Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
01-09-2012, 01:42 PM
I understand what you are trying to say but my high-yield torpedo and rapid fire cannons are the only
"killa-khan's" i got. Sure specials can pump my hull and shields up, but resistance is really what im looking for so your idea about the hull plating is the one im gonna take to hard.

A few more questions:
- Since the consoles title is "hull plating", does this mean that its stats don't apply to shields?
- Crafted Inetrial dampeners science console gives +18 resistance to tractors & repels & slows. Is that worth it for tractor resistance? Or should i go for shield generators?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
01-09-2012, 04:57 PM
All consoles stack, except the field generator console.

Armor consoles do not affect shields, just hull resistance.

And science consoles in general are not worth much. You are better served by a shield emitter console than anything else, really.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
01-09-2012, 05:15 PM
Shield Emitter consoles (Science) are by far the most useful for any given ship except for a Science Captain. The better emitters give your shield heals extra oomph.

As for you using cannons, personally, I'd have at most two cannons on the front (Since you can't equip duals). With your horrid turn rate in a cruiser (RCS Accelerators help, considerably), cannons are difficult to bring to bear (Point at enemy). Beam Arrays are generally better for cruisers, because the primary function of a cruiser is to take damage, not necessarily deal it. Fire At Will and Overload are good ways to get the enemy to fire at you, and you need to keep the enemy off of the escorts, so that they can sit in one place, and keep all of their weapons firing.

As for the Aegis set, after having looked it up again, it is a good engine for High Power levels (Anything over 50, I'd guess). If you're going to lower your engine power setting in the future, I'd recommend having an 'Efficient at low power' engine sitting around for you to use.

And don't underestimate the power of Beam Overload, combined with Quantum Torpedoes. Done correctly against a small ship, Overload III and High Yield III can take out the smaller targets in a single salvo (For informational purposes, the definition of 'Salvo' is "Firing two or more weapons at one time," while Alpha Strike means to "Fire all weapons at one time") And I'd also recommend going entirely beams, or entirely cannons/turrets. The reason being that turrets also benefit from the cannon abilities (Rapid Fire, and the Cone fire ability {the name escapes me at the moment}) So you don't want to have to split between cannons and/or beams, if you can help it.

And if anyone else sees something incorrect about my information, please point it out. I want to know if I am wrong.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
01-09-2012, 05:34 PM
Quote:
Originally Posted by AviKerensky View Post
Shield Emitter consoles (Engineering) are by far the most useful for any given ship except for a Science Captain. The better emitters give your shield heals extra oomph.
I would say that this depends on the type of shield you are using. Shield emitters console (engineering) increases your shield regeneration rate. I'm not sure if it actually increases your shield heals. It works better with Regenerative shields (like the borg shields) than it does with covariants (like the Aegis). The mark XI rare will increase regen rate by 13% (not sure if this is changed with season 5). So some quick math:

Aegis shield regen is 131. A 13% increase is 17, to make new regen of 148 every 6 seconds.

Borg shield regen is 273. A 13% increase is 35, to make a new regen rate of 308 every 6 seconds.

I think you get more benefit with this console if you are using a regenerative shield.

Or are you talking about the Science console that buffs shield emitter skill?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
01-09-2012, 05:36 PM
Yeah. Mis-fired thought. The Science consoles were the ones I was thinking of. For Engineering, I always take Hull plating/armor kits.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
01-10-2012, 02:31 AM
I've installed it yesterday and by "golly", the armor works! And I've sacrificed my high yield torpedoes for tactical team. As I made the exchange there was some unknown force pulling me off the trigger finger, i didn't want to let them go... but I did...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
01-10-2012, 03:40 AM
Quote:
Originally Posted by Beef View Post
I've installed it yesterday and by "golly", the armor works! And I've sacrificed my high yield torpedoes for tactical team. As I made the exchange there was some unknown force pulling me off the trigger finger, i didn't want to let them go... but I did...
Good to know. I browse the exchange by selecting the consoles I want to look at, and just hitting search. You can see a lot that way.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
01-10-2012, 05:52 AM
It also sounds like you haven't set your power preset to attack, but left it on standard. That would explain why you are finding it hard to kill things, and also why your engine power is so high.

No idea how you have Cannon Rapid Fire III on a Star Cruiser. I'm guessing your bridge officer has it, but it's not being used since the highest tactical slot is lieutenant. As people have said tactical team I is good enough. Then put Fire at Will, Overload or High Yield/Spread in the Lieutenant Slot.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
01-10-2012, 12:11 PM
Oh my bad, i typed one dash too many, its rapid fire II, the third was meant to be an excamation mark!:p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
01-13-2012, 09:59 AM
What is your actual load out going to be? Cannons, turrets, and torpedoes how many of each and where will you put them? Lots and on an escort would be the sane answer, but lets move on. Cannon Rapid Fire isn't much coming out of a Cruiser equipped with single cannons and some turrets. Then on the off chance that you manage to drop a shield with this you only have one torpedo to exploit the weakness.....that naked glittering smooth expanse of hull plating calling out, nay YEARNING for some kinetic damage!! I digress.

Tactical ships can stack tactical abilities to drop enemy shields and blow up hulls. Engineering ships can't. Engineering ships use engineering abilities to degrade the overall performance of opposing ships whilst wearing down their defenses. Get Beams. Get 6 of them. 3 fore and 3 aft. Get two torpedo launchers. One fore and one aft. Torpedo spread 2 is what goes in your Lt slot. If you were using a Dreadnaught you would have 3 tactical slots and could pick up beam fire at will or overload. But your not so you take the spread. Always take the spread. Good rule of thumb.

Energy Modulation is your pal. Use it wisely. Against the Borg transfer stations, gates and generators with no shields not so much. But that is what the little pointy ships are for. And your torpedo spread. I'm guessing that you'll be wanting to slow down the march of probes or nanites. Vent some plasma, use your Chroniton spread to slow them. Aceton field em! Cruisers aren't so much "blow one thing up fast". But they can handle multiple targets well.

In pve i've never really felt a crazy need for tactical team. It really doesn't matter if its faster than I am if I can live without it. Alive is alive. Consider dropping Tactical Team in pve for fire at will or overload.

and if you run Chromaton Torpedoes make sure you get a Chromotographic Color Console in your sci slot or NONE of your screenshots will come out right.

Cheers.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 10:47 PM.