Lieutenant
Join Date: Jul 2012
Posts: 85
# 31
09-10-2013, 01:40 PM
Quote:
Originally Posted by ussultimatum View Post
I don't think anyone with an eye for it would be shocked to see that a single well geared & repped character can easily value well over $100 USD, and as high as $1000 (or beyond).

Or more!

But on the topic of tactical consoles, I would hope that they would release improved variations of the different torpedo consoles. Something to encourage people to do something other than simply stacking up energy damage consoles. Right now, kinetic damage is largely useless beyond bringing down unshielded STF structures or using Chroniton Mines in pvp. It'd be nice to have an incentive to actually use that stuff.
All the toys you can't afford.
Career Officer
Join Date: Jun 2012
Posts: 2,989
# 32
09-10-2013, 03:27 PM
Quote:
Originally Posted by wesleycrasher View Post
Or more!

But on the topic of tactical consoles, I would hope that they would release improved variations of the different torpedo consoles. Something to encourage people to do something other than simply stacking up energy damage consoles. Right now, kinetic damage is largely useless beyond bringing down unshielded STF structures or using Chroniton Mines in pvp. It'd be nice to have an incentive to actually use that stuff.
Since I think we'll see a few different bonuses to choose from (like the embassy and mine consoles), one I'm hoping for is a +kinetic on energy consoles. So, for example, we'd see:

Fleet Disruptor Induction Coil Mk XII with +32.5% Disruptor damage and +10.5% All Kinetic damage

So a mini generic projectile console bundled with a specific energy console.
Captain
Join Date: Jun 2012
Posts: 3,241
# 33
09-10-2013, 07:49 PM
Quote:
Originally Posted by futurepastnow View Post
Since I think we'll see a few different bonuses to choose from (like the embassy and mine consoles), one I'm hoping for is a +kinetic on energy consoles. So, for example, we'd see:

Fleet Disruptor Induction Coil Mk XII with +32.5% Disruptor damage and +10.5% All Kinetic damage

So a mini generic projectile console bundled with a specific energy console.
So better than any existing disruptor coil, plus boosts other stuff besides? All bonus, with the only drawback being the fighting in fleets trying to provision enough of them (I'd need 17 KDF side, for example). That would make for quite a mess all around.
Captain
Join Date: Jun 2012
Posts: 3,074
# 34
09-10-2013, 08:02 PM
They should just release mine consoles and consoles for the torpedo types most people skip. No need for more energy weapon damage on top of what is already out there.
Captain
Join Date: Jun 2012
Posts: 3,074
# 35
09-10-2013, 08:11 PM
Quote:
Originally Posted by futurepastnow View Post
Since I think we'll see a few different bonuses to choose from (like the embassy and mine consoles), one I'm hoping for is a +kinetic on energy consoles. So, for example, we'd see:

Fleet Disruptor Induction Coil Mk XII with +32.5% Disruptor damage and +10.5% All Kinetic damage

So a mini generic projectile console bundled with a specific energy console.
This is just a bad idea. It would make running elite STFs with a tac team and these a complete joke. As it was before all these holding consoles, people could complete Cure elite space with 10-11 minutes to spare with a well coordianted RML strategy if the team was good. With all the extra damage, consoles, and elite pet spam, everyone just does RML in record time without any effort. Heck, all that extra damage would just make completing Wave 10 of NWS a complete joke.
Career Officer
Join Date: Jun 2012
Posts: 2,989
# 36
09-11-2013, 01:26 AM
Quote:
Originally Posted by reginamala78 View Post
So better than any existing disruptor coil, plus boosts other stuff besides? All bonus, with the only drawback being the fighting in fleets trying to provision enough of them (I'd need 17 KDF side, for example). That would make for quite a mess all around.
I don't know if you've noticed, but taking a fleet holding to its Tier 3 completion is a rather large amount of marks and dilithium. Time is money and money is time, and many people convert cold cash into that dilithium, turning fleets into a major profit for PWE/Cryptic.

There are a very small number of fleets that have to have everything, no matter the cost (see Wesley up there). For everyone else, the rewards have to be worth the expense or they're not going to bother with those final expensive upgrades.

Take a look at the Embassy science consoles or the Mine enhanced engineering consoles. They're all objectively better than standard consoles of the same type. They're Ultra-Rare quality, equivalent to a Very Rare of one mark higher, and on top of that they all have a useful secondary function.

So on what basis do you think tactical consoles would break this trend? Cryptic doesn't care about EC prices on the exchange. They want fleets to fill upgrade projects, which requires the temptation of very nice rewards. Grind or buy, either way is fine with them.

I think I'm just being realistic here.
Career Officer
Join Date: Jun 2013
Posts: 193
# 37
09-11-2013, 02:34 AM
I think many people are missing the trend that has been set up.

How many players complained about escorts being OP? how many players are upset about the romulan faction being OP?

SO...what did cryptic do?...they gave us embassy sci consoles with season 7...what ships use the most sci consoles?...sci ships and cruisers...what use the least sci consoles?...escorts...thus, improving the survivability of sci and cruisers.

halfway through seasons 7 and 8, we get dilithium mine...focusing on engineering(dilithium chamber, warp core, ect.)what ships have the most engineering slots?...cruisers and sci...what is centered around engineering?...warp cores, armor, maneuverability...and so again the main focus was improving survivability of cruisers and sci ships, building on strengths, and mitigating weaknesses...solving more of the issue of rampant escort alpha strike kills.

