Lt. Commander
Join Date: Dec 2007
Posts: 120
# 191
01-20-2012, 11:31 PM
Biofunction is definitely crucial, with it i rarely see my crew drop below 50 even during tough battles when my shields are going down. I've also definitely noticed that it does help my hull rate. As for TT1 it is a godsend. It will regen a shield facing (usually my forward one) almost instantly. The redistribute shielding is too slow and has a slight cool down. This can make all the difference in battle.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 192
01-20-2012, 11:33 PM
One thing to remember about the different builds is movement. You get a defense bonus when you move. The faster you move, the bigger the bonus. At full combat speed, my MVAE gains a +70% defense bonus. That's rather significant.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 193
01-20-2012, 11:55 PM
Quote:
Originally Posted by loyaltrekie View Post
If you're getting that low on crew your already in trouble that it's not going to matter much.
The Biofunction pretty much keeps you from loosing your crew on an Escort when combined with skills like tac team that clean out boarding parties.

The relevancy of the Crew is still questionable of course, but there is for sure a difference between having ZERO crew and a full compliment in terms of survivability.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 194
01-21-2012, 09:43 AM
Quote:
Originally Posted by kostamojen View Post
Fleet Escort
Tactical Consoles: 3x of the Energy Weapon type you are using (Ex. Phaser Relay, Plasma Infuser, etc.), 1x Zero Point Quantum Chamber

Hi, I'm a fairly new player to the game - although I've played a lot of MMOs with the ultimate goal of playing at Endgame, whatever that might be. This thread has been an excellent source of information.

I'm not yet running STFs on elite, but I've begun a process of gearing my ship for this purpose.

I'm currently using 3x AP Mag Regulators with 3x Crafted MK XI AP DHCs & 3x Crafted MK XI AP Turrets.


However I wonder if this is actually worth it, due to diminishing returns.

Is there enough benefit from the third tactical console to justify its presence in the load out?

Or is the diminishing returns on the third AP mag console strong enough that a second Zero Point Chamber would become a better option?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 195
01-21-2012, 10:24 AM
Quote:
Originally Posted by AviKerensky View Post
The 'manual' redistribution is a lot slower than Tac Team, (Although it works, don't get me wrong, Even with Tac Team, I still redistribute regularly). Also, Tac Team reinforces the shield taking damage, as opposed to lowering the full one to make the others better.
well the key bind isnt really "manual" distribution. everytime i fire my weapons, my shields are redistributed, so rather than hitting arrow keys all the time based on which shield is getting hit most, my shields are always evenly distributed.


Quote:
Originally Posted by loyaltrekie View Post
I couldn't agree any less with these two statements. If you're getting that low on crew your already in trouble that it's not going to matter much. As for TT; always running with one up greatly increases survivability(due to the extremely fast regen rate and automation) and provides a pretty decent boost to DPS without having to do much(since you can bind TT to your main key). If you honestly think TT is nothing good but cleaning boarding parties then you are way off base mate.
quick question- do you fly a defiant? if not, then its understandable you wouldnt think how the biofunction monitor helps. defiants have ONLY 50 crew, so you are handicapped from the start. if a cruiser or MVAM or fleet escort or intrepid were down to 50 crew, i could see it being too late. but thats the STARTING crew number for the defiant. every other ship has at least 150 (fleet escort) or higher, so the need for a biofunction monitor is less than it is on the defiant. with 50 crew, outside of keeping your shields up, your top priority is to keep your crew alive and regen the ones that arent- that way when your shields inevitably go down, your crew can work to repair the subsequent hull damage faster. less crew = slower damage repair. thats a known fact.

as for TT, you may think im way off base, but that is your own opinion. as i said before, i dont see much of a difference. im sure the difference is there in the numbers, but when im flying around destroying cubes, i dont look at numbers- i go off of what my eyes tell me. sure, it helps- but when i can destroy a probe in 2 seconds as opposed to 1.5 seconds, does that half of a second really make much of a difference? in the long run, sure it helps with DPS- but so do weapons batteries.

and, as ive said before, its a personal preference of mine. i use ST because for my build it works better for me than does TSS. and because i use ST, im not going to run 2 copies of TT. too many cooldowns in the way. on top of that, my build is geared towards doing 1 thing, and doing that 1 thing extremely well- killing 1 single target at a time. with BO 3/1, CRF 2/1, APB 1 and APO 3 along with THY 1 and, when its up, TT1, i can kill just about anything before i need to worry about my shields and such. you can argue tactics with my on STF as much as you want and how in your eyes im probably doing it all wrong, but in all honesty, thats your opinion. within my fleet premades and in the pugs i do, no one else *****es that im not using the "perfect build" because i get it done, and i get it done extremely well. and in the end, thats all that matters.

