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Join Date: Dec 2007
Posts: 148
# 131
01-11-2012, 09:23 PM
I agree, but I guess for me all I do is run STFs now, and "gearing up" for other PvE is pointless since the ship totally obliterates anything else with DPS anyways. So I put on the electroceramic console for plasma resistance.

What's the point of using the EPS transfer console? Is it worth using if you don't ever change power levels when you fight? I used to run one of those too but now I just run a neutronium, an electroceramic, and a monotanium (like you suggest- for the kinetic resistance). Guess I should break down and buy a field generator to replace the neutronium but they're so expensive on the exchange. Can you craft one or get one w/dilithium? Maybe that's a more sensible route. Except I'd probably rather pay 1mill EC than 20k dilithium.

BTW I have never seen a purple neutronium console. Do they not exist? I know the blue Mk XI is the same as the purple Mk X but was just curious as to why neutronium specifically doesn't have one.
Join Date: Dec 2007
Posts: 148
# 132
01-11-2012, 09:53 PM
Quote:
Originally Posted by Stormnnorm
I agree, but I guess for me all I do is run STFs now, and "gearing up" for other PvE is pointless since the ship totally obliterates anything else with DPS anyways. So I put on the electroceramic console for plasma resistance.

What's the point of using the EPS transfer console? Is it worth using if you don't ever change power levels when you fight? I used to run one of those too but now I just run a neutronium, an electroceramic, and a monotanium (like you suggest- for the kinetic resistance). Guess I should break down and buy a field generator to replace the neutronium but they're so expensive on the exchange. Can you craft one or get one w/dilithium? Maybe that's a more sensible route. Except I'd probably rather pay 1mill EC than 20k dilithium.

BTW I have never seen a purple neutronium console. Do they not exist? I know the blue Mk XI is the same as the purple Mk X but was just curious as to why neutronium specifically doesn't have one.
I can check to see if I can craft one. The Field Generator?

Edit:

I can create:

Field Generator (+35% Shield Capacity)
Shield emitter amplifier (+13% regeneration)
Field Emitter (+3.5 power)

Each of these cost 7 Uncommon unreplicatable materials (Which I do not have). These items can be obtained in Memory Alpha for 1,000 Dilithium each.

I have the rest of the materials necessary, and I can (and will) craft the items for you, at a price we can negotiate over, if you would like.
Join Date: Dec 2007
Posts: 148
# 133
01-11-2012, 11:11 PM
Quote:
Originally Posted by Stormnnorm
I agree, but I guess for me all I do is run STFs now, and "gearing up" for other PvE is pointless since the ship totally obliterates anything else with DPS anyways. So I put on the electroceramic console for plasma resistance.

What's the point of using the EPS transfer console? Is it worth using if you don't ever change power levels when you fight? I used to run one of those too but now I just run a neutronium, an electroceramic, and a monotanium (like you suggest- for the kinetic resistance). Guess I should break down and buy a field generator to replace the neutronium but they're so expensive on the exchange. Can you craft one or get one w/dilithium? Maybe that's a more sensible route. Except I'd probably rather pay 1mill EC than 20k dilithium.

BTW I have never seen a purple neutronium console. Do they not exist? I know the blue Mk XI is the same as the purple Mk X but was just curious as to why neutronium specifically doesn't have one.
I'm not really an expert on Engineering consoles, as for the EPS I'm almost always coming in/out of full impulse straight into a full alpha strike in STF's or anything really, so I keep it around. As to what else it still does, no idea.

As far as what does what for resistance and such, I'm sure there are other threads about that... Maybe someone who has done the homework more than I have.

I can tell you one thing for sure, I have noticed lately a difference when I run a Biofunction Monitor sci console and when I don't with my Escort. I don't die nearly as fast with one, and I can tell my crew is staying full while if I don't have it my crew gets killed by the Borg boarding parties and it seems as if my shields and everything else just drops much faster.
Quote:
Originally Posted by AviKerensky View Post
I can check to see if I can craft one. The Field Generator?

I can create:

Field Generator (+35% Shield Capacity)
Shield emitter amplifier (+13% regeneration)
Field Emitter (+3.5 power)

Each of these cost 7 Uncommon unreplicatable materials (Which I do not have). These items can be obtained in Memory Alpha for 1,000 Dilithium each.

I have the rest of the materials necessary, and I can (and will) craft the items for you, at a price we can negotiate over, if you would like.
Field Emitter isn't worth it, but the Amplifier and Generator are worth having around in your bank at the very least..
Join Date: Dec 2007
Posts: 148
# 134
01-12-2012, 11:05 AM
Would it be to a tactical captain’s advantage to replace my two prefire chambers(+18 all Energy effects cannon/turrets ) with two more (+26) antiproton mags?

