Lt. Commander
Join Date: Sep 2012
Posts: 164
# 11
12-20-2012, 08:54 PM
Quote:
Originally Posted by harrymonkley View Post
The easy answer is this - tactical consoles do not suffer from diminishing returns. You can test that they add the same amount of damage each time you add a console, by unequipping all your tac consoles in system space, and checking the numbers in the tooltip when you mouseover the weapons in your ability bar.

I just did this with my advanced escort (4 tac slots) to make sure I was not spreading bad information, here are the relevant numbers.

All tac consoles were blue quality plasma infuser consoles (+26.2%)

Weapon checked was purple quality plasma mk XI DHC with base damage 565(376.7)

Here are the numbers from the tool tip;

No tactical consoles 1383(922 dps)

1 tactical console 1496.9(998 dps) - added 113.9(76)

2 tactical consoles 1610.9(1073.9 dps) - added 114(75.9)

3 tactical consoles 1724.8(1149.9 dps) - added 113.9(76)

4 tactical consoles 1838.7(1225.8 dps) - added 113.9(75.9)

It is quite clear that each console adds the same amount, but it is unclear exactly how this amount scales in relation to skill points,power levels and base weapon damage - and TBH I'm not going to spend a long time reverse engineering the formula, when the important thing that people need to know is....

Tactical consoles do not suffer from diminishing returns.

The actual percentile increase per console is smaller than the amount stated in the console's stats.
So with this information is it worth it to use a launcher or just stick with 4 cannons when running a 5 slop tactical advace fleet escort? mk xii relays very rare are 30% x 5 is 150% more damage which should put a dual heavy cannon mk xii very rare doing more damage then a mk xii very rare laucher.
Captain
Join Date: Jun 2012
Posts: 955
# 12
12-20-2012, 09:56 PM
Quote:
Originally Posted by osirisraa View Post
So with this information is it worth it to use a launcher or just stick with 4 cannons when running a 5 slop tactical advace fleet escort? mk xii relays very rare are 30% x 5 is 150% more damage which should put a dual heavy cannon mk xii very rare doing more damage then a mk xii very rare laucher.
Honestly, I think it's less important to look at the consoles, and more important to look at the drain on your weapons power.

I'm not a min-maxer, I just recall reading that going 4x Cannons, 3x Turrets can drain your weapons power enough that it's only marginally better energy-wise than 3x Cannons, 1x Torp, 3x Turrets. Since your Torpedo doesn't work off of weapons power, it won't cause you to overdraw on that.

Take what I say with a grain of salt, though. Like I said, I'm only recalling this info, not reading off of a guide or anything. It's still worth keeping in mind, but hopefully someone else will pop into the thread that knows more about it than I do.
Lt. Commander
Join Date: Sep 2012
Posts: 164
# 13
01-07-2013, 07:41 AM
Quote:
Originally Posted by thratch1 View Post
Honestly, I think it's less important to look at the consoles, and more important to look at the drain on your weapons power.

I'm not a min-maxer, I just recall reading that going 4x Cannons, 3x Turrets can drain your weapons power enough that it's only marginally better energy-wise than 3x Cannons, 1x Torp, 3x Turrets. Since your Torpedo doesn't work off of weapons power, it won't cause you to overdraw on that.

Take what I say with a grain of salt, though. Like I said, I'm only recalling this info, not reading off of a guide or anything. It's still worth keeping in mind, but hopefully someone else will pop into the thread that knows more about it than I do.
The torpedoes also do the same damage no matter what the range but they can get shot down.
Captain
Join Date: Jun 2012
Posts: 514
# 14
01-07-2013, 08:01 AM
My personal preference is to have one dual beam bank up front and open up with massive buffed Beam Overload III, and then follow up with various rapidfire cannons.
Captain
Join Date: Aug 2012
Posts: 1,480
# 15
01-07-2013, 08:56 AM
How do you prevent the beam from draining energy when you use mutiple weapon types

We no longer include the forums, or players in general - tacofangs
Captain
Join Date: Jun 2012
Posts: 514
# 16
01-07-2013, 09:02 AM
... what?

Every weapon drains energy.

