Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
04-22-2010, 12:57 PM
Emergency Power to Weapons.
Engineering Bridge Officer Skill.
Even at Ensign level it's +14 (or more) to weapon power for the next 15 seconds.
You'll eat away at that first before dipping into the energy you set aside for weapons.

There's also an engineering console, Plasma Distribution Manifold. At later levels you can get +6 energy to weapon power. If that's where you want the power anyway, might as well give one a try.

I have 2 dual heavy cannons and 1 dual beam array on my escort, as well as forward quantums.
In the rear, I have 2 beam arrays and one quantum torpedo launcher.
I don't even need an EPS console because I don't fire every weapon at once.

Stagger your weapon fire. When one set finishes firing, use another weapon. This way you'll always do damage at a higher power level, which will make for more DPS, without that bottoming out of weapon power. It will dip, but not disappear.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
04-22-2010, 01:15 PM
Quote:
Originally Posted by denare View Post
Emergency Power to Weapons.
Engineering Bridge Officer Skill.
Even at Ensign level it's +14 (or more) to weapon power for the next 15 seconds.
You'll eat away at that first before dipping into the energy you set aside for weapons.
Almost - that will increase your maximum power by said amount for the time it is running, so if you stop mashing your face, the energy will go back up to the maximum. And in case you didn't realize, the power goes beyond 125 - it just doesn't show nor does that increase damage. But it still will prevent excessive drain. Ideally you want your drain only to happen above 125, since then you'll do the most damage.

Quote:
There's also an engineering console, Plasma Distribution Manifold. At later levels you can get +6 energy to weapon power. If that's where you want the power anyway, might as well give one a try.
Increased power is only worth it, if you don't drain. If you are at, say, 100 power and drain yourself all the way to 50 in one volley, the +6 is still way worse than an EPS, which will lessen the impact of the drain.


Apart from that, EPS has other uses, whereas +6 to whatever has not - for example quickly juggling power settings and so on.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
04-23-2010, 03:36 AM
Quote:
Originally Posted by mvs5191 View Post
Which sucks, because there are so many other consoles I'd like to be running. But I have to outfit all 3 of my EngConsole slots with EPS Flows, because I have 2x DC, 1xDHC, and 2x Turrets all constantly firing.
That's a drain of ~19.3. When you factor in the first one being a freebie, lag and non-perfect timing, plus the game's tendency to not fire everything exactly when it should, you should be fine with just 2 uncommon EPS Flow Regulators, which will give you a power regen of 18 per second.

I'd recommend ditching the DCs for DHCs though. DHCs cost you 4 drain per second, to DC's 5. They also crit for more damage, are more front loaded, and due to a 1s firing, 2s recharge cycle, the max energy penalty will tend to effect you less as well. Anyway, that should drop you to 17.3.

Quote:
Originally Posted by Denare
Emergency Power to Weapons.
Engineering Bridge Officer Skill.
Even at Ensign level it's +14 (or more) to weapon power for the next 15 seconds.
You'll eat away at that first before dipping into the energy you set aside for weapons.
30s duration.

The one downside to this power is that it changes max power setting, not current. So if you use it once you've started firing, unless your regen exceeds your drain, it doesn't benefit you much. And without EPS Flow Regulators, it makes for an additional 3+ seconds before you want to start blasting after a full impulse hop.

But definitely an awesome power, especially for PvE.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
04-23-2010, 07:14 AM
My thought is that EPS should be used changing power settings mid flight so those settings happen quicker. If you look into the power level changes Cryptic is wanting to do, this makes sense. That's part of knowing when to be aggressive, defensive and when to turn and run. Removing the nerf and making it unique-equip would force EPS consoles to work how they were intended.

As for weapon draining, you have to understand a couple things.

1) if you want burst damage, then spamming spacebar is the way to go, but you're gonna have to find ways to keep your weapon energy high. Burst damage is just that, massive damage all at once but a long period of no damage between while you wait for rechage.

2) if you want a consistently high DPS, you want to go sustained with a Weapon power level of about 125 and stagger your weapon firing. That means clicking your weapons in order you want them to fire or pressing the key bind for that weapon.

I'll admit that space bar spamming is the easiest way to fire weapons while paying attention the many other things on the screen. However I find that C:RF only gets used for half the duration it's active if you go with space bar spamming because of cannon global cooldown.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
04-23-2010, 05:55 PM
Quote:
Originally Posted by drgnmstr44 View Post
My thought is that EPS should be used changing power settings mid flight so those settings happen quicker. If you look into the power level changes Cryptic is wanting to do, this makes sense. That's part of knowing when to be aggressive, defensive and when to turn and run. Removing the nerf and making it unique-equip would force EPS consoles to work how they were intended.
Personally, I'd like to see a weapon energy bar, would look sort of like the throttle. Attack Power would determine the rate of recharge, increase a base recharge that is determined by ship type (so number of weapon mounts and the like is taken into account). And at certain points, like 50%, you'd get a penalty on damage. To lose that penalty, you'd have to recharge to the point above it, so 75% to lose the penalty you got at 50%.

Ideally, with the ability to set a damage/drain setting. Say 25% additional damage with 50% higher drain, as well as 25% less damage for 33% less drain.

The goal being to remove Power Transfer Rate from the energy weapon damage equation, while encouraging the power management the devs seemingly want us to use, even though the current design does not support it. And it'd let the devs raise the power cap from 125 to 150, as 125 is way too easy to hit, with some ships getting +10 to a power setting and then an additional +9 from a performance skill.

And then EPS Flow Regulators could get a bump in value or, better yet, the base power transfer rate could. And people would feel a lot more free to use their engineering consoles in other ways.

But that probably won't happen.
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