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Are any of the captain tier ships consoles from C-store any good?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited February 2012 in Klingon Discussion
Hi, cant seem to much information about the special consoles on the tier 4 captain ships on C-store..

Am thinking about the Subspace Jump console, Graviton Pulse Generator, Isometric Charge module, Theta Radiation Vent Console, Aceton Assimilator.

Has anyone tried using any of the consoles, are they worth it? cool? and what are the cooldowns on them?

I just want the console, will just put if on another ship if needs to, am a Tactical player and will just spec for isometric charge for example if its cool and good?
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    SS jumper is a neat gimmick for those times you over shoot your target

    The Graviton Pulse generator is nice for stopping Escorts from moving to lower there Defense bonus

    The Vent Theta Radiation consoles is the best in the game at this time

    The Isometric charge can be fun for cracking up fed balls

    Acton Assimilator is fun but I do not know how to use it as effectively as others.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Hi Roach, thx for the answer.

    What do you mean by over shoot your target? Don't know exacly what the SS jumper does, does it take you from 10k range to just in front of the enemy ship or behind it? and what would be the purpose of that?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Hi Roach, thx for the answer.

    What do you mean by over shoot your target? Don't know exacly what the SS jumper does, does it take you from 10k range to just in front of the enemy ship or behind it? and what would be the purpose of that?

    SS jumper teleports you 3km behind the target. If you move past your target while doing an alpha- it will put you right back behind them again when used.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Ok, thx. Am not an expert in combat tactics, so don't know if thats better than using the Graviton Pulse Generator to slow the enemy down? Especially because I can't see the cooldowns of any of the above consoles anywhere :(
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Hi Roach, thx for the answer.

    What do you mean by over shoot your target? Don't know exacly what the SS jumper does, does it take you from 10k range to just in front of the enemy ship or behind it? and what would be the purpose of that?

    What would be the purpose? Helloooo? "Picard maneuver" ring any bells?;) But as Roach said, this is not it.
    I am a bit curious about the SS jumper as well, I want it on all of my ships:)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    What would be the purpose? Helloooo? "Picard maneuver" ring any bells?;) But as Roach said, this is not it.
    I am a bit curious about the SS jumper as well, I want it on all of my ships:)
    Hi Redstar.

    Its bad I know, but can't remember the Picard maneuver :(

    If i jump behind a target after assaulting the rear, the rear shield would be 100% up right, so how does that give me an super advantage? plus again, what is the cooldown on the SS or any of the other cool consoles?

    Asking because, is it worth it to have a console that be great but have a maybe 2-5 min cooldown in comparison to having a +10% or more extra energy weapons damage console that fires all the time?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Ok, thx. Am not an expert in combat tactics, so don't know if thats better than using the Graviton Pulse Generator to slow the enemy down? Especially because I can't see the cooldowns of any of the above consoles anywhere :(

    the GPG is a great tool in combat. Especially against escorts.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Hi Redstar.

    Its bad I know, but can't remember the Picard maneuver :(
    http://en.memory-alpha.org/wiki/Picard_Maneuver
    Layman term: you use a brief warp jump to get instantly close to the target. This is most devastating and shocking when the target has only non-FTL sensors so the warping ship now appear in two place at once. But essentially the device perform similar to the warp jump in the Picard Manuever. I know that's what I thought when I first saw the device.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    In fact, based on the complaints of others, the KDF consoles are all perfect for having an advanatge in combat and are near OP in effect leaving the feds to have nothing of usable console in effect.
    Its half BS, mind you but I'll leave the determination of what half up to you.
    I do know that a certain fed cruiser was givening me hell this weekend with the AMS and the Photonic shockwave torpedo, so the feds toys can't be that bad when used properly.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Graviton pulse is excellent for slowing or possibly (20% chance) stopping your target, especially works good in conjunction with Gravity well.
    Isometric charge is kinda situational, great vs groups of bad guys, kinda ineffective vs single targets, can be devestating to smaller or damaged targets.
    Theata radiation is frikkin awesome, bring em to a stop, blind em and sucks their shields to nothing.
    A BoP especially can spin circles of it around mutiple ships using it quite easily.
    Aceton assimilator is another good power drain and it's short cooldown make multiple deployments easy.
    Very effective in the STFs to place in the paths of spawning bad guys, get a few out there and it can shut down multiple systems due to loss of power and make them easy kills.
    The jump console is a great one for keeping substained fire on a target, just like Roach said, you can over shoot your target by quite a bit, then, BAM, you're right behind them again filling em full of holes...
    And don't forget the Plasmatic Leech console...that's almost a must have for KDF ships.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    The Jump Console is great, but situational. It can turn the tide in a fight, but how often it does so is questionable. People usually pass over it for other consoles that have a wider range of use. But here are a few suggestions for it.

    Vs. Escort: Against an escort, Klingons usually get the drop first, but there comes a point where you're both facing each other and unloading damage. The Jump console allows you to reset your advantage and appear right behind them (within tractor beam rage, notably). Not only are you once again out of their firing arc, but your advantage is far improved.

    Vs. Cruisers: Most of the time you don't need this, but even the best of us have been stuck in Warp Plasma only to have the cruiser leave our firing arc. Use the jump console to remedy this while your steering isn't working. Also, it allows for extended alpha strikes (as noted previously) against harder to kill targets without compromising your defense rating.

    Vs. Science: Most notably, this is your "get out of Gravity Well III free" card. Find a ship far enough away and blink yourself out of the trouble spot.

    Vs. Donatra's Scimitar: You can pump out a lot of damage while she's using her massive pulse weapon after decloaking, as she's not shooting otherwise or moving. As soon as she reappears, jump right behind her and unload everything you have. By the time she finishes and spins back at you, you should find you've dealt a massive blow to her.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    The jumper is also great for when you target is trying to escape. I was in kerrat the other night and this SCI ship kept trying to flush me out so I found her alone and proceeded to try and vaporize it and the sucker ran away as soon as they had exhausted their shield buffs. I used the jumper and was 3km behind, dropped a Plasma spread on a shieldless opponent and wrapped things up with cannons and mines. I also like to use it to drop in behind ships that are fighting cubes as they are usually focusing their shields forward.
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