Lt. Commander
Join Date: Dec 2007
Posts: 120
# 121
08-27-2011, 02:05 AM
Originally Posted by U.S.S.Krieger
At one time I heard that Photons worked better against shields, and Quantums work better on naked hull. Is this correct?
Stick with quantum ones,their massive dmg worths the cd.unless you want to spam torps without using high yeld...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 122
08-27-2011, 03:48 AM
Originally Posted by Usarina View Post
Consoles (of any type) don't affect your damage directly. They all add to your Skill, in this case Cannons, the same as adding points to your skill tree does. Consoles do stack, but all Skills have diminishing returns (which you can clearly see in the skill trees; the first point adds far more than the ninth point), so each extra console of the same type is less effective than the previous one.

A console to boost your torpedos may be more effective than the third cannon console, but I'll leave it to the maths wizards to crunch the numbers.
Actually, this is incorrect, each Console stacks linearly (this is true for all Consoles), it is their results that give the appearance of diminishing returns (particularly, in the case of Armor), but it is more a function of the formulae that govern certain mechanics, rather than an 'actual' diminishment in value. While it is true that the more points in a specific weapon that you purchase for skillpoints, the less value you receive in return (i.e. 1 skillpoint purchased in Phasers will give you +10 to your Phaser skill, while upper level skillpoints, 6th through 9th purchased, only give you +4 per point), each +# is linearly added to your final skill value; thus, the highest-level weapon-type consoles in-game (+26) will each add their entire value to your weapon skill (thus, the highest 'actual' skill total that you can achieve is +204 = 18/Energy Weapons + 30/Beam or Cannon Weapons + 52/Energy-Type + 104/Consoles, up to 4, if an Escort); therefore, each Console is equally valuable to add (and, usually, maximizing the consoles for the weapons that you use most often, usually, energy weapons, is the optimal choice).

In the case of Tactical Consoles, each console does directly contribute to your damage output (to illustrate, hover your mouse over one of your equipped weapons, see the damage output for the given weapon, then un-equip one of your Consoles which is related to that weapon, and witness the corresponding drop in damage output); this is due to the fact that your damage output is directly related to your skill.

Lt. Commander
Join Date: Dec 2007
Posts: 120
# 123
08-27-2011, 03:57 AM
Originally Posted by spond View Post
So, if you have the phaser skill maxed out, would it be a waste of consol space to equip phaser consoles?
On the contrary, it would be highly encouraged.

Lt. Commander
Join Date: Dec 2007
Posts: 120
# 124 Quantum Torpedoes....
11-14-2011, 09:50 AM
Forgive me if this has been asked, but looking through 11+ pages ....

My question... @Cryptic

Do different torpedoes have different flight speeds to their targets?

I like Quantum Torpedoes because they hit hard and their animation speed lends to me think they have a higher flight speed. Or do all torpedoes (non buffed, via torpedo salvo) fly at the same speed?



Lt. Commander
Join Date: Dec 2007
Posts: 120
# 125
04-08-2012, 11:09 AM
why is this thread still a "sticky"? It seriously needs to be updated.
Join Date: Jul 2012
Posts: 32
# 126
07-13-2012, 09:41 PM
Dunno if this has been posted yet- im seeing between 1-2 seconds global cd for torpedoes.

And yes standard torpedoes "fly" at the same speed.

Last edited by blackmarch0; 07-13-2012 at 09:43 PM.
Join Date: Jul 2012
Posts: 2
# 127
10-09-2013, 09:26 PM
I think I'm missing out an important mechanic for weaponry.
From my experience, when you are using beam weapons the further away from the target you are the more your DPS drops, so point blank they do excellent firepower.
With cannons you land exactly the same damage no matter the distance.

This might have been changed tho, haven't played in a while.

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