Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Advice please! :)
04-05-2011, 06:49 AM
I'm currently levelling up a Tac character that I eventually plan to stick in an Excelsior Refit - primarily for PvP. I want to make a pure Antiproton beam boat, and Beam Overload everything to death (The tactical station is going to have Overload 1+3, and AP:B1).

A few questions though:

For the tactical consoles, would it matter if I used the +26 Beam Weapons instead of +26 Antiproton Weapons? Or doesn't it make a difference? As far as I'm aware it doesn't, but I could easily have missed something that proves one is more effective than the other. :p

I intend to have 3 Dual Beam banks up front, and the rest all Beam Arrays. I'm having a hard time though choosing the modifiers for the weapons. The emblem Beam Arrays have either [Acc] [CrtH] [Dmg] or [CrtD]x2 [Dmg] and the crafted variant [CrtH] [Dmg]x2. The question is, which one is recommended? At the moment I'm leaning towards the [Acc] [CrtH] [Dmg] one, simply because of the increased chance to hit and crit, along with slightly more sustained damage. But then again, I do miss out on much more severe crits compared to the other emblem array. Reason I ask is that I've never played as a Tac before, so am not sure which will work best with their abilities.

Thanks in advance for any advice!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
04-05-2011, 07:16 AM
If you run all beams then the consoles (as long as the boost beam) do not matter, I think. If you run several different types of weapons (ei: beams and Cannons) then you would want consoles that boost your weapon energy type (AP consoles)

As to weapon bonuses, the (acc) (crith) (dmg) tend to be the most sought after for the complete bonus to all three.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
04-05-2011, 03:45 PM
Tbo, I'm not a min/maxer so Idk.

But, there could be diminishing returns for using the same type of console. So, you may want to try 1 of each type and compare damage to 2 of the same.

Also, there could be diminishing returns on what the +# to attribute does. Skill levels (not to be confused with skill points) invested in Beams return a lower value than Skill levels invested in AP (+0.5 compared to +2 at level 9 if i remember right). The same level investment would mean the +# to Beam is lower than +# to AP. If there were diminishing returns on what the +# to attribute does then you'd want to boost Beam. To test this have zero SP invested in both and compare a +8 to +16 to +24. If the returns are linear or exponential even go with w/e is highest. If they're inverse log than go with the lowest.

Finally, +# Beam vs +# AP may have different returns. To test this have zero SP invested in both and swap out +26 or w/e bonus to each.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
04-05-2011, 03:48 PM
I'm pretty sure weapon consoles don't suffer from diminishing returns since they're not boosting by percentage, but rather by a static amount.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
04-05-2011, 03:53 PM
No diminishing returns on weapon consoles

I'd throw a tac team 1 instead of BO 1. No point in running 2 BO it's it's just going to kill your weapon power. Plus if you really wanted to, you can run Tact initiative.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
04-05-2011, 03:58 PM
Or you can preload your BO3.

Basically you activate BO3 before going into combat, and the ability will be ready to fire for 30 seconds. You wait until the last few seconds before the ability fades to fire off BO3 and the end result is you having another BO3 ready to be activated "quicker" than you otherwise would have.

Just remember to pop a weapon battery after shooting off the first BO3. Weapon power plays a lot towards how much overall damage you do.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
04-06-2011, 06:42 AM
Quote:
Originally Posted by Raketh
(The tactical station is going to have Overload 1+3, and AP:B1).
I would probably drop Overload one and pickup Tac Team instead. If will lessen the power drain on your weapons over time and plus Tac Team is just awesome right now. Beta is good, but IMO Delta is better. Its a lilttle trickier to work, but it gives the same debuff to the opponent while giving yourself (or friendly player as it is a shareable ability) a damage resist buff.

Quote:
Originally Posted by Raketh
For the tactical consoles, would it matter if I used the +26 Beam Weapons instead of +26 Antiproton Weapons? Or doesn't it make a difference? As far as I'm aware it doesn't, but I could easily have missed something that proves one is more effective than the other. :p
Makes no difference at all.....I do it myself.....saves a crap load of EC

Quote:
Originally Posted by Raketh
I intend to have 3 Dual Beam banks up front, and the rest all Beam Arrays.
Not a bad idea.....I tinkered with it for a while. However I found that keeping the DBB's in arc while paying attention to everything else to be an unneeded hassle. Plus if you are trying to keep your front arc on them, it made me feel like I was keeping the beam on the rear of my ship out of the mix. I find going for a 7 beam broadside with EpTW to be the best option. (8th weapon is a forward Tricobalt Torp)


Quote:
Originally Posted by Raketh
I'm having a hard time though choosing the modifiers for the weapons. The emblem Beam Arrays have either [Acc] [CrtH] [Dmg] or [CrtD]x2 [Dmg] and the crafted variant [CrtH] [Dmg]x2. The question is, which one is recommended? At the moment I'm leaning towards the [Acc] [CrtH] [Dmg] one, simply because of the increased chance to hit and crit, along with slightly more sustained damage. But then again, I do miss out on much more severe crits compared to the other emblem array. Reason I ask is that I've never played as a Tac before, so am not sure which will work best with their abilities.
Go for the Accuracy all the way. After a while you start building up bonus accuracy and when that fills up to its cap, it starts overflowing into you bonus crit chance and bonus crit severity. Al Rivera explained this a little more in detail on last weeks episode of STOked in a dev interview and math section.


