Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
03-15-2012, 07:27 PM
Quote:
Originally Posted by Sdspecter View Post
Ok, so I already intend to buy the set of Oddys. So, my questions are as follows how powerful is the stacking effect of the set, and second, can you piggyback the pets, ie... Saucer Sep and as soon as it is dead, launch the escort? Or does it completely disable it, or put it on the same cool down?????. Separate, launch bees, launch escort on saucer death = fed carrier... Now, which Oddy build to equip on? Since the consoles are universal, does it matter?
That will work. Thou I let the escort out 1st. Despite what was said here, it can and will hit the targets.

I am doing this on the Tac Oddy.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
03-15-2012, 07:46 PM
Depends how many additional conoles of each type you want? 5 Engineer consoles?... 5x RCS might counter some of its typically poor Fed turn rate lol
I'd be tempted to stay in the Tacitcal Odyssey with its 3rd Tac colsole, while still utilising the aditional new Ody consoles.
However, buying singularly; the general consensus amongst the player base is that Tac is worst one to buy.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
03-15-2012, 08:45 PM
i was really considering buying the tac version but now i'm wondering if thats the best thing to do.

also, i read that if you have all 3 consoles you get a boost to the turn rate. how is it?

if it's actually a decent boost, like 2-3 then i'd spend the money to get the whole set. if not, then i'll probably just stick with one so i actually enjoy using my odyssey again. still tempted for the tac version though. i like that extra tac console and the escort seems nice.

aye. need a test drive system.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
03-16-2012, 07:35 AM
I went with the Operations/eng ship and fit all odyssey consoles in the engineering slots. I'm also flying as an engineer though. Still it made more sense to me to use the eng slots since that still leaves me a mission-specific energy resist and a kinetic resist, and I can then put all my usual universals everywhere else.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
03-17-2012, 08:46 AM
Quote:
Originally Posted by Tick0
After respeccing for my Sci Oddy, I managed to get the Worker Bees to heal ~400 hit points each second. From all four bees, that's ~16,000 hit points over 10 seconds!
Considering the bee's only heal one per 10 seconds, or are supposed to be and might be bugged I don't think its so bad...people are really acting like one warps into a zone, targets baddy, and bam has a 33% damage boost.

Lets be honest and take infected for a example...how often but the gate and the end cube last longer than a minute?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
03-17-2012, 09:06 AM
To me, work bee are fantastic.

On my tac Odyssey, they heal 341 per pulse. And they can send to repair another ship or even the Kang (ok, my work bee pass great part or their times with it).

Really It was of more useful thing that they can give us. with 48 seconds of cooldown... They are perfects.


Thanks to everybody for the fun, sorry for my bad english.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
03-17-2012, 09:28 AM
Quote:
Originally Posted by Timberjac View Post
To me, work bee are fantastic.

On my tac Odyssey, they heal 341 per pulse. And they can send to repair another ship or even the Kang (ok, my work bee pass great part or their times with it).

Really It was of more useful thing that they can give us. with 48 seconds of cooldown... They are perfects.


Thanks to everybody for the fun, sorry for my bad english.
You know ... I thought the little guys were always working as long as they were out there but if I'm engaged in combat, I don't see them doing anything.

Step outside combat ... zap zap zap with the healing power.
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