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Starfleet Veteran
Join Date: Jun 2012
Posts: 12
Can anyone help me figure out what is the best armor configuration for a Tac capt. I currently fly either an Assualt Cruiser Refit, Heavy Escort Carrier, and a Vesta class vessel.

Thanks.
Captain
Join Date: Jun 2012
Posts: 3,026
# 2
01-23-2013, 05:00 PM
Honestly don't worry TOO much about armor consoles. Personally I just throw on a pair of Neutronium 11 consoles for +35 to everything (including kinetic, since no other armor but monotanium procects against it, and torpedoes are the main NPC kill shots), and call it good. Overdoing it doesn't accomplish much. One it has diminishing returns, and more than 2-3 consoles is just wasteful and better spent elsewhere. Two, it only protects against hull hits, and ideally you don't want anything touching your hull to begin with. Put more emphasis on ensuring your shields are always up, and then all you have to worry about is bleedthrough and plasma fires.
Captain
Join Date: Jul 2012
Posts: 658
# 3
01-23-2013, 06:49 PM
Armor depends a LOT more on ship type than on captain type. On my Vesta, I actually run without armor. It just doesn't give me enough of a boost to survivability with that low hull strength, so I run universal consoles in both my eng slots instead, saving my sci and tac slots for damage boosting, and counting on my abilities, primarily the shield ones, to keep me alive.
Career Officer
Join Date: Jun 2012
Posts: 1,020
# 4
01-24-2013, 06:51 AM
It's the last thing I think about.

First is Tac consoles (pretty simple really), second is Sci (usually 2 x Field Generators plus a Universal Console or Flow Capacitors if useful i.e. using the Omega set).

If I have Eng slots to spare (not being used by other Uni Consoles) I slot Mk XI blue Neutroniums (free from the last Undine mission).

But as others have mentioned, sometimes I don't use them at all - my Kar'fi has 2 x RCS Accelerators to help get my DHCs on target - my Vesta has 2 x Plasma Manifolds to bump up my Weapons Power for the rear Phaser Turrets.

Armor is free to obtain so try flying with and without it - if you're not feeling much of a difference then put something more useful in there (my Peghqu' btw absolutely needs them )
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Captain
Join Date: Jun 2012
Posts: 622
# 5
01-24-2013, 06:52 AM
Quote:
Originally Posted by reginamala78 View Post
Honestly don't worry TOO much about armor consoles. Personally I just throw on a pair of Neutronium 11 consoles for +35 to everything (including kinetic, since no other armor but monotanium procects against it, and torpedoes are the main NPC kill shots), and call it good. Overdoing it doesn't accomplish much. One it has diminishing returns, and more than 2-3 consoles is just wasteful and better spent elsewhere. Two, it only protects against hull hits, and ideally you don't want anything touching your hull to begin with. Put more emphasis on ensuring your shields are always up, and then all you have to worry about is bleedthrough and plasma fires.
If you mix the armour up let says, neutromium, ablative and monotanium, will you still get diminishing returns?
Career Officer
Join Date: Jun 2012
Posts: 1,020
# 6
01-24-2013, 07:02 AM
Quote:
Originally Posted by raj011 View Post
If you mix the armour up let says, neutromium, ablative and monotanium, will you still get diminishing returns?
Other people, far smarter than I am, have explained how armor resistance works and basically there's a hard cap of around 75% which you can never exceed (otherwise we'd have indestructible ships) - that's why adding 3 x Neutronium Alloys only gives twice the resistance of one.

So in answer to your question - yes, it doesn't matter what type (or combination) of armor you choose, they'll all be affected by this curve - some people just slap all Neutroniums in there (all energy/all kinetic), others might focus on a few extra points of Plasma resist (for STFs) or some other variation (most common/popular energy types for PvP) so its largely situation-specific.

You can't go wrong with Neutroniums though From STOWiki:

Quote:
Damage resistance is a defensive statistic of a character or starship. It is multiplied with the incoming damage of the same type.

Players obtain damage resistance through items, like consoles and body armor, as well as skills, traits, and abilities.

The game internally differentiates between damage resistance magnitude and damage resistance. The former is what is indicated as bonus in the UI (e.g. the item or skill description), the later is the actual percentage by which incoming damage is reduced.

Star Trek Online uses a system of diminishing returns to prevent players from becoming invincible (100% damage resistance); i.e., the higher the damage resistance magnitude, the less additional damage resistance is gained from bonuses. With the exception of Ablative Generators, there is no way to exceed 75% damage resistance.
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Last edited by weylandjuarez; 01-24-2013 at 07:07 AM.
Captain
Join Date: Jun 2012
Posts: 1,360
# 7
01-24-2013, 07:04 AM
I have all of the Mk XII purple armor/plating/alloy consoles, except neutronium because it's so stupidly expensive on the exchange. I do this in part because escort shields do get worn down quickly, and in part just because I like the idea of piling on the armor.

Typical configuration is Ablative/Tetraburnium/Monotanium. This covers all energy weapon types, plus kinetic damage, and the overlap makes for extra resistance to plasma. But if I'm flying a more difficult mission and I know exactly what damage types I'll be facing, I'll swap out one of the armor consoles for more energy-specific plating: Electroceramic/Parametallic/Diburnium. I carry all five consoles around with me at all times, and switch them as needed.
Captain
Join Date: Jun 2012
Posts: 2,939
# 8
01-24-2013, 07:31 AM
since armor consoles come only in effect once your shields are gone i'm not fond of them anyway.
another thing that makes them less apealing is, that if you skilled 6 points in both armoring skills, you already start with a diminished effectiveness on any armor console you add.

another thing that makes them less apealing to me is, that in an ESTF once your shields are gone, no console will save you...only heals do, and those add quite a bit of resistance anyway.
So smart usage of your heals (HE, ET, AUX2SIF) + resi abilities (brace for impact, polarize hull) is worth more than 3 armor consoles sloted instead of some more usefull universal consoles...

for PVP that changes ofcourse completely
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Captain
Join Date: Jun 2012
Posts: 1,360
# 9
01-24-2013, 07:42 AM
I dunno. I don't run Hazard Emitters, so I rely on the armor bonus to keep the plasma fire from killing me after my shields go down in ESTFs. It's not 100% effective, but all it has to do is hold the ship together long enough for bridge officer skills to cool down or a heal/resist bonus from one of my borg sets to kick in. This works for me more often than you'd think.
Starfleet Veteran
Join Date: Jun 2012
Posts: 12
# 10 Armors
01-24-2013, 08:43 AM
Thanks for the input guys it was very helpful. With an Assualt cruiser i dont worry about RCS and i already have at least one EPS in there so my power transfer is at 170 so i feel good about that. The reason why i asked about the armor was because people were saying that the shield gens dont really work and i didnt want to was the consol spaces on non effective gear.

Again thanks for the input
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