Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
05-21-2012, 07:24 PM
Thanks for the info, really helped. What do you mean by field generators? I understand the rest but a bit confused regarding them
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
05-21-2012, 08:30 PM
Quote:
Originally Posted by hypochondriacs
Thanks for the info, really helped. What do you mean by field generators? I understand the rest but a bit confused regarding them
http://www.stowiki.org/Console_-_Sci...ield_Generator
Lt. Commander
Join Date: Dec 2007
Posts: 120
In my last thread, some people recommended multiple use of the same consoles for added bonuses to my tactical stats. But now I'm confused about the use of these extra consoles - if I have phaser consoles in tactical and, say, they're blue XI versions, if you add a tactical cannon or beam booster to that, does the added console scale higher or lower than another of the blue XI phaser boosters? And do the phaser boosters apply to phaser cannons?

Back in the olden days (I know, I know) each of these things did something specific but now I have no idea what's changing and what's not. If I were to go by the read-out you get when you mouse over the weapons in sector space it looks like dual phaser banks do as much damage as dual heavy cannons and that shouldn't be right at all, should it?

Oh, and another thing...so I saved up 350,000 dilithium so I could get 1200 Cpoints and buy the Sao Paolo tactical escort only to find out that the Sao Paolo isn't a tactical escort in the same way that the Defiant is a tactical escort so the cloaking device doesn't work on the Sao Paolo. Just FYI if anyone else was going to try and have a cloaking Sao Paolo.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
05-22-2012, 12:39 PM
Quote:
Originally Posted by nixboox View Post
Oh, and another thing...so I saved up 350,000 dilithium so I could get 1200 Cpoints and buy the Sao Paolo tactical escort only to find out that the Sao Paolo isn't a tactical escort in the same way that the Defiant is a tactical escort so the cloaking device doesn't work on the Sao Paolo. Just FYI if anyone else was going to try and have a cloaking Sao Paolo.
Off topic - It does unlock the Sao Paolo skins for the T5 ship, and you can move the quad cannon to the Defiant
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
05-22-2012, 01:58 PM
Quote:
Originally Posted by hypochondriacs
Thanks for the info. I wish Cryptic would provide us with more info
BWAHAHAHAHAHAHAHAHA!!!! HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!!!!!!!! !


*Breathes*


BWAHAHAHAHAHAAAAAAAAHAHAHAAHAHAHAH!!!!

This is a game that forces one to go to a THIRD PARTY WIKI to get most conclusive info, ffs.

But I agree.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
05-22-2012, 02:02 PM
You can test stuff for yoru self to see if the "dimishing" returns are worth it for you.

Be in space but not sector space. IE Earth orbit for example or a deep space encounter

Hover your cursor over the weapon in the toolbar and that will tell you your actual DPS. Add or remove consoles and you will see how the DPS changes in the hover tooltip.

Its been for ever since Ive had to do it but I think other things aside from weapons are listed in the P menu in the ship stats. I know hull repair is there,
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
05-22-2012, 02:04 PM
The EPS stacks 1+1.

200% +80% = 280

280+80 = 360, etc etc.

No diminishing returns :]
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
05-22-2012, 04:54 PM
Quote:
Originally Posted by playhard88
Field Generators Stack 1+1
Tactical Consoles Stack 1+1
Eng resistence consoles stack 1+0.5+0.25

The rest of the consoles (EPS, RCS, Flow Capacitor, etc) don't know how they stack, but is very easy to find out, but usally there is no reason for stack more than one of those
The resistance consoles dont' diminish of themselves. That's the whole point of the formula linked earlier in the thread - they don't need to.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
05-25-2012, 08:46 PM
Quote:
Originally Posted by playhard88
Field Generators Stack 1+1
Tactical Consoles Stack 1+1
Eng resistence consoles stack 1+0.5+0.25

The rest of the consoles (EPS, RCS, Flow Capacitor, etc) don't know how they stack, but is very easy to find out, but usally there is no reason for stack more than one of those
I'm coming late to the party. But Armor consoles stack 1+1. The Diminishing returns is built into the damage resistance formula that Crypt uses. The formula is based upon to total amount of armor points that you have from consoles, traits, skills and buffs on your ship.

And just to prove a point. If End resistance consoles stack 1+ 0.5 + 0.25, how do or the UI determine which consoles is 1, which is 0.5 and which is 0.25, etc.?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20 Console Stacking
06-18-2012, 07:16 AM
I have asked before, but never got a definite answer from a GM.

What consoles stack? How can I tell? When I apply a console I do not see my ships stats change anywhere. This should be addressed in a future update. When you apply equipment you should see the effect on your stats somewhere.

I have a Escort with photon torps and tetryon cannons and is designed to run with a friend who has a Cruiser that is a torp boat cruiser.

I have stacked two Field Emitters in my OPS Consoles Section (+Shield Settings)
I have one Field Gen, one Shield Emit in my SCI Consoles Section (+Regen, + Cap)
And I stacked two Tetryon Pulse Generators, and two Photon Detonation Assemblies (+ Weap Dmg) in my TAC Consoles Section

I assume at least the TAC Consoles stack, it would be dumb otherwise, but what about my Field Emitters?
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