might want to try 3 resist + structure integrity consoles in place of my PG rom Sci consoles on my Torpedo Boat T'varo. +63.6 all resist and 9.6% more base hull might make a difference when I fire off that Massive torpedo and someone causes it to crit my face...
Captain
Join Date: Feb 2013
Posts: 1,061
# 18
06-20-2013, 08:52 AM
Quote:
Originally Posted by andrewgarisk View Post
I might want to try 3 resist + structure integrity consoles in place of my PG rom Sci consoles on my Torpedo Boat T'varo. +63.6 all resist and 9.6% more base hull might make a difference when I fire off that Massive torpedo and someone causes it to crit my face...
Unlikely, T'Varo doesn't survive very well, killed many of them in Kerrat yesterday. They are way too fragile. Plus, once Sensor Scan is fixed later today, all those damage resistance won't help much when they get debuffed.
Captain
Join Date: Jun 2012
Posts: 2,926
# 19
06-20-2013, 10:34 AM
Quote:
Originally Posted by iskandus View Post
Unlikely, T'Varo doesn't survive very well, killed many of them in Kerrat yesterday. They are way too fragile. Plus, once Sensor Scan is fixed later today, all those damage resistance won't help much when they get debuffed.
Maybe, but the borg will find out that resistance is not futile.
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
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