I would expect cryptic to continue on this theme...balancing the game for cruisers and sci ships, while matching content to what can and will be coming out. I dont expect consoles to add procs, nor to add bonuses to acc, dmg, or crit. I could see reduced energy consumption per console, allowing power levels to be redistributed more in favor of shields, engine, and auxiliary. dropping energy usage by 2 per console, and stacking 4 consoles, reduces energy drain by 8 per weapon. on a cruiser, thats 64 extra power to be redirected towards shields, aux, or engines.

I could also see built in tac boff abilities...example: warhead yield with THY3 or TS3 built in...prefire chamber with CSV3 or CRF3 built in...directed energy manifold with BO3 or BFAW3 built in...and so on. Since cruisers and sci ships have limited tac slots, the added abilities would benefit them the most.

The other possible bonus would be building in bonuses for sci and eng skill traits such as EPS or flow caps or subspace decompiler, ect.

Ultimately what all this does is reduce prices for items on the exchange. these is less demant from higher level players, thus prices drop, as the supply of items on the exchange has not dropped in unison. we have already seen drops in prices for sci consoles, armor consoles, rcs consoles, as well as for doffs. doffs however have reduced prices due to increased supply, not increased demand.

This ultimately hurts higher end players due to losing value of their items, however benefits low end players who have a better chance to keep playing due to cheaper access to quality goods, while still offering the higher end players something more to strive for that is worth grinding or paying for.

BTW, the only improvement s I can see to field generator or shield regenerator are either thru future crafting, grinding, or lobi store purchases, like with the Jem mkXI-mk XII upgrade. This makes it possible for an Ultra-rare version of field gen, perhaps adding 2.5% to shield cap as well as a 2nd proc...cov, res, reg, adapt, ect. that cant stack with the current shield type(no double resilient, no double cap, ect.)
Lt. Commander
Join Date: Jul 2012
Posts: 149
# 38
09-11-2013, 06:23 AM
Quote:
Originally Posted by shinzonisback View Post
You gave us wonderful Fleet Shields, Warp Cores and Eng Consoles, great.
But now give us Fleet Field Generators and Tac Consoles

They should be released, cause I can't spend about 40KK EC to buy a Purple Disruptor Induction Coil MkXII

That price is ridiculous.
So we need Fleet Consoles to get High Performing Consoles.

This could be unfair for them who struggled to get that consoles, but hey: 40KK EC is really too much.
I dunno what your idea of expensive is, but getting an add fleetholding to t3(if it is like the mine and embassy) to get the mk 12 versions of the consoles, is pretty expensive also.

From my personal experience i highly doubt that it would be cheaper. Not to forget the dil and fleetmarks you need to buy them then.

Not that i wouldn't like to have some fleet tac consoles. Gladly the extra holdings are cheaper to lvl then the Starbase.
Reynolds / Thokal

U.S.S. Helios -Vesta Class / R.R.W. Dark Science - Dyson Surveillance Science Destroyer
U.S.S. Donut - Fleet Advanced Research Vessel Retrofit
TheWiseGuys
Captain
Join Date: Jun 2012
Posts: 1,764
# 39
09-11-2013, 07:19 AM
I hope Cryptic has the wisdom to make Fleet Tac versions out of the non-specific consoles which have an additional +damage bonus to Phaser/Disruptor weapons (in total would have phasers/disruptors slightly ahead of the MKXII race, while all other energy types remain better off with the old MkXIIs) and another modifier which improves ACC/DEF or something surprising like modify the firing cycle of beams or reduce torpedo cooldowns!

Not flat out fleet energy specific consoles. That would be TERRIBLE in terms of crashing the economy. D:
Quote:
Originally Posted by Lt. Comm. Pion
What should I wish upon the endless universe;
To be able to smile and forgive everything;
That's right, if we light up the dream in our hearts without averting our eyes;
We should be able to walk whatever tomorrow comes...

I am V. Adm. Kha Yuung, and I approve of this message.
Lt. Commander
Join Date: Jul 2012
Posts: 149
# 40
09-11-2013, 07:33 AM
Quote:
Originally Posted by khayuung View Post
I hope Cryptic has the wisdom to make Fleet Tac versions out of the non-specific consoles which have an additional +damage bonus to Phaser/Disruptor weapons (in total would have phasers/disruptors slightly ahead of the MKXII race, while all other energy types remain better off with the old MkXIIs) and another modifier which improves ACC/DEF or something surprising like modify the firing cycle of beams or reduce torpedo cooldowns!

Not flat out fleet energy specific consoles. That would be TERRIBLE in terms of crashing the economy. D:
And in which way would it crash the economy? The only thing that would happen is that the normal consoles getting a bit cheaper, so nothing really dramatic. And to be honest, i wouldn't be sad if some consoles would come down to a more reasonable price lvl.

On the other hand it only matters in pvp sometimes, if you have a very rare mk 12 or only a rare mk 11. In pve it doesn't matter at all, cause you also doing fine there with the rare mk 11 ones.

They are nice to have if you get them cheap, but that is all.
Reynolds / Thokal

U.S.S. Helios -Vesta Class / R.R.W. Dark Science - Dyson Surveillance Science Destroyer
U.S.S. Donut - Fleet Advanced Research Vessel Retrofit
TheWiseGuys
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 10:30 AM.