Captain
Join Date: Apr 2013
Posts: 3,315
# 21
10-27-2013, 06:13 AM
Quote:
Originally Posted by trwarbuck View Post
Oh yes they did add energy type specific consoles. But those things are way under powered when compared to a MkXII (very rare) damage type specific console (plasma, disruptor, phaser, quantum, etc.) +25.5% plus a +1.6% or +8% bonus to either Critical Chance or Critical Severity. These consoles should have been a +28.1% to damage and +2.5% Critical Chance or +10% Critical Severity.
Basically for use who use Fleet Consoles, these new ones are very poor in thought. They don't go with the other console from the Embassy or Mine (MkX, MkXI and MkXII). To top it off the damage bonus is far to low to make players want to get them. Possibly spend RL World cash to get the dilithium to cover the cost. In other words; Poorly thought out.
I for one use the consoles from the Embassy and the Mine, and I was looking forward to the Tactical Consoles being one that I might use, but the damage bonus cannot replace the MkXII (very rare) consoles that my ships are running with. Which actually got me down. I spend a lot of my time grinding for Fleet Marks and Dilithium to sell the items on the exchange so I can fill the material requirements for my fleet projects. And for this I expect the items that is in my stores to meet up with expectations and replace the Standard Consoles and other equipment that is out there. Fleet Items should be the best items that can be obtained by a gamer. The cost that you pay for them, the ability of not being able to sell them for profit should make them the best.
I was upset that there was no Embassy Science console that improved the amount of shields that your ship has. I felt let down in that area also. But, I can get over this feeling of being let down.
WIthout having better Tactical consoles to earn, there is no point in advancing the Spire. That is except for the Fleet versions of the 1000 day Veteran starships and the Carriers at Tier 3.
mate, i promise you that 1.6% crit is way more damage output than the 4.5% base damage boost the 30.0s have, especially if your crit severity is over 100

The damage consoles only boost your base weapon damage, and its a linear stack. it doesnt buff your skill bonuses or buff bonuses. just the base damage by a tiny amount

this has been tested so many times in these forums. what surprises me is how people arent practically salivating at the idea of 5x1.6 = 8% crit. Based on the prices of the Superior Romulan Operatives on the exchange, its pretty obvious those in the know realize the benefit of pure raw critical chance (and severity)

remember all the threads about roms being OP because of it?

well these will have the same effect on total damage output (on a slightly smaller scale)

i use 26.2s on all of my ships, yeah im cheap like that, i refuse to pay 30 million for a single dps point (which is actually about what it mathematically adds up to per weapon)

I dont struggle to do massive amounts of damage. 25.5% plus crit? yes please. I cant wait to get the spire done.
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Vice Admiral Kailiana - R.R.W. DNT Theta X || Vice Admiral Talina - I.R.W. DNT Tau X
Vice Admiral Victoria - U.S.S. DNT Upsilon X || Lt. General Dannika - I.K.S. DNT Sigma X
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Last edited by rylanadionysis; 10-27-2013 at 06:15 AM.
Career Officer
Join Date: Jun 2012
Posts: 734
# 22
10-27-2013, 06:33 AM
For the Proton weapons, do the Antiproton Mag Regulators buff them or another console?
~My current ship and build~
Captain
Join Date: Jun 2012
Posts: 2,755
# 23
10-27-2013, 10:07 AM
OP has the worst idea ever, mkay. Energy specific consoles are needed. If they are too weak at 25%, why not make them 30% to match the current mark XIIs?
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
Captain
Join Date: Jun 2012
Posts: 881
# 24
10-28-2013, 04:33 AM
Quote:
Originally Posted by coffeemike View Post
For the Proton weapons, do the Antiproton Mag Regulators buff them or another console?
Neither the protonic polaron weapons or the experimental proton weapon are buffed by antiproton mag regs. This of course leaves the experimental proton weapon at a signficant disadvantage.
Previously Alendiak
Daizen - Lvl 50 Engineer - Fleet Avenger
Selia - Lvl 50 Tactical - Fleet Avenger
Toval - Lvl 50 Tactical - Fleet Mogai
Commander
Join Date: Dec 2012
Posts: 291
# 25
10-28-2013, 06:38 AM
Quote:
Originally Posted by orondis View Post
Neither the protonic polaron weapons or the experimental proton weapon are buffed by antiproton mag regs. This of course leaves the experimental proton weapon at a signficant disadvantage.
this was probably the original design intent behind the weapon type not damage type approach of the consoles.
Lt. Commander
Join Date: Jun 2012
Posts: 205
# 26
10-28-2013, 03:04 PM
Quote:
Originally Posted by verline1 View Post
this was probably the original design intent behind the weapon type not damage type approach of the consoles.
Except they arent buffed by weapon type consoles at all as they are neither cannon or beam.
Career Officer
Join Date: Jun 2012
Posts: 296
# 27
10-29-2013, 06:51 AM
Quote:
Originally Posted by trwarbuck View Post
WIthout having better Tactical consoles to earn, there is no point in advancing the Spire. That is except for the Fleet versions of the 1000 day Veteran starships and the Carriers at Tier 3.
Well, beyond the amazing kits and the +1 active doff slots, I assume. And also the warp cores (which seem to be Mini-Marions). My fleet is chomping at the bit to hit the Spire, and I can't blame them.
Lt. Commander
Join Date: Sep 2012
Posts: 133
# 28
10-29-2013, 08:21 AM
Quote:
Originally Posted by trwarbuck View Post
Oh yes they did add energy type specific consoles. But those things are way under powered when compared to a MkXII (very rare) damage type specific console (plasma, disruptor, phaser, quantum, etc.) +25.5% plus a +1.6% or +8% bonus to either Critical Chance or Critical Severity. These consoles should have been a +28.1% to damage and +2.5% Critical Chance or +10% Critical Severity.
*taps sarcasm meter* Not sure if trolling or genuinely dont understand the damage formula...

+Damage on consoles is a modifier to the base damage. This is linearly addative with skills and other skill like modifiers.

Lets assume a 5 console ship running all energy weapons, max tier 1 and 2 weapon skills:

The Difference over 5 consoles between purple xii and these fleet consoles is (30-25.5)x5 = +22.5% base damage. Assuming you dont have tier 4 nukara rep, dont run tactical team, dont use duty officer assignment crit buffs, dont run fleet military skills buffs or anything else i've forgotten, (all of which would diminish the effectiveness of this bonus even further) this is contributing just over 5.5% damage. Lets round this up to 5.6% to make the maths easier.

5 Consoles with 1.6% crit chance = +8% crit chance. So how much critical severity do I need to get 5.6% more final damage from +8% CritH?

0.056/0.08 = 0.7

So if I have 70% critial severity or more, running fleet rep consoles will out dps purple xii consoles.

All characters start with 50% critical severity, so even a character with no ranks in energy weapon specialisation running all [dmg] weapons can get to that threshold with t2 dyson rep and an assimilated console.

For players that prefer Crit D consoles, the threshold under the same conditions is at roughly 14% crit chance.

For most players, their severity is around 120-150%, significantly in excess of this threshold. That means these consoles are a significant dps enhancement in their current form. They are in no way shape or form "underpowered".
Captain
Join Date: Jun 2012
Posts: 1,684
# 29
10-29-2013, 05:35 PM
I'm not sure we need multiple threads on fleet tac consoles. Perhaps, the threads should be merged into the oldest thread here:

http://sto-forum.perfectworld.com/sh...d.php?t=879541
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