Commander
Join Date: Jul 2012
Posts: 328
# 1 Temporal Warfare
02-14-2013, 09:30 AM
I have enough Zen to get 200 lobi crystals and I'm planning on getting one of the Parts from one of the temporal warfare set and I already have the Chroniton dual beam array but I am undecided on whether or not I should get the Temporal Disruption Device or the Tachyokinetic Converter.
Career Officer
Join Date: Jun 2012
Posts: 168
# 2
02-14-2013, 09:44 AM
easily the tachyokinetic converter. That console has so many advantages right out of the gate. Even without the set bonuses that console is way better than either of the other two pieces in the set. I mean it gives you a turn rate buff while also sort of acting as a second Assimilated Module. So it really is one of the best consoles you could get for your ship.
______________________________
Commander
Join Date: Jul 2012
Posts: 328
# 3
02-14-2013, 09:55 AM
If I wanted a turn rate buff I could just get an RCS accelerator that actualy give a bigger turn rate buff than the Converter.
Starfleet Veteran
Join Date: Oct 2012
Posts: 1,209
# 4
02-14-2013, 09:55 AM
Quote:
Originally Posted by helixsunbringer View Post
easily the tachyokinetic converter. That console has so many advantages right out of the gate. Even without the set bonuses that console is way better than either of the other two pieces in the set. I mean it gives you a turn rate buff while also sort of acting as a second Assimilated Module. So it really is one of the best consoles you could get for your ship.
Agreed...

The 3 must-have consoles in STO, if you like DPS, are

1) Tachyokinetic Converter
2) Zero Point Energy Conduit
3) Borg Assimilated Universal Module

These boost the ship's subsystem power, weapon power, increase criticals, and speeds up turn rate if you have the tachyokinetic console.
Starfleet Veteran
Join Date: Oct 2012
Posts: 1,209
# 5
02-14-2013, 09:58 AM
Quote:
Originally Posted by induperator View Post
If I wanted a turn rate buff I could just get an RCS accelerator that actualy give a bigger turn rate buff than the Converter.
True, but then you miss out on 1 of 3 consoles in the game that increase critical chances and severity. If you do not favor more frequent and higher damage critcal hits, then you can ignore the tacyokinetic console.
Career Officer
Join Date: Jun 2012
Posts: 168
# 6
02-14-2013, 10:02 AM
Quote:
Originally Posted by induperator View Post
If I wanted a turn rate buff I could just get an RCS accelerator that actualy give a bigger turn rate buff than the Converter.
yeah but with the Tachyokinetic Converter you are also getting a buff to your Critical Chance, your Critical Severity, and your Graviton Generators. It is actually the Critical Chance and Critical Severity that makes the Tachyokinetic Converter superior to the RCS Accelerator in my view. Not to mention that if you complete the set and have it on a Mobius Temporal Destroyer or a Wells Science Vessel (or the Klingon counterparts) you get a massive turn rate buff, and power systems recharge buff that you can't get on any other ships. So yes, the set is worth having, at least on the Temporal ships. And the Tachyokinetic Converter is worth having on any ship.

And I totally agree with Shar on this. Those three consoles are must haves for anyone interested in any form of DPS in this game.
______________________________
Captain
Join Date: Jun 2012
Posts: 1,123
# 7
02-14-2013, 10:12 AM
Quote:
Originally Posted by shar487a View Post
Agreed...

The 3 must-have consoles in STO, if you like DPS, are

1) Tachyokinetic Converter
2) Zero Point Energy Conduit
3) Borg Assimilated Universal Module

These boost the ship's subsystem power, weapon power, increase criticals, and speeds up turn rate if you have the tachyokinetic console.
The Zero-Point Energry Conduit is nice, but I don't use it on my Fleet Defiant. I don't have the space for it and I opted for the power insulator Embassy science console that gives me plasma DOT.

The 1.8% chance to critical hit is nice, but I don't think there's any critical severity? The extra power is also nice, but I don't find it necessary. Considering how much you can buff your critical hit now, 1.8% is a drop in the bucket. It doesn't even give you a true 1.8% increase. It's more like 1.7%.

I do have the Zero-Point Energy Conduit, but I've put it on my Breen ship (which I don't use often).
Career Officer
Join Date: Jun 2012
Posts: 168
# 8
02-14-2013, 10:25 AM
Quote:
Originally Posted by shookyang View Post
The Zero-Point Energry Conduit is nice, but I don't use it on my Fleet Defiant. I don't have the space for it and I opted for the power insulator Embassy science console that gives me plasma DOT.

The 1.8% chance to critical hit is nice, but I don't think there's any critical severity? The extra power is also nice, but I don't find it necessary. Considering how much you can buff your critical hit now, 1.8% is a drop in the bucket. It doesn't even give you a true 1.8% increase. It's more like 1.7%.

I do have the Zero-Point Energy Conduit, but I've put it on my Breen ship (which I don't use often).
You should have room for the Zero-Point Energy Conduit... assuming you are willing to give up one or more of your armor consoles from your engineering slots. I won't be running any Armor Consoles on my Fleet Defiant after I finis my Zero-Point Energy Conduit Project in my reputation section. Mainly because I figure that if my ship is going to die a horrible and painful death due to doing too much DPS, then I might as well maximize the amount of DPS I do, instead of trying to futilely try to increase my overall survivability. That way I kill enemies faster and by proxy survive longer.
______________________________
Captain
Join Date: Jun 2012
Posts: 1,123
# 9
02-14-2013, 10:33 AM
Quote:
Originally Posted by helixsunbringer View Post
You should have room for the Zero-Point Energy Conduit... assuming you are willing to give up one or more of your armor consoles from your engineering slots. I won't be running any Armor Consoles on my Fleet Defiant after I finis my Zero-Point Energy Conduit Project in my reputation section. Mainly because I figure that if my ship is going to die a horrible and painful death due to doing too much DPS, then I might as well maximize the amount of DPS I do, instead of trying to futilely try to increase my overall survivability. That way I kill enemies faster and by proxy survive longer.
I have never used armor/alloy consoles on my Tactical Escort Retrofit or Fleet Tactical Escort Retrofit.

My console layout:
Eng = Assimilated Module, Tachyokinetic Converter, RCS Accelerator console
Sci = Power Insulators mk X [-threat] [plasmaDOT], Cloak
Tact = 5x damage boosters

And no, I will not remove the cloak console. It is useful, despite what a lot of people think.
Career Officer
Join Date: Jun 2012
Posts: 168
# 10
02-14-2013, 10:41 AM
Quote:
Originally Posted by shookyang View Post
I have never used armor/alloy consoles on my Tactical Escort Retrofit or Fleet Tactical Escort Retrofit.

My console layout:
Eng = Assimilated Module, Tachyokinetic Converter, RCS Accelerator console
Sci = Power Insulators mk X [-threat] [plasmaDOT], Cloak
Tact = 5x damage boosters

And no, I will not remove the cloak console. It is useful, despite what a lot of people think.
Why do you need both a Tachyokinetic Converter and an RCS Accelerator on a Defiant? Thats almost as bad as a friend of mine who purposefully put a Tachyokinetic Converter and 4 RCS Accelerators on the Jem'hadar Attack ship for the sole purpose that he wanted to see how fast he could turn. Your killing your own DPS capabilities by running that RCS Accelerator instead of the Zero-Point Energy Conduit. And yes, the Zero-Point Energy Conduit is a universal console and thus can go in the engineering consoles slot. It does not need to be in the science consoles slot.
______________________________
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 04:36 PM.