Lt. Commander
Join Date: Jul 2012
Posts: 211
# 11
04-18-2013, 08:05 AM
Quote:
Originally Posted by dalnar83 View Post
That would be a nerf to escorts. And the overlords of Escort Online won't allow that.
LOL
Why do you hate escorts ?

They are so cute *_*

Also, I think that in PVE are the cruiser that can equip cannons the dominator ones.
The Dreadnought Cruiser is the PVE Overlord:

Great Hull,
Pretty Good Shields
8 WEAPONS + The Phaser Lance

Man, it can easy withstand an Elite Borg Cube
Commander
Join Date: Mar 2013
Posts: 333
# 12
04-18-2013, 12:41 PM
I find it pretty sad that RCS consoles work better on small ships than on large ships, which actually need them. Small ships are already manuverable enough, and dont need to equip RCS consoles, but the large ships which take a minute to turn around gain little to no benefit from those consoles.

Personally, I do use 3x +4 power to engine consoles on my atrox, as none of the other engineering consoles are really worthwhile. That extra 12 power, along with the +7.5 power I get from my jemhadar set and the extra power from my engineer skills means I run with all power levels pretty high most of the time.
Commander
Join Date: Mar 2013
Posts: 333
# 13
04-18-2013, 12:43 PM
Anyways, in general I feel that engineering and science consoles both need to be looked at, along with the powers available for boffs of those types.

Right now it's tactical or go home.
Captain
Join Date: Jun 2012
Posts: 2,160
# 14
04-18-2013, 12:46 PM
Quote:
Originally Posted by telbasta7386 View Post
I find it pretty sad that RCS consoles work better on small ships than on large ships, which actually need them. Small ships are already manuverable enough, and dont need to equip RCS consoles, but the large ships which take a minute to turn around gain little to no benefit from those consoles.

Personally, I do use 3x +4 power to engine consoles on my atrox, as none of the other engineering consoles are really worthwhile. That extra 12 power, along with the +7.5 power I get from my jemhadar set and the extra power from my engineer skills means I run with all power levels pretty high most of the time.
Meh, my mirror Vo'Quv turns 360 degrees in about 34.3 seconds. Using 4 RCS consoles - all XI, 2 white, 1 blue, 1 purple. Not bad.
------------------------------------------------------------------------
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
And I don't pretend to understand them.
Lt. Commander
Join Date: Jul 2012
Posts: 211
# 15
04-18-2013, 02:55 PM
in PVE you don't need to turn around too much:

the +0.1 to the shield modifier
the better hull
and the 8th weapon slot are really good.

the only bad thing is that many FED Cruisers cannot equip cannons, but there is the Dreadnought, that is the PVE overlord.

i think cruisers are PVE ships, in PVP they can only support escorts
Captain
Join Date: Jun 2012
Posts: 1,671
# 16
04-18-2013, 03:07 PM
Quote:
Originally Posted by avengerkid1993 View Post
in PVE you don't need to turn around too much:

the +0.1 to the shield modifier
the better hull
and the 8th weapon slot are really good.

the only bad thing is that many FED Cruisers cannot equip cannons, but there is the Dreadnought, that is the PVE overlord.

i think cruisers are PVE ships, in PVP they can only support escorts
Much of an Escort's power is in its high-level Tac skills in addition to their DHCs (a fourth turret doesn't add a whole lot compared to Omega 3 and chained Cannon Rapid Fire). Heavy Destroyer types (Chel Grett, Veteran Destroyers, the JH HEC, etc.) come out ahead of the Dreadnought due to having similar levels of base toughness but more firepower. Some KDF Battlecruisers can make use of most of the Escort tricks while having more survivability than a Destroyer, though.
Captain
Join Date: Jun 2012
Posts: 635
# 17
04-19-2013, 10:06 AM
Quote:
Originally Posted by avengerkid1993 View Post
I think they should provide at least a +10/+12.
10-12 might be a bit much, but something in the range of 6-8 would definitely be an improvement.

We do need a reason to take something besides armor.

Quote:
Originally Posted by mikearoo View Post
You forgot the RCS console I slowly but surely took the things out of all my heavy ship builds, odyssey's , dreadnoughts, carriers, they're all gone.

not a console that boosts power levels, but arguably another irrelevant boost worthy engineering console.

About the only things that go in Engineering console slots now are either universals (zero point/assimilated etc) or Neutronium :p (occasionally some different armor, but yeah, armor is usually it)
The problem is how turn rate works. Everything is based off multiplying the ships base turn rate, so the ships that need the bonus the most get crap bonuses from ALL turn rate buffs. This affects more than just the consoles, it also affects engines and boff powers, so turn rates themselves need looked at. I do think it would be better to have an addative bonus rather than multiplicative, though (maybe have a stacking penalty with base turn and other buffs, though, so making an oddy that can actually turn doesn't cause the same equipment let an armitage out-turn a BoP).

Quote:
Originally Posted by dalnar83 View Post
That would be a nerf to escorts. And the overlords of Escort Online won't allow that.
Who puts RCS consoles on escorts? Even the slowest escort can easily keep dual cannons on target if you actually know how to fly your ship.



Quote:
Originally Posted by stumpfgobs View Post
Most eng consoles are quite useless or simply subpar.

Just look how easy it is to aquire the assimilated module and compare that to the effort required, usability and price of other consoles.

Looking at the prices of the very rare MK XII eng consoles is pretty indicative of how bad they are. Some of the other consoles in the science department suffer the same fate - with the exception of those that directly affect the shields.

My suggestion would be to increase the power of the power boosting consoles.

From

Field Emitter MK XII
+4 Shield Power

To

Field Emitter MK XII [ShdRS] [EPS] [SIF] [BT]
+6 Shield Power

And add modifiers like we have with weapons, deflectors and shields. Some of these modifiers could be restricted to certain consoles:

[ShdRS] +1% Shield Resistance (only on the Field Emitter)
[EPS] +5% Power Transfer Rate
[Turn] +0.5 Turn Rate (only on the Injector Assembly)
[SIF] +2 Structural Integrity
[BT] -1% Bleedthrough (only on the Field Emitter)
[Kin] +2% Kinetic Resistance
etc.


That would make them viable.
I don't really have an issue with science consoles. Their problem is that science abilites suck at the moment.

Affixes on consoles would be pretty awesome, though.
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