It is always hard to see if certain tactical modifiers have any improved effect do to the lack and any type of rating information on your ships specifications.

Also has any one noticed that there is a 5 second delay when firing a torpedo spread even at optimum range? Could that be linked with using the space bar to “Fire All Weapons”?
Join Date: Dec 2007
Posts: 148
# 135
01-12-2012, 11:39 AM
Quote:
Originally Posted by ivoe1574 View Post
Would it be to a tactical captain’s advantage to replace my two prefire chambers(+18 all Energy effects cannon/turrets ) with two more (+26) antiproton mags?

It is always hard to see if certain tactical modifiers have any improved effect do to the lack and any type of rating information on your ships specifications.

Also has any one noticed that there is a 5 second delay when firing a torpedo spread even at optimum range? Could that be linked with using the space bar to “Fire All Weapons”?
Yes, replacing the 'All Energy Damage' consoles with '+Antiproton damage' consoles is a good idea.
Join Date: Dec 2007
Posts: 148
# 136
01-12-2012, 12:21 PM
Quote:
Originally Posted by AviKerensky View Post
Yes, replacing the 'All Energy Damage' consoles with '+Antiproton damage' consoles is a good idea.
Thanks

I know that sound like a no brainer question, but after hearing stories about how some Mk XI weapons actually have outperformed Mk XII weapons I don’t what to think.. So I did not want to take any chances..

Still it leaves me with question if certain tactical modifiers have any improved effect what with the lack and any type of rating information on your ships specifications.

I am basically looking for some concrete indication that says “Your damage output has now improved” After all we do get a indication when we add a EPS Flow Regulator, of course that improvement is being measured in a (%) rather the a (+ no#.)

In regards to the 5 second firing delay when using a torpedo spread I am at a loss of why that is happening. I know of course that you can’t fire any weapon when you are “hull to hull” but at a reasonable distance and no active cool downs you should be able to have an instant torpedo spread and not press the fire icon and have to count to 5.
Join Date: Dec 2007
Posts: 148
# 137
01-12-2012, 12:45 PM
Quote:
Originally Posted by ivoe1574 View Post
I am basically looking for some concrete indication that says “Your damage output has now improved” After all we do get a indication when we add a EPS Flow Regulator, of course that improvement is being measured in a (%) rather the a (+ no#.)
If you want concrete evidence, put one of your energy weapons on your hotbar. Put your mouse over it to see how much damage you are doing.

Then swap consoles and check again.
Join Date: Dec 2007
Posts: 148
# 138
01-12-2012, 12:58 PM
Quote:
Originally Posted by kostamojen View Post
If you want concrete evidence, put one of your energy weapons on your hotbar. Put your mouse over it to see how much damage you are doing.

Then swap consoles and check again.
thank you sir I will do that.
Join Date: Dec 2007
Posts: 148
# 139
01-12-2012, 03:37 PM
Quote:
Originally Posted by kostamojen View Post
If you want concrete evidence, put one of your energy weapons on your hotbar. Put your mouse over it to see how much damage you are doing.

Then swap consoles and check again.
I was going to suggest that, but as an added thought, go to the Exchange, and buy the lowest Mark of the consoles in question (Common, regular items), and do it that way.
Join Date: Dec 2007
Posts: 148
# 140
01-13-2012, 10:48 AM
I wanted to reinforce that the new "Best" shield in the game for STF's are the MACO shields.

Here is why:

Quote:
M.A.C.O. (Starfleet Elite)

SHIELD: Added 5% SHIELD resistance to all energy types (in addition to basic 5% bleedthru resist)
SHIELD: Replaced Plasma SHIELD resist with normal Plasma resist (works when shield is down)
SHIELD: Increased Plasma resist from 10% to 20%
SHIELD: Damage Trigger now stacks up to +10 Energy (max 5 stacks, 2 power each, once per second)
The Damage triggered energy spike DOES work now, and it DOES stack 5 times! Thats +10 power ALL power levels, thats huge.

Plus, the Plasma resist and ALL ENERGY Resist's are VERY high, PLUS the high shield cap of this shield for being a Resilient shield and the fact it is a Resilient shield means the Borg CAN'T get through your shields very easily!

I've been testing it out, and it is now the best shield by far for STF's without a doubt. MK XI OR MK XII if you are lucky.
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