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Captain
Join Date: Jul 2012
Posts: 813
I suppose this could be for any ship or faction, but it seems to me that things like. SIF Generators and Field emitters are a waste of time.

What is the general consensus out there regarding these consoles. Cant all be just armour and more armour.

Thanks.
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Lt. Commander
Join Date: Jul 2012
Posts: 176
# 2
09-05-2012, 08:49 AM
Quote:
Originally Posted by rustiswordz View Post
I suppose this could be for any ship or faction, but it seems to me that things like. SIF Generators and Field emitters are a waste of time.

What is the general consensus out there regarding these consoles. Cant all be just armour and more armour.

Thanks.
It's a matter of opinion. Mostly you're picking up on the unbalanced nature of consoles in STO.

With a MK xi purple SIF generator you'll see a 10% bonus in the value of your hull heals, 10% of the base value that is(20/99*50% maxed out skill bonus=10%). Not small but hardly worth getting excited over in my eyes and in terms of "free" skill points it has nothing on the +4 to power levels that an equivalent MK XI purple field emitter will give you, even if the +10% heals is probably worth more.

Tactical console really bust the bell curve of "free" skill points, a maxed out weapons skill gives 26% damage bonus. That's a mk xi rare Tac console and everyone has at least two of those or better on their ship. A mk xi SIF generator would have to increase hull heals by 50%(base) to match the amount of "free" points for an equivalent skill level. Tac console's are probably better compared to the energy weapons skill but that just lowers the maximum bonus from skills to 20% and makes the number of skill points that are provided by the console higher.

Check out this link and you'll get a feel for how unbalanced the consoles in this game are.
http://home.comcast.net/~amicus/Skil...%20Effects.htm

Edit: armor's can also be translated as large chunks of free skill points. The diminishing returns they provide just makes it seem less drastic. The Field generators everyone packs into their sci slots are VERY balanced in comparison. The corresponding skill is teir 2 and maxes out at 30% bonus shield thickness, the MK xii purple console(+20%) is a 66% bonus to that skill and has diminishing returns.

Last edited by razellis; 09-05-2012 at 08:57 AM.
Career Officer
Join Date: Jun 2012
Posts: 1,394
# 3
09-06-2012, 07:10 AM
Quote:
Originally Posted by rustiswordz View Post
I suppose this could be for any ship or faction, but it seems to me that things like. SIF Generators and Field emitters are a waste of time.

What is the general consensus out there regarding these consoles. Cant all be just armour and more armour.

Thanks.
The engineering ones are worth it after two armor consoles. Once you have two neutronium in, the damage reduction of the third console will be much less than the repair value of the sif. Also the console has an effect on say hazards and engineering team. So if you are using both of those you need to consider that.

Emitters also benefit multiple abilities. So you can almost always drop any kind of static shield boost and go for heal abilities. Simply because if your shields don't drop, ten points is as good as ten thousand. Tac team is a great way to make sure your shields don't drop. TT gives one shield facing the power of 4 shield facings for its duration. This is greater then what the one console gives overall.

The heal consoles always make your abilities more valuable when used on team members. Without a doubt.

So. What do? Well first no matter what your shield value is, if you can't out heal incoming damage you will be destroyed. So the first thing you need to figure out is will you EVER be able to do so? Can you stay in action long enough to destroy your opponent? Under the same amount of incoming damage what keeps you alive longer?

Once you've figured out how to survive burst damage as it occurs in PVP (tac team says hi) you can see where the healing abilities outperform the static boost.


Armor does matter. Type of shield does matter. Other pieces of ship equipment can boost these abilities. How willing you are to change consoles and specialize for each mission, does matter.

Cheers happy flying!
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Ensign
Join Date: Jun 2012
Posts: 19
# 4
09-07-2012, 09:03 PM
Actually, the actual DPS boost from a 26% tac console is closer to 8% for the first and 6.5% for the fourth ...
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Lieutenant
Join Date: Aug 2012
Posts: 81
# 5
09-07-2012, 09:23 PM
Uhhh... Neutronium doesn't stack. At least not on any of my ships. Must be a KDF thing.

