Just got my Ker'at build KOR Bird of Prey from the C-Store, it work alright, and i do have the universal console slotted in a science slot, and im not able to fire the 5 Quantum Torpedos that build up over time, as i was reading in the wiki it has its own tray button, but im not finding it, nor when i fire all torpedos it doesnt fire, only my regular forward torps do........ i activate torp spread 3 and only launches 10 instead of the 15 it should, please tell me what i can do to get them working.
Discord: Pryor#2941
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So, I know the button works on my side.
It has its own clicky button on the tray. Calling up the game right now.... here is the pic in the abilities list... click on the letter "P" to bring up the abilities listing. Then DRAG the icon (right clicking on mouse all the way) from this list into an empty spot in your space tray.
If it is NOT in the abilities listing....try removing the console from one slot to another ... or changing instances or go to ground map and back to the ship.....see if that helps.
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
As far as your RCS issue, those don't have enforced diminishing returns, instead they all stack against base turnrate of your craft. So, you might see more turnrate from a set bonus that gives a +turnrate number instead of a percent turnrate like a RCS (regardless of how many you have).
The warhead module should fit, pending you get the Fleet BoP that corresponds to the Kor (should be the only T6 fleet BoP, IIRC).
Not a cheap item, particularly since Lobi set gear is bound to character on pickup.
Grants +11.4% Damage to Exotic Damage abilities
+17.2 Starship Impulse Expertise
(Improves Speed and Turn Rate)
+17.2 Starship Hull Penetration
(Improves Hull Penetration for Starship Weapons)
But honestly, i’d skip it altogether and use the nausicaan set with the disruptor and torp in the rear in the rear. Mount nothing but dual heavies up front with the Terran dual heavy disruptor cannons. Try to get the 2pc bonus from the Synergistic Retrofitting Set.
https://sto.gamepedia.com/Synergistic_Retrofitting_Set
33% in disruptor Damage is hard to pass up.
Using a ship with pilot abilities, the trait from the recent Breen ship slows down targets by 9.1% per hit, stacking up to 5 times.
One weapon with snare mod might help, not sure if multiple ones stack and you do lose pen, weapon with thrust.
Aux to damp1( +50% speed, 100 turn plus multiple resistances), pilot team 1( +97% speed and turn), emer power to engines( +15 eng power, 40 speed boost and modest run boost) - with cooldown reduction very high up time is possible.
Pilot team 1 triggers the above trait, which also drains power from all their systems, this drain is not boosted by drainX, I don't know if drainX on the targets helps resist the power as it probably should.
Lukari rep engines for speed and speed boost when damaged
The R buttons does throttle toggle - when moving hit R and it sets you to no throttle, when stationary it sets full throttle. Try setting this to a controller button
A console with turn/RCS, the most extreme being a conductive RCS with Turn mod for two 42.5% turn rate boosts at mk 12 and 2 X 50% at epic mk 14, prices start at 6m
The pilot abilities: subspace boom; lock trajectory; cleam getaway.
Wide angle weapons are easier to keep on target.