Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Ferengi toys
05-20-2012, 12:50 AM
If somebody has experiences with the lobi store ferengi toys, rapid fire missiles, rule62, tachyon mine please let me know. I don`t know they are overpriced ultimate weapons or overpriced collectables only.
Also I`m interested what is meet in high places".
Thank you.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-20-2012, 04:46 AM
I use the Ferengi Missile Launcher on my cruisers and it works rather well, mainly because of the 180 degrees firing arc. It allows me to fire torpedos while broadsiding, instead of having to turn to face my target (and thus losing my aft weapons). However, the damage per torpedo is rather low, making it unsuited as a finishing move. I did read something about the launcher triggering the doff abilities to thus recharge other torpedo's more rapidly but I haven't tested it.

The console seems useful to me as it is universal, thus allowing you to boost your weapons with a science or engineering console (as if it were an additional tactical slot) and while not as focused, the overall stat bonus is comperable to normal consoles.

I haven't used the mines yet, but I noticed they have a very short cooldown.

As for the 'meeting in high places', that' refers to the set bonusses. All the Ferengi's set bonusses are non-combat related and thus you won't need the entire set if that is your aim.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
05-21-2012, 10:41 AM
I have all 3 consoles.. on a Ferengi ship of course!

The torps are good for the 180 arc, as said above. And their cooldown is 2 secs, so pretty constant torp fire.

The console is nice for a little 11% mine/torp dmg boost, with boosting your EPS Flow like 46%

and I love the mines! They can strip shields in an instant. ( I use Beta spread on them to make a big net behind me of 10/12 ), plus a nice little debuff... -10% dmg resist per mine for energy weapons. Great for taking down a tac cubes shields, or a cruiser in PvP!

Wouldnt trade them in for anything!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
05-21-2012, 10:42 AM
Quote:
Originally Posted by thibash
I use the Ferengi Missile Launcher on my cruisers and it works rather well, mainly because of the 180 degrees firing arc. It allows me to fire torpedos while broadsiding, instead of having to turn to face my target (and thus losing my aft weapons). However, the damage per torpedo is rather low, making it unsuited as a finishing move. I did read something about the launcher triggering the doff abilities to thus recharge other torpedo's more rapidly but I haven't tested it.

The console seems useful to me as it is universal, thus allowing you to boost your weapons with a science or engineering console (as if it were an additional tactical slot) and while not as focused, the overall stat bonus is comperable to normal consoles.

I haven't used the mines yet, but I noticed they have a very short cooldown.

As for the 'meeting in high places', that' refers to the set bonusses. All the Ferengi's set bonusses are non-combat related and thus you won't need the entire set if that is your aim.
ironic, that someone with that signature has 2 of the 3 ferengi set... opening boxes are you? lol be true to yourself man!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
06-02-2012, 10:50 AM
Yeah, I guess you're right about that. The main difference is that I'm not spending any real money on them which I would have if they were more reasonable. But in essence, you're right and I am a hypocryt.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
06-03-2012, 09:13 PM
I have the Rapid Fire Missiles and love them. Their DPS is a bit below that of quantums so it's the 3rd highest DPSing torp in game imo.

For cruisers (which I captain) they are great. Firing missiles whilst broadsiding is great. And they fire every 2.5 seconds (2sec cooldown, 0.5sec to fire).

For escorts or high turning ships regular quantum or photons are a better choice. These are choice for their broadsiding ability and wide arc.

EDIT: Oh and they never seem to miss either, they have an innate +20% accuracy, but I can't say I've seen them miss yet. Not that I've been watching for it though.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
06-04-2012, 12:55 PM
I wouldn't call them ultimate weapons/consoles, but they are pretty nice.

I have a B'rel torpedo boat, so I went with the Rule 62 console for the added 11% damage boost. It's not a lot, but it helps.

Didn't go for the missiles, because my ship doesn't do DPS. It's all burst damage. So, the Rule 62 console made more sense.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
06-05-2012, 11:19 PM
The Ferengi Whip (15 lobi) is actually a pretty decent sidearm, and even works as a pseudo-melee weapon in close quarters. (I say "pseudo-melee" because it doesn't have an actual melee attack; you still have to fire it like an energy weapon in order to physically "whip" someone with it.) Probably a poor choice of weapon against the Borg, though.
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