Engineering: Amror, Alloy, Plating. Try to get one of each type so you tailor your defense to your opponent (Borg Plasma, Romulans use Plasma/Disruptors, Klinks Disruptors/Photons, etc...).

SIF? I've never needed it with the Engineering Team BOff skill

Science: The most useful for ship longevity are the Field Generator [Cap] and Shield Emitter Amplifier [Reg].

The rest get weird as they add modifiers to various Science BOff skills. If running a Science Ship,Tailor these according to what your Science BOff's can do (see the STOwiki section on Science Consoles). Or better yet, train your science officers in skills modified by one or two of these.

Tactical. Wonderfully straight-forward in their wording. They do what they say. For weird, hybrid weapons (Spiral Wave Disrupters, Hargh'peng Torpedoes, Phased Tetryon...) check the STOwiki for what mods them. Usually only a general weapons console and specialty console effect them.

Last edited by venarra; 09-07-2012 at 09:44 PM.
Captain
Join Date: Jun 2012
Posts: 1,095
# 6
09-08-2012, 08:02 AM
Quote:
Originally Posted by venarra View Post
Uhhh... Neutronium doesn't stack. At least not on any of my ships. Must be a KDF thing.
It stacks on both of my Fed characters... I'll check the numbers to be sure, but they were stacking last I checked and the fall-off of resistances for my either of my ships should be noticeable should the stacking have been broken.

Edit: just checked, still working. On ground/sector space it's a perfectly even stack, in space combat the effects of a second console does less than the first with all my skills applied, but it still gives a boost.

Last edited by tom61sto; 09-08-2012 at 08:57 AM.
Empire Veteran
Join Date: Jun 2012
Posts: 306
# 7
09-09-2012, 12:11 AM
Quote:
Originally Posted by tom61sto View Post
It stacks on both of my Fed characters... I'll check the numbers to be sure, but they were stacking last I checked and the fall-off of resistances for my either of my ships should be noticeable should the stacking have been broken.

Edit: just checked, still working. On ground/sector space it's a perfectly even stack, in space combat the effects of a second console does less than the first with all my skills applied, but it still gives a boost.
This.

Two Neutroniums and a Plating of choice give me a 40% +/- resists against two energy types and 25% +/- resists against everything else. Drop in a Monotanium on top of those and that's 40% kinetic resist, too.

I usually have an Eng console "free" on my KDF Engineer and I'll drop a SIF console there when doing some team missions (STFs or fleet events) for throwing stronger heals on teammates. The power boosting consoles (weapon/shield/engine/aux) got nerfed hard months ago and are pretty worthless now.

Basically, if you use consoles that buff the stuff you use a lot then you should be okay. At Fed VA/KDF LG you should be using at least 1 Neutronium console, the Field Generator console, the Borg console, and whatever Tac consoles boosts your energy/torp type. I consider those "must-use". Everything else depends on your play style.
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Captain
Join Date: Jun 2012
Posts: 887
# 8
09-10-2012, 09:10 AM
Quote:
Originally Posted by rustiswordz View Post
I suppose this could be for any ship or faction, but it seems to me that things like. SIF Generators and Field emitters are a waste of time.

What is the general consensus out there regarding these consoles. Cant all be just armour and more armour.

Thanks.

Engineering consoles are pretty badly done for since they accidentally nerfed the power boosting consoles (seriously, who is going to waste a console slot on something that'll only boost power by 3.5) and moved the field generators to science.

Pretty much the only worthwhile consoles to use are armor consoles, EPS consoles *if* you use beam overload and maybe RCS. For most purposes though, only the armor console is any use and since it has diminishing returns that leaves a slot or two for universal consoles.
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