Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Console Choices In PVP?
07-04-2011, 07:18 AM
I'm not asking for top secret build information, but I'm curious to know what everyone thinks is the most important console of each type (Eng, Sci, Tac) and if they have a preference for something else depending on if they fly a different ship or are looking for something more fun.

Engineering: I use an EPS Flow Regulator on everything I fly. I rely too heavily on swapping power levels, as quickly as possible, to go without. Plus I'm too impatient when dropping out of full impulse. I do feel like an RSC Accelerator is a lot of fun on smaller ships (I like it on my Defiant and Raptor).

Science: I use the Assimilated Module in a Sci slot on just about anything I fly, but barring the universal console I tend to stick with an Induction Stabilizer to boost my Deflector Field. On my new Sci/Sci though I'm still not set on anything in particular. I really need to fly this thing more to get a better feel for it.

Tactical: Generally, I stick with whatever boosts the energy weapons I'm using, so Fed side I use Phaser Relays and Klink side I use Disruptor Induction Coils. I like using the energy specific consoles because I don't typically mix energy types, but I do use a mix of beams and cannons. The Warhead Yield Chamber has been kind of fun to use when I want to try play with Tricobalts a little more.

So what do you guys think is the most important to have equipped? What's the most fun? Is there anything you use effectively that others might think is way out there? What would you like to see added or changed?

I do wish the Aegis set had a craftable analogue to the Assimilated Module.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
07-04-2011, 09:34 AM
Engineering Shield Capacity. I'm a slugger, so I need every point of shields I can get. I eat enough of the varying battery types to spike my power levels so I don't think too much about them.

Most of my other ships also equip the Shield power console. Boosting static resistance and regen is pretty handy. I don't like RCS too much (yet I have 2 on my vorcha... for maximum turn and burn). These two I think are on every ship I fly.

Science Assimilated Module followed up by whatever my highest level sci power type is. Most of the time this is an Induction stabilizer (or pair in the case of my AEs) Borg Procs For The Win.

Tactical if I only have 3 tac slots to work with it's all energy consoles. If I have a 4th I use my 4th for a warhead chamber. (the better to crit with of course)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
07-04-2011, 10:27 AM
SIF Generators should not be underestimated...

My Human-Cruiser has 44% in-combat hull regeneration with 3 of them. Roughly 3% per 6s of hull natural heal in combat, outside combat it takes like < 10s to get full from almost destroyed. It also boosts engineering team.

With those 3 consoles my engineering team III is 14k heal.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
07-04-2011, 10:34 AM
I'll start off by saying this: I HATE the Field Generator Mk XI (+35% shield cap) with an undying passion. Instead of giving us a fun new console, what actually happened is that everyone effectively has one less Engineering console. Instead of a "quick fix" for inadequate balance between shield types, this stripped away a Console and become a more or less necessity.

And now for the rest of my build, heh.

Engineering: Field Generator Mk XI, Booster Modulator (allows me to run at 114 Weapons Power and 95 Aux, across all my Scis)

Tac: Whatever boosts my Energy type

Sci: Borg console, 3 of whatever my Commander level skill is.

Nothing too wild and crazy from me
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
07-04-2011, 12:17 PM
I generally have the usual...field generator and EPS, and on my fleet escort I also have an engine power console so I can keep up with the Defiants. I also have a halon console on everything, and the borg console on everything.

My science ship is the exception, because I fly it like a dive bomber. I only use 2 of the TOS blue phaser arrays, and fly with about 30 weapon power. All my power is in aux and shields, so I don't even use an EPS on it...but I do use 2 warhead yield chamber as it boosts my tricobalt and peng.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
07-04-2011, 12:53 PM
For me.. it varries ship to ship..

On tactical type ships, or ships that I'll be doing alot of damage on, THe Tactical consoles are going to be either my main damage (Cruisers and beams) or my Spike Damage (Escort/BoP with Torps and Cannons or Cannons and Beams)

If it's a science class ship I'll be less focused on Tacical damage and more focused on Science and Hull..

And on an Engineer class ship I'm more worried about Defense and hull resists.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
07-04-2011, 12:55 PM
Quote:
Originally Posted by mvs5191 View Post
I'll start off by saying this: I HATE the Field Generator Mk XI (+35% shield cap) with an undying passion. Instead of giving us a fun new console, what actually happened is that everyone effectively has one less Engineering console. Instead of a "quick fix" for inadequate balance between shield types, this stripped away a Console and become a more or less necessity.
I dont like this for the same reason, sence shieldhealing is king atm not having it is pretty stupid.



Shield console Neutronium armor, 4x astrometrics consoles, 2 torpedo consoles for my science.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
07-04-2011, 01:00 PM
Quote:
Originally Posted by mvs5191 View Post
I'll start off by saying this: I HATE the Field Generator Mk XI (+35% shield cap) with an undying passion. Instead of giving us a fun new console, what actually happened is that everyone effectively has one less Engineering console. Instead of a "quick fix" for inadequate balance between shield types, this stripped away a Console and become a more or less necessity.
Totally agree. Just give everyone a +35 % shield point boost and change that console in one of those +7 shield power consoles or something like that. (maybe with the "prototype" tag so people can get rid of it for Latinum, like they did for the ex-grandfathered science consoles.

Engineering:
EPS Flow Regulator + Field Generator are usually in the mix. Most ships I fly can't even carry more, but if they can, I often pick an energy booster. I might try the Hull Repair console, though.

Science Console:
What ever boosts either Hazard Emitters or Transfer Shield Strength on most ships, plus the Borg Console.

Tactical Console:
Usually the energy type I am using, sometimes torpedoes (for my Science Shield Drain Tri-Cobalt Bomber).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
07-05-2011, 09:26 AM
Sounds like I'm not doing anything radically different to the rest of you.

Tactical: Boosters for whatever energy weapon I'm using.

Engineering: The obligatory +35% shield booster (I thought the general view was that if something becomes obligatory it is overpowered, sums this device up I think). Plus an EPS console for when I switch power settings. Then if I have space a SIF generator (think thats the one that boosts ET / MW) if I'm flying a cruiser.

Science: The Borg universal console and then a Halon for HE boost and if I've got room, the one that boosts transfer shield strength.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
07-05-2011, 01:38 PM
in my recon i use-
eng- +35% shield thingy, and a eps flow.
sci- borg thingy, and 3 astrometric
tact-1 tansphasics, 1 phaser, 1 auto defense turret.

in my nebula i use-
eng- sif, radiometric converter, +35% shield
sci- 3 delfector field
tact- 1 +torp 1 auto defense.


those are my primary ships. feel free to ask questions
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