Tactical Console Question
#1
So I asked last night in Fleet chat... and got many answers. I have a question about Tac consles and if they stack or have diminishing returns. I recently re-specced into pure energy weapons and no projectile skill. I've also upgraded my weapons to Antiproton. I'm flying the Fleet Advanced Excort, so I have 5 tactical console slots... in those slots I'm running 5 Antiproton Mag Pulse Mk XI. Does the +26.5 damage modifier stack? Should I split with antiproton / cannon damage?

Ship: Fleet Advanced Escort
Fore: 4 Antiproton DHC
Aft: 3 Antiproton Turret's
Tac: 5 Antiproton Mag Pulse +26.5% Antiproton Dmage

My build, thanks to the awesome Attilio!!! (might help if I would have posted my build.... )
http://www.stoacademy.com/tools/skillpla...oatbuild_0

Anxiously awaiting any replies Smile
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#2
They stack, and are better than a +Cannon, iirc.

Out of interest, why no torp fore?

And again, you mean STO Chat, not fleet, right? Wink
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#3
Yes sir, STO Chat Smile hahahahaha! You get me every time Smile

Well, I'm a HUGE fan of fast firing cannon's. I like the sound and look of Torps, but in my opinion, the rate of fire vs. dps isn't as great as a full on cannon build. I know i'm probably mistaken, but just from what I've experienced so far in this build, my dps has at least doubled without having a torp equipped. The most noticeable boost in my dps comes from Starbase 24, where I haven't finished past 2nd since I re-specced.

Hey Monty, if you have a secret site that has this type of information, could you pass it along? I think I've exhausted all the internet resources on this search, but I know you probably have some places I haven't looked. Smile

Thanks for the quick reply sir! I'm trying to nail this down before I get too into the build where I spend all my dilithium on Fleet weapons.
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#4
(04-12-2013, 11:34 AM)Hijaak Wrote: So I asked last night in Fleet chat... and got many answers. I have a question about Tac consles and if they stack or have diminishing returns. I recently re-specced into pure energy weapons and no projectile skill. I've also upgraded my weapons to Antiproton. I'm flying the Fleet Advanced Excort, so I have 5 tactical console slots... in those slots I'm running 5 Antiproton Mag Pulse Mk XI. Does the +26.5 damage modifier stack? Should I split with antiproton / cannon damage?

Ship: Fleet Advanced Escort
Fore: 4 Antiproton DHC
Aft: 3 Antiproton Turret's
Tac: 5 Antiproton Mag Pulse +26.5% Antiproton Dmage

My build, thanks to the awesome Attilio!!! (might help if I would have posted my build.... )
http://www.stoacademy.com/tools/skillpla...oatbuild_0

Anxiously awaiting any replies Smile
I used the same weaponry and consoles on my F-TER with one exception: I used 3 AP DHCs and one Quantum Torpedo. It was awesome. Smile
Your Skill build looks good so far. Remember, that after you put 6 points into a skill, you have that one at an 84% Bonus. The remaining 3 points only grant you another 15%. So maybe, you can loose some points there and put them into Skills like "Starship Impulse Thrusters", "Starship Engine Performance" and / or "Starship Inertial Dampeners". From my point of view, this would increase your speed and maneuverability as well as increasing your Hold, Disable, Knock and Slow resistance.
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#5
The 'sir' isn't required. But it IS appreciated! HAHA

As for the secret site, you're on it!

But with a torp you get kenetic damage. The DPS is actually higher - an XI Rare photon torp gives about 460 dps, and I'd love for my DHCs to be doing that.

Also a lot of the high-end sets come with a torp - for example the omega torp, console and cutting beam. The Rommie set (beam, torp and console) is the same set up.

Essentially, torps allow you to do a BIG damage moment. Yeah, DHCs fire more often, but as an example when you're guarding in something like CSE or KASE, a cannon scatter and torp spread wipes out probes (KASE) or BoPs (CSE).

