Starfleet Veteran
Join Date: Oct 2012
Posts: 700
# 31
11-29-2012, 09:53 PM
Quote:
Originally Posted by aestu View Post
Short answer: No.
Long answer: No.
If you're running a time ship with full temporal warfare set, then yes, go with Antiproton since Chroniton beam banks are boosted by antiproton mag regulators.

If you're running a dread, chimera, or vesta, go phaser since phaser relay tactical consoles will boost phaser lance, phaser lotus, and quantum phaser focus.

If you're running Guramba or Pegh'qu heavy destroyer, go disruptor since disruptor coil tactical consoles will boost javelin and disruptor lotus attacks.

If you have a Jem'Hadar Bug, go polaron since the Jem'Hadar set boosts damage and gives a 1% buff stripping proc.



So the correct answer is this: choose the weapon type that best fits your chosen ship.

Last edited by shar487a; 11-29-2012 at 09:58 PM.
Empire Veteran
Join Date: Jun 2012
Posts: 442
# 32
11-29-2012, 10:02 PM
The more important question if you can afford the cost of mk xii very rare consoles + the cost of very rare mk xii [acc]x2 weapons
How to really behave in online forums with developers
Captain
Join Date: Jun 2012
Posts: 1,167
# 33
11-30-2012, 02:21 AM
Quote:
Originally Posted by shar487a View Post
Doesn't matter if it's "only" 25 extra energy -- regular and hyper-impulse engines still translate that extra energy into significant speed boosts, while combat impulse engines do not.

Regular impulse engines have linear power to speed ratio since they have no "sweet spot", while hyper-impulse runs a geometric bell curve with the sweet spot > 50 energy. As a result, Standard Impulse will still fall behind Hyper-Impulse when the piloting captain runs a high power build like I do. I notice this immediately by simply switching between engine types while maintaining the same power level presets. However, keep in mind that all of my systems run 50+ minimum power (all except for Aux, which sits in the mid-40's).



May I ask what profession and build spec you are using? Are you hitting defense caps with your current engines?

My tactical captain runs a high-power build, and my ships always run at 70.8% defense cap. I routinely out-agro other escort players in STF's despite having zero points in Threat Control / Generation.

We can still run a simple speed test if you like... same engines, power presets, etc, and no batteries.
I'm a science officer, Mk XII Borg weapons across the board, full Aegis set, Defiant, assimilated console, phaser and quantum consoles, cloak, armor consoles, and I don't know what my science consoles are.

As for hitting the defense cap, I believe it caps out at about 20 speed units. I routinely hit 22-24.
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Dalo Lorn
DaloLorn, StarCraft 2 Roleplayer and proud of it.
Community Moderator
Join Date: Jun 2012
Posts: 1,937
# 34
11-30-2012, 06:19 AM
Since this is technically a necro thread and it's getting off-topic, I am closing this thread down.

Please remember to check the dates of threads; and if you find an old thread which violates the PWE Community Rules and Policies just report it and avoid posting in it.

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