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Opinions on the Advanced Dyson consoles

hyprodimushyprodimus Member Posts: 196 Arc User
edited March 2014 in PvP Gameplay
I am really liking the Dyson ship, but console space is tight.

Here is my build http://www.stoacademy.com/tools/skillplanner/?build=alexandra4_0
I dont have the fleet RCS consoles or the Nukara mines. Its on a wishlist haha.

I fly in sci mode and drop into tac mode every min to use DPB III with Tricos, then swap back immediately.

Anyways, you can see there is one empty slot. The Skill planner doesn't have the images for the consoles or ship yet. I would like your opinions on the Shield Inversion, Shield Matrix and Proton Beam consoles.

If you could only keep 2, which would they be? If you could only keep one, which would it be?

Thanks =)
Post edited by hyprodimus on

Comments

  • blessedladyboyblessedladyboy Member Posts: 349 Arc User
    edited February 2014
    That's a tough one and a dilemma im having with the consoles.

    I'm running experimental weapon and protonic pols so I believe you can only afforded to drop 1 at the most. The 4 piece bonus is actually very nice for the team but I guess that can be dropped, beyond that you lose the bonus that makes them all a 3 minute cool down from 2 which IMO makes them worthless. I could just run one for the protonic bonus I guess.

    However in your case I think its all or none since you are running tets.

    In PvP I find all of them are good especially the shield debuffer.

    If I had to pick one in a vacuum though it would probably be the protonic shield I'd keep.

    All that said the ship would most likely be more powerful with none of them but where's the fun in that lol!
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited February 2014
    the proton destabilizer is op, but im not sure how many hsve noticed. your typical decloak alpha will see it deal a 50% shield bypass DOT of 7k, for i forget how long. but tics of 7k will take no time at all to gut your hull. the shield res debuff and 1 shot minor damage console is ok, and the other is another shield oh TRIBBLE button.

    the full set adds team heals and regen to the activation of the 2 of the consoles, and makes that proton attack tic off faster, but room is an issue. personally, id just run the deflector and proton destabilizer for the + to proton damage, and use it as an alpha strikeing tactical ship, and pretty much ignore the sci ship part. as in, not get the 3 pack, and just the tac version. they have basic escort level hull, and the fed version has the highest shield mod in the game if i recall correctly.

    the proton DHC wile CRF is on will be hotter then any other dhc no mater how good it and your fleet tac consoles are, so thats nice. what holds it back is the turn rate, its got like the lowest for a destroyer turn rate, probably just 2 eng console slots, and you are expected to run a 3 console set, on an offense ship with proboly 4 tac consoles. thus, why this should not have been a 3 pack, its particular stats put to much of a premium on console space.

    this is the perspective from a tac guy's point of view, to a sci guy the ship could be a totally different animal.
  • wolverine595959wolverine595959 Member Posts: 726
    edited February 2014
    the proton destabilizer is op, but im not sure how many hsve noticed. your typical decloak alpha will see it deal a 50% shield bypass DOT of 7k, for i forget how long. but tics of 7k will take no time at all to gut your hull. the shield res debuff and 1 shot minor damage console is ok, and the other is another shield oh TRIBBLE button.

    the full set adds team heals and regen to the activation of the 2 of the consoles, and makes that proton attack tic off faster, but room is an issue. personally, id just run the deflector and proton destabilizer for the + to proton damage, and use it as an alpha strikeing tactical ship, and pretty much ignore the sci ship part. as in, not get the 3 pack, and just the tac version. they have basic escort level hull, and the fed version has the highest shield mod in the game if i recall correctly.

    the proton DHC wile CRF is on will be hotter then any other dhc no mater how good it and your fleet tac consoles are, so thats nice. what holds it back is the turn rate, its got like the lowest for a destroyer turn rate, probably just 2 eng console slots, and you are expected to run a 3 console set, on an offense ship with proboly 4 tac consoles. thus, why this should not have been a 3 pack, its particular stats put to much of a premium on console space.

    this is the perspective from a tac guy's point of view, to a sci guy the ship could be a totally different animal.


    All good here if he wants to make it turn with better resists he could