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RCS Accelerator MK XII Very Rare question

voicesdarkvoicesdark Member Posts: 0 Arc User
edited May 2013 in Federation Discussion
Simple Question about:

Console - Engineering - RCS Accelerator Mk XII Very rare

Adds 40% turn rate


The question is two parts, Do these diminish when you have 2 stacked and by how much?

Edit: Also if they diminish when stacked, is it better to stack 2 Very Rare ones or 1 Very Rare and 1 Rare?
[SIGPIC][/SIGPIC]
Post edited by voicesdark on

Comments

  • shookyangshookyang Member Posts: 1,122
    edited May 2013
    I don't believe they diminish.

    However, this console is changing on Tuesday with the LoR update.

    It will be a set amount, rather than a percentage.
  • voicesdarkvoicesdark Member Posts: 0 Arc User
    edited May 2013
    Do you/anyone happen to know what it is changing to?
    [SIGPIC][/SIGPIC]
  • shookyangshookyang Member Posts: 1,122
    edited May 2013
    Don't know what the exact amount, but here's what people are seeing:

    http://sto-forum.perfectworld.com/showthread.php?t=634541

    If you fly an escort, you will still see an improvement on what you currently get on Holodeck.

    If you fly a cruiser, you will see a big improvement on what you currently get on Holodeck.
  • mandoknight89mandoknight89 Member Posts: 1,687 Arc User
    edited May 2013
    shookyang wrote: »
    I don't believe they diminish.

    However, this console is changing on Tuesday with the LoR update.

    It will be a set amount, rather than a percentage.

    It is staying a percentage. The difference is how the percentage is calculated.

    RCS Accelerators use your ship's Base Turn Rate to calculate the extra turn. Before Legacy of Romulus, for whatever reason, RCS Accelerators subtract 3 from your ship's listed base turn before calculating the benefit (so for an Assault Cruiser, with a listed base turn rate of 7, it uses 4 to calculate the benefit from RCS Accelerators). (I speculate that how the ships are encoded on Holodeck currently is that all ships have 3 turn rate, and then with an impulse engine, it adds an additional base turn rate that is then modified by skills, engine modifiers, RCS Accelerators, etc.)

    With Legacy of Romulus, this deceptive calculation is finally corrected (that is, it will use the full listed base turn rate for calculating the benefit). You'll see twice the benefit on a Galaxy or Odyssey class Cruiser, but only a 21% or so improvement on a Defiant.
  • voicesdarkvoicesdark Member Posts: 0 Arc User
    edited May 2013
    Damn even thou I don't PVP maybe I should start checking the threads there more often, I had no idea the RCS was even being changed. so glad this is finally getting the tweak it's needed as I've never been a fan of having to stack multiple consoles. Now after seeing this is getting changed I wonder if the 5.5 turn rate on the D'deridex is taking this into consideration and that's why it's so low.
    [SIGPIC][/SIGPIC]
  • mandoknight89mandoknight89 Member Posts: 1,687 Arc User
    edited May 2013
    I think complaints about lumbering ships like the Bortasqu' and Galaxy-X and the realization that the D'deridex and Ha'apax were going to get it even worse with their reduced power supply helped drive the change, yes.
  • voicesdarkvoicesdark Member Posts: 0 Arc User
    edited May 2013
    I think complaints about lumbering ships like the Bortasqu' and Galaxy-X and the realization that the D'deridex and Ha'apax were going to get it even worse with their reduced power supply helped drive the change, yes.

    Before I even started playing the game I knew exactly what ships I wanted.

    I was gonna go Constitution, excelsior, Galaxy, defiant, intrepid and then buy the MVAE.

    Needless to say I got to the Galaxy and in the first mission said Frak this I'll fall asleep before it turns.

    Now on top of creating new Romulan characters might just go back and finally get those ships I always wanted but avoided because of turn rate.
    [SIGPIC][/SIGPIC]
  • mandoknight89mandoknight89 Member Posts: 1,687 Arc User
    edited May 2013
    The turn rates will only usually be improved by a couple points, total (a 40% RCS thruster will give you an extra 1.2 deg/sec turn rate over what it used to). Specializing in Starship Impulse Thrusters helps as well, since they also have had their math corrected.
  • tom61stotom61sto Member Posts: 3,673 Arc User
    edited May 2013
    The turn rates will only usually be improved by a couple points, total (a 40% RCS thruster will give you an extra 1.2 deg/sec turn rate over what it used to). Specializing in Starship Impulse Thrusters helps as well, since they also have had their math corrected.

    It's still a nice increase on something with a turnrate of 7. Trying it out on Tribble with a Kar'fi with a MK XII white RCS and a Tachokinetic Converter is a fair turn boost, couple it with a Hyper Injection Core [x->E] (x = whatever you typically run high) and it all adds up. Still not escort levels even with a maxed Impulse Thrusters Skill, but a nice increase in maneuverability, enough that DHCs on my Kar'fi are fairly easy to use in faster PvE like Tau Dewa.
  • jarfarujarfaru Member Posts: 574 Arc User
    edited May 2013
    I can't wait to pull out my Fed Dread. to test this update. I really love that ship and wish it was better. This update will help though.
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