edit: just looked at numbers for TSS 2/ST 2. TSS 2 with my normal aux power ( 41/25) i get 601/facing shield + 171/facing for 15 seconds. over the life (along with EPtS 2 up concurrently) equals 5052 to each shield facing- the problem is that before the 171 over 15 seconds is added it only gives 2487/facing once. ST 2 on the other hand, gives 4714/facing one time up front. the other difference is, obviously, the 11% reduction to shield damage for 15 seconds with TSS 2. added to the 24% reduction with EPtS 2, its a nice reduction in shield damage. my only question is it worth it in the long run- whats to say that over those 15 seconds im supposed to get more shield strength from TSS 2 i dont get pounded down by a cube/sphere? that then renders the restore and damage reduction over time to be a moot point because youll be dead. for me, at least, id rather take the huge chunk of shield repair up front with a slightly smaller damage reduction in order to survive long enough to bug out and get fully repaired.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 196
01-21-2012, 12:26 PM
Quote:
Originally Posted by USS_Ultimatum
Hi, I'm a fairly new player to the game - although I've played a lot of MMOs with the ultimate goal of playing at Endgame, whatever that might be. This thread has been an excellent source of information.

I'm not yet running STFs on elite, but I've begun a process of gearing my ship for this purpose.

I'm currently using 3x AP Mag Regulators with 3x Crafted MK XI AP DHCs & 3x Crafted MK XI AP Turrets.

However I wonder if this is actually worth it, due to diminishing returns.

Is there enough benefit from the third tactical console to justify its presence in the load out?

Or is the diminishing returns on the third AP mag console strong enough that a second Zero Point Chamber would become a better option?
If you were running two forward torpedo launchers, I'd say to run two Zero Point chambers.

But considering how infrequently torpedoes fire, and how frequently the cannons are firing, even a small gain is worth it for the cannons.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 197
01-21-2012, 09:58 PM
I hate to break the news, but if you are running a Defiant, you are there to do DPS. Biofunction monitors ONLY help with hull repair rate, something that a) your science officer/engineer officer teammates should be watching over and b) should never ever ever take a slot over your cloak/assimilated console.

50 crew, or 0 crew, your hull repair rate is negligible, and really if you are losing hull, toss yourself a HE.
Biofunction = the worse console for defiant. Period.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 198
01-21-2012, 10:18 PM
Quote:
Originally Posted by Fairchilde
I hate to break the news, but if you are running a Defiant, you are there to do DPS. Biofunction monitors ONLY help with hull repair rate, something that a) your science officer/engineer officer teammates should be watching over and b) should never ever ever take a slot over your cloak/assimilated console.

50 crew, or 0 crew, your hull repair rate is negligible, and really if you are losing hull, toss yourself a HE.
Biofunction = the worse console for defiant. Period.
I'm in this field as well. Maybe I'm missing something about crew, but many people only care about the hull regen rate of the system. In a defiant, in a group situation, your hull repair should be coming /mainly/ from someone else. If you're really relying on that repair from your crew then your in much deeper trouble then bio is going to help you, imho.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 199
01-22-2012, 09:02 AM
Quote:
Originally Posted by loyaltrekie View Post
I'm in this field as well. Maybe I'm missing something about crew, but many people only care about the hull regen rate of the system. In a defiant, in a group situation, your hull repair should be coming /mainly/ from someone else. If you're really relying on that repair from your crew then your in much deeper trouble then bio is going to help you, imho.
I've never gotten a heal from a teammate ever in an elite STF. And there is a difference without bio-function monitor and without especially in a Defiant. With i never lose a single crew member and my hull is more robust. Without i can drop to almost no crew and my hull is more squishy. That's just how it feels when i'm playing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 200
01-22-2012, 12:06 PM
Your hull is more robust? Dude, all crew does is increase your natural hull repair rate. How you feel != how something actually works.
Worst console for a defiant, period. Don't proliferate the idea further please.
If you want a DPS setup, Throw some monotanium alloy in your eng slots (which, actually WILL make your hull more "robust"), put your assimilate console + cloak in your sci slots, and 4x your weapon type in tac consoles.
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