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Captain
Join Date: Jun 2012
Posts: 3,030
# 11
01-24-2013, 11:08 AM
Quote:
Originally Posted by bos142 View Post
Thanks for the input guys it was very helpful. With an Assualt cruiser i dont worry about RCS and i already have at least one EPS in there so my power transfer is at 170 so i feel good about that. The reason why i asked about the armor was because people were saying that the shield gens dont really work and i didnt want to was the consol spaces on non effective gear.

Again thanks for the input
EPS is about the most useless console you can have, unless you extensively use Beam overload or constantly switch between power systems. Other than that it does nothing. It does not help in any shape or form to recover from weapon power drain when fireing your weapons. it only affects recovery rate after fireing a beam overload.

the shield gens work, you can see it for yourself. Just go into earth orbit and remove one, while looking at your shieldpoints...they will drop.

Quote:
I don't run Hazard Emitters, so I rely on the armor bonus to keep the plasma fire from killing me after my shields go down in ESTFs
admirable bravery to go into battle against enemys that heavyly use plasma dots, without the single most usefull ability to counter them. respect
Go pro or go home
Captain
Join Date: Aug 2012
Posts: 1,742
# 12
01-24-2013, 11:24 AM
Quote:
Originally Posted by bos142 View Post
Can anyone help me figure out what is the best armor configuration for a Tac capt. I currently fly either an Assualt Cruiser Refit, Heavy Escort Carrier, and a Vesta class vessel.

Thanks.
----------------------------------------------------------------------
I like the electrocreamic 35% to plasma resist , i usually stack as many as I can there is no diminished returns the numbers you see in your ship tables is false concerning armor resistances , the way armor works has been explained in depth by others in the pvp forums

Brace for impact and polorize hull are your best defense from torpedos i asorb torpedos spreads from donatra in my escort with only a tiny amout of damage to my hull

overall the neutroniums are good choices too because they offer good protection against any damage type , again the more the better, they are really nice to do stfs back to back with sb24 or any other encounter without worrying about changing them out

The EPS console is a poor choice imo replace it with something else that will benifit you

The best armor however is speed and manoverability
Jellico....Engineer.....Stargazer KDF Tac
Saphire.. Science.....Ko'el Rom Kdf Tac
Leva........Tactical.....Mailu KDF Sci

JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse

Last edited by jellico1; 01-24-2013 at 11:27 AM.
Captain
Join Date: Aug 2012
Posts: 844
# 13
01-24-2013, 11:45 AM
People who don't run armour in there builds and run numerous universal consoles are normally the first ones dead

Neutronium is the best one to use as it gives you good protection against everything including kinetic

You should try and balance between field generators and neutronium

Run as few universal consoles as possible

Please do me a favour and right click on your eps console scroll down to discard click that and that will help run it empty if you want probably would be better
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====----
Career Officer
Join Date: Jun 2012
Posts: 1,381
# 14
01-24-2013, 01:22 PM
Quote:
Originally Posted by jadensecura View Post
On my Vesta, I actually run without armor.
That's odd. I find I have absolutely no problems keeping my shields up, but my hull was getting pounded through my shields. I stuck a Neutronium Alloy in, and that made a huge difference.

Quote:
Originally Posted by raj011 View Post
If you mix the armour up let says, neutromium, ablative and monotanium, will you still get diminishing returns?
Your armor console make-up is irrelevant to diminishing returns from Damage Resistance Magnitude. No actual console has diminishing returns. If one armor console gives +40, then two gives +80, and three gives +120.

However, the numbers that armor consoles and abilities display are Damage Resistance Magnitude. Damage Resistance Magnitude has diminishing returns in relation to the Damage Resistance percentage we see in our ship status screens, which is what incoming damage is actually reduced by. See more details here.

"Don't let them promote you. Don't let them transfer you. Don't let them do anything that takes you off the bridge of that ship, because while you're there... you can make a difference." - James T. Kirk
Captain
Join Date: Jun 2012
Posts: 1,360
# 15
01-24-2013, 01:33 PM
Quote:
Originally Posted by baudl View Post
admirable bravery to go into battle against enemys that heavyly use plasma dots, without the single most usefull ability to counter them. respect
Heh.

Like I said, you'd be surprised how well my little ship survives. I spend a lot of time flying around engulfed in plasma fire. Heck, now that I have that Omega plasma torpedo, I set myself on fire half the time. Between all my passive hull/shield bonuses, bridge officer skills, and everything my Engineer admiral brings to the table for healing, and using speed/cloak/subspace field modulator to keep my defense value high, I don't actually die all that often, and I only fly Defiants.
Starfleet Veteran
Join Date: Oct 2012
Posts: 1,201
# 16
01-24-2013, 01:51 PM
Quote:
Originally Posted by mustafatennick View Post
People who don't run armour in there builds and run numerous universal consoles are normally the first ones dead

Neutronium is the best one to use as it gives you good protection against everything including kinetic

You should try and balance between field generators and neutronium

Run as few universal consoles as possible

Please do me a favour and right click on your eps console scroll down to discard click that and that will help run it empty if you want probably would be better

I don't run any armor consoles on any of my escorts, yet my ship almost always outlasts my fleet mates in ESTF's, fleet actions, and even occasional PVP. Virtually every console I run is a universal version (Borg Assimilated, Tachyokinetic, Zero Point Conduit, Rule-62 Combat Console, etc...), though I always equip a Field Generator and 4 or 5 tactical damage consoles.
Career Officer
Join Date: Jun 2012
Posts: 1,381
# 17
01-25-2013, 07:54 AM
My ships have similar layouts, except for me 1 Neutronium is preferable to 1 Field Generator. I find my shields don't drop, it's just bleedthrough and Plasma DoTs that hurt my hull.

"Don't let them promote you. Don't let them transfer you. Don't let them do anything that takes you off the bridge of that ship, because while you're there... you can make a difference." - James T. Kirk
Captain
Join Date: Aug 2012
Posts: 844
# 18
01-25-2013, 08:39 AM
Quote:
Originally Posted by shar487a View Post
I don't run any armor consoles on any of my escorts, yet my ship almost always outlasts my fleet mates in ESTF's, fleet actions, and even occasional PVP. Virtually every console I run is a universal version (Borg Assimilated, Tachyokinetic, Zero Point Conduit, Rule-62 Combat Console, etc...), though I always equip a Field Generator and 4 or 5 tactical damage consoles.
hey if this works good for you that's great good on ya

just when i was taught this is what i was taught
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====----
Starfleet Veteran
Join Date: Oct 2012
Posts: 1,201
# 19
01-25-2013, 02:19 PM
Quote:
Originally Posted by mustafatennick View Post
hey if this works good for you that's great good on ya

just when i was taught this is what i was taught
I do agree that clickable consoles with no other passive states and 3+ minute cooldowns should be used sparingly.

I usually rely on speed-based defense rating to fend off a lot of incoming damage, along with the borg space set to regenerate when shields or hull get low.
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