If you want, drop me an in game mail (to @cmassonaus) and I'll send you a decent plasma torp and a tac console for it - it won't be Omega Rep piece quality, but it'll let you play a little bit.
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#6
(04-12-2013, 11:57 AM)TacPaddy Wrote: I used the same weaponry and consoles on my F-TER with one exception: I used 3 AP DHCs and one Quantum Torpedo. It was awesome. Smile
Your Skill build looks good so far. Remember, that after you put 6 points into a skill, you have that one at an 84% Bonus. The remaining 3 points only grant you another 15%. So maybe, you can loose some points there and put them into Skills like "Starship Impulse Thrusters", "Starship Engine Performance" and / or "Starship Inertial Dampeners". From my point of view, this would increase your speed and maneuverability as well as increasing your Hold, Disable, Knock and Slow resistance.
You know, after I specced this build, I saw a post on maxing out skills and how the return isn't that great... that you could spend extra points in something else that would significantly help out in combat. I wish I would have read this before. Thanks for getting me that second opinion... I just bought a respec and will use it this afternoon!!!

Hell, I might even throw on a Quantum torp and a console for it, just to see if it make a big difference. I don't really seem to be starved on energy, with on EPS console i'm at 170% transfer rate, which is pretty good I think. I really don't want to shove skill points in projectile damage, especially if I only run 1 torp. I have enough equipment now for a two ship build out, all I have to do is "make ready" my carrier and beam up, no equipment switching!!!! Only one draw back to that... the other weapons are Fleet Phasers, not Antiproton.
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#7
(04-12-2013, 12:04 PM)Hijaak Wrote: You know, after I specced this build, I saw a post on maxing out skills and how the return isn't that great... that you could spend extra points in something else that would significantly help out in combat. I wish I would have read this before. Thanks for getting me that second opinion... I just bought a respec and will use it this afternoon!!!

Hell, I might even throw on a Quantum torp and a console for it, just to see if it make a big difference. I don't really seem to be starved on energy, with on EPS console i'm at 170% transfer rate, which is pretty good I think. I really don't want to shove skill points in projectile damage, especially if I only run 1 torp. I have enough equipment now for a two ship build out, all I have to do is "make ready" my carrier and beam up, no equipment switching!!!! Only one draw back to that... the other weapons are Fleet Phasers, not Antiproton.
If you really want to concentrate on Energy Weapons, then I agree that allocating points to Projectile Weapons makes no sense. Before you respec, take you at my Skill tree for comparison / inspiration. But remember, it is your decision to make. Wink

EDIT: Btw, Antiprotons are great for their increased chance of a Critical Hit, however Fleet Phasers are good as well for their increased chance to disable a subsystem (like Shields) on your target.

Qapla'!
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#8
(04-12-2013, 12:12 PM)TacPaddy Wrote: If you really want to concentrate on Energy Weapons, then I agree that allocating points to Projectile Weapons makes no sense. Before you respec, take you at my Skill tree for comparison / inspiration. But remember, it is your decision to make. Wink

EDIT: Btw, Antiprotons are great for their increased chance of a Critical Hit, however Fleet Phasers are good as well for their increased chance to disable a subsystem (like Shields) on your target.

Qapla'!
I definitely agree with that... I did consistent damage with Fleet Phasers, I don't really seem to start doing real damage with Antiproton until the shields are down on the target. Thanks for posting your skills, I'll compare them. Either way, I'll post back with m new improved build, or a clone of yours!!!

Qapla'!
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#9
OK here is the deal. Yes they stack. But its x% of the base. So say your base damage (not your dps) is 100 then your 5 consoles will make that base damage 232.5. As such its ALWAYS better to pick a single energy type and then get that energy types tac consoles.

As to the Torpedoes. They are a decieving little beast. Yes Torps have Higher DPS. However, and this is the kicker, that dps is figured at full damage to hull. Torp damage drops off quickly if it hits shields and as such ends up being lower DPS overall unless you have some trick to keep their shields down everytime your torp auto fires.

Personally Im not a huge fan of Torpedoes for this reason though I do use Rapid Fire Rockets from time to time.

One last note while Antiproton has an increased chance to crit its the same amount as the other weapons have to proc. So really is up to your playstyle what you like for weapons. I use Phasers simply because I have Quad Phasers and the Spinal Lance on my dreadnought is affected by the Phaser Tac consoles.
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#10
(04-12-2013, 12:22 PM)Hijaak Wrote: Thanks for posting your skills, I'll compare them. Either way, I'll post back with m new improved build, or a clone of yours!!!

Qapla'!

Before you clone them, keep in mind that it's optimized for use with B'rel Torpedo Boats and other Ship Configurations and a massive use of Gravity Well. Smile
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