Hope some of what I said helps!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
04-06-2011, 07:24 AM
I could be wrong but the best AP console gives a +24 whereas beam console give +26. Again I could be wrong. I know it was/is like that and that is/was the problem with the AP console.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
04-06-2011, 08:34 AM
Quote:
Originally Posted by Raketh
(The tactical station is going to have Overload 1+3, and AP:B1).
Quote:
I would probably drop Overload one and pickup Tac Team instead. If will lessen the power drain on your weapons over time and plus Tac Team is just awesome right now. Beta is good, but IMO Delta is better. Its a lilttle trickier to work, but it gives the same debuff to the opponent while giving yourself (or friendly player as it is a shareable ability) a damage resist buff.
Tac team is a must nowadays. So at lest having Tac team 1, beta 1 and BOv 3 would be best. Using DEM 3 or 2 is also a good damage boost for tac's in cruisers, especially when using AP-alpha and gdf as part of the combo.

Quote:
Originally Posted by Raketh
For the tactical consoles, would it matter if I used the +26 Beam Weapons instead of +26 Antiproton Weapons? Or doesn't it make a difference? As far as I'm aware it doesn't, but I could easily have missed something that proves one is more effective than the other.
Quote:
Makes no difference at all.....I do it myself.....saves a crap load of EC
if you use:
Beams= beam console
Cannon/turret= cannon console
Cannon and beams= energy type console
So in your case Joslin is right, save EC and go with Beam consoles.


Quote:
Originally Posted by Raketh
I intend to have 3 Dual Beam banks up front, and the rest all Beam Arrays.
Quote:
Not a bad idea.....I tinkered with it for a while. However I found that keeping the DBB's in arc while paying attention to everything else to be an unneeded hassle. Plus if you are trying to keep your front arc on them, it made me feel like I was keeping the beam on the rear of my ship out of the mix. I find going for a 7 beam broadside with EpTW to be the best option. (8th weapon is a forward Tricobalt Torp)
I tinkered with this too. Even with a Excelsior it is hard to keep some sci vessels or escorts in arc of DBB's. At most I ran 2 DBB and 6 BA's...it maximized broadsides and frontal firing and power drain. of course using +7 wep console and eps console as part of the build to keep power flow.

Quote:
Originally Posted by Raketh
I'm having a hard time though choosing the modifiers for the weapons. The emblem Beam Arrays have either [Acc] [CrtH] [Dmg] or [CrtD]x2 [Dmg] and the crafted variant [CrtH] [Dmg]x2. The question is, which one is recommended? At the moment I'm leaning towards the [Acc] [CrtH] [Dmg] one, simply because of the increased chance to hit and crit, along with slightly more sustained damage. But then again, I do miss out on much more severe crits compared to the other emblem array. Reason I ask is that I've never played as a Tac before, so am not sure which will work best with their abilities.
Quote:
Go for the Accuracy all the way. After a while you start building up bonus accuracy and when that fills up to its cap, it starts overflowing into you bonus crit chance and bonus crit severity. Al Rivera explained this a little more in detail on last weeks episode of STOked in a dev interview and math section.
The accy trait cancels your targets elusive trait....
with speed being near equal and turn rates near equal.....(i.e. cruiser to cruiser. sci to sci/cruiser, escort to sci/cruiser)
Everyone has a min 25% chance to hit...min hard cap AND a default 95% chance to hit when the above 2 points are met and maintained. So when you look at your attack stats on your ship you, might, see 25% to accuracy. So, with 95% + 25% you get 115%. Since 100% is max the +15% bleeds into Crit severity. Now you add the single weapon stats....[CritH, Acc, Dmg]= CritH is 2%, Acc is 10% and Dmg modifies the base damage in overall formula.
So, the +15% left over and Acc of weapon, each weapon is value added individually not as a group, +10% equals +25%....this 25% now becomes CritD or crit severity (modifies how hard a crit hit damages). I have 84.2% crit severity....add in 25% from accuracy-weapon gives me 109.2%. This is not accounting for AP-Alpha 3 either as this would add 40% more crit severity (CritD) to the value, thus being 149%.
This is as far as i have tested...without a true damage parser, so i do not know if the CritD ever converts into CritH....but i Think it does not. It would make sense to keep CritH low so you don't run around critting everyone so easily.
So with my tac, consoles weapons and skills: CritH= 11.4%, CritD= 149.2% & Accy= 100%.

So answering your question and backing up Joslin...acc weps will make sure you hit and hit often. CritH will make sure you crit more, especially when you use rapid fire abilities. CritD will just make your crits hurt more than normal and dmg just raises the base damage of the weapon.
Some will swear by Accx2 as they never miss...or that CritHx2 makes them ROFLstomp the target. I would agree with them as i use them, but they are very expensive to get.....so i would use the acc-crith-dmg ones as the most value for the buck.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
04-06-2011, 08:36 AM
Quote:
Originally Posted by Captain Data
I could be wrong but the best AP console gives a +24 whereas beam console give +26. Again I could be wrong. I know it was/is like that and that is/was the problem with the AP console.
The AP console is wierd. There is no MkXI blue only Mk X and XI and MK XII uncommon-greens.
Mk X= 22
Mk XI= 24
Mk XII= 26
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