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Incline Official codex Star Trek Online topic :salute:

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Edit: Turns out none of the things work, not even my own friends can add me. Guess I have to look into this.

Edit edit: It's Reshasis@Qaulthizchilictr.
 
Last edited:

eklektyk

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at least FREE INVENTORY SLOTs right guys? :) was getin cramped and now i may play some story missions ....someday ...when i finish my current book backlog ..yeah definitly
 

Drakron

Arcane
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Messages
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Yes, there is also a pack with the Galaxy ships next month but ... I would not exactly advise buying it for 2 reasons.

First reason is that the Galaxy ships are the worst ships in the game since they are Engineering heavy ships on a game that doesnt allow tanks to tank without a huge investment on build and few content actually requires tanks.

Second reason is that you buying 2 end game ships and a captain level ship, you just get a console set that makes you a better tank ... or would if there arent those Fleet Mine consoles that are just better and a costume, its not comparable with the 3-packs even if its 1000 zen cheaper but still, take the T'varo were its 2500 zen for both T'varo ships were the most expensive is the D'deridex thats still just 3500 zen for a console 2set.

Now the advantage of buying the set are if you want the antimatter spread console and want either the Galaxy-R or the Galaxy-X, the Galaxy-X is buffed because they added separation mode (2 years later), slapped a Hangar on it (apparently this is Cryptic's new bandaid to ships), made the Ensign Tactical a Ensign Universal and in separation mode the Phaser Lance because a Phaser shotgun (45º cone), of course problem is you have to own the Galaxy-R for it and honestly, since saucers will use the Antimatter spread console (even the M/VAE that I didnt know) there is at least some reason to buy it since if you buy the Venture and the Galaxy-X you end up paying 4000 zen anyway, 4500 zen if you buy the R and the X so at least you get a discount and a free captain level ship if you buy this pack.
 

Bliblablubb

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I can't believe I'm actually wasting my first post on this, but...
After spending decades *cough* lurking the codex and declining about 10 fleet invites per hour, I have decided that you guys are the only ones worthy of my presence!

Pretty please?
 

Stokowski

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1. Does the Engi Console - EPS Flow Regulator help the recovery rate of a drained energy subsystem (e.g. Weapons) as well as the transfer rate between subsystems?

2. I'm interested in making a Klingon toon running a beamboat/carrier. Do I go Tactical or Engineer?

3. I had a third question ... hang on ... what was it ... oh fucking Alzheimers
 

Norfleet

Moderator
Joined
Jun 3, 2005
Messages
12,250
1. Does the Engi Console - EPS Flow Regulator help the recovery rate of a drained energy subsystem (e.g. Weapons) as well as the transfer rate between subsystems?
It does this, but in a bizarre, roundabout way that requires a deep understanding of weapon energy systems to truly grasp. Short version: You need this for beams, you don't need this for cannons.

2. I'm interested in making a Klingon toon running a beamboat/carrier. Do I go Tactical or Engineer?
Tac is the Default Class. If you ever are uncertain what class you want, this is your answer: Every other class requires that you have a very specific reason.
 

Stokowski

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Groovy, baby.

N6HrbKy.jpg
 
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1. Does the Engi Console - EPS Flow Regulator help the recovery rate of a drained energy subsystem (e.g. Weapons) as well as the transfer rate between subsystems?
don't care, you're going to have at least one of those anyway, to cut time between dropping out of full impulse and being battle ready.

2. I'm interested in making a Klingon toon running a beamboat/carrier. Do I go Tactical or Engineer?
tac if beamboat, sci if carrier.

3. I had a third question ... hang on ... what was it ... oh fucking Alzheimers
the answer is inside of you. but it's the wrong one.
 

Vaarna_Aarne

Notorious Internet Vandal
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MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
Scis aren't worth donkey dick on Carriers (to benefit from Conservation of Energy, you need a pure sciboat, which Carriers are not). Engineers are the best for Carriers due to being able to enhance the tanking capability of the ship so it can function as a pseudo-cruiser, and to maintain high power levels across the board.
 

Stokowski

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you're going to have at least one of those anyway, to cut time between dropping out of full impulse and being battle ready.
Am I? Engineering Console slots are kind of precious, and aren't turn+armor devices the priority?
EDIT: Just realised Advanced Armor Consoles optionally have +PowerTransferRate. Heh.

Still, that jogged the brain so I now remember my other dumbass question: Is turning rate capped? (ie, should I save up for 1 or 2 Advanced RCS Consoles?)
 

Vaarna_Aarne

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MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
If you time it right (as in you let your inertia carry you into combat range instead of Full Impulsing right into combat; this is particularly easy for bigass Cruisers which can also power slide from cuttingg Full Impulse), you have no need for more than basic 3-6 skill level in Driver Coil (peanuts in terms of XP, good for unlocking more valuable tiers) and the usual maximum EPS skill level.

Say guys, did our Mine have EPS consoles? Never checked, just wondering.
 

Norfleet

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No, the mine does not have EPS consoles, but it has EPSated Armor.

Am I? Engineering Console slots are kind of precious, and aren't turn+armor devices the priority?
Beamblasters don't need to turn much.

Still, that jogged the brain so I now remember my other dumbass question: Is turning rate capped? (ie, should I save up for 1 or 2 Advanced RCS Consoles?)
THere is no cap on turn rate, other than your willingness to burn slots for limited return.

Be advised that anyone caught wasting provisions on the INFERIOR consoles instead of the real XIIs, will be flogged and have their store access taken away. Provisions ain't cheap and garbage costs the same provision as the real deal, which you will end up having to get ANYWAY eventually, since trash is trash.
 

Stokowski

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Am I? Engineering Console slots are kind of precious, and aren't turn+armor devices the priority?
Beamblasters don't need to turn much.
This is for my FedTactSteamboatCannoneer, but I take the point(s).

From some completely unofficial testing it seems throwing resources @ Turning Rate is kinda stupid because Aux Power rate matters more on a fundamental level. (Shit, I never would have guessed Aux Power = Turning Juice, but there you go.)

And there are dimishing returns(*) on Armor stacking, so, hmmm ... lots to think about re: those Engi Console slots.

Thanks for the replies.

(*)Might not be the technically correct term but you know what I mean, dammit.
 
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Scis aren't worth donkey dick on Carriers (to benefit from Conservation of Energy, you need a pure sciboat, which Carriers are not). Engineers are the best for Carriers due to being able to enhance the tanking capability of the ship so it can function as a pseudo-cruiser, and to maintain high power levels across the board.

my sci officer on a 0 wep power carrier usually ends 3rd on crystalline entity because it lacks area damage.
 

Norfleet

Moderator
Joined
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Messages
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From some completely unofficial testing it seems throwing resources @ Turning Rate is kinda stupid because Aux Power rate matters more on a fundamental level. (Shit, I never would have guessed Aux Power = Turning Juice, but there you go.)
Aux Power does dick for turn rate, that hasn't been true for about a bajillion years. The only reason Aux Power seems to affect YOUR turn rate is because of Aux2Damp.
 

Drakron

Arcane
Joined
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Messages
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A lot of things, makes ET not being "why do I even have this?"
... and hopely stops PvPers to bitch about subnuke ...
 
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quite a big change...
good, because i haven't changed builds since beta.
 

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