Now, ideally, you don't want to use autofire. All the 'real' spacejockeys don't, supposedly. You can take the BO3 hit, wait a second or two for weapon power to spring back, and then continue on.

Me, I just shoot through the BO3 drain, whatever.
Starfleet Veteran
Join Date: Jun 2012
Posts: 14
# 17
01-07-2013, 09:27 AM
Quote:
Originally Posted by thratch1 View Post
Honestly, I think it's less important to look at the consoles, and more important to look at the drain on your weapons power.

I'm not a min-maxer, I just recall reading that going 4x Cannons, 3x Turrets can drain your weapons power enough that it's only marginally better energy-wise than 3x Cannons, 1x Torp, 3x Turrets. Since your Torpedo doesn't work off of weapons power, it won't cause you to overdraw on that.

Take what I say with a grain of salt, though. Like I said, I'm only recalling this info, not reading off of a guide or anything. It's still worth keeping in mind, but hopefully someone else will pop into the thread that knows more about it than I do.
The drain from the 4th cannon might in fact hurt your power drain, but the advantage of running the 4th cannon is you can put max skills in energy damage and none in projectile. Also, your tac consoles affect all weapons, not just some.
Lieutenant
Join Date: Jul 2012
Posts: 59
# 18
01-07-2013, 09:56 AM
Quote:
Originally Posted by harrymonkley View Post
Your equipment loadout is pretty solid, but your Boff abilities could probably be improved;

I would pick something like this

Sci: Polarize Hull, Hazard Em 2, TSS3

Eng: EPTS1, EPTS2

choose either CRF+THY or CSV+TS, Attack pattern Beta for PvE, Attack pattern Omega for PvP

Tac:TorpHighYield1/TorpSpread1
Tac:TT1, CRF1/CSV1
Tac:TT1, CRF1/CSV1, APB2/APO1, APB3/APO3

bind both copies of tac team, emergency to shields, cannon rapid/scatter and attack pattern beta/omega all to the spacebar, and all you have to worry about is timing your torps.

Polarize hull is your on demand tractor escape and HE2 and TSS3 can be used as and when needed and thrown to team mates. Attack pattern beta is a fantastic team damage multiplier, and more effective for getting the job done than trying to just buff your own damage output IMHO.


Agreed. Polarize Hull has saved my skin more then once. Especially with Romulan Warbirds
Vice Admiral Thylek Shran- U.S.S. Omega (Odyssey Class Battleship) United Federation Space Command
Vice Admiral T'vix RRW Talon (Scimitar Drednought)
General S'tal IKS Q'vat (Bortasq' Battle Cruiser)
Lieutenant
Join Date: Jul 2012
Posts: 59
# 19
01-07-2013, 09:58 AM
Quote:
Originally Posted by thratch1 View Post
Honestly, I think it's less important to look at the consoles, and more important to look at the drain on your weapons power.

I'm not a min-maxer, I just recall reading that going 4x Cannons, 3x Turrets can drain your weapons power enough that it's only marginally better energy-wise than 3x Cannons, 1x Torp, 3x Turrets. Since your Torpedo doesn't work off of weapons power, it won't cause you to overdraw on that.

Take what I say with a grain of salt, though. Like I said, I'm only recalling this info, not reading off of a guide or anything. It's still worth keeping in mind, but hopefully someone else will pop into the thread that knows more about it than I do.


Just wondering, but what defiant variant is that in the pic you posted? That's a pretty killer shot
Vice Admiral Thylek Shran- U.S.S. Omega (Odyssey Class Battleship) United Federation Space Command
Vice Admiral T'vix RRW Talon (Scimitar Drednought)
General S'tal IKS Q'vat (Bortasq' Battle Cruiser)
Lt. Commander
Join Date: Sep 2012
Posts: 164
# 20
01-12-2013, 04:50 AM
Quote:
Originally Posted by harrymonkley View Post

bind both copies of tac team, emergency to shields, cannon rapid/scatter and attack pattern beta/omega all to the spacebar, and all you have to worry about is timing your torps.
I tryed over and over again to get this key bind thing working and I just can not figure it out can you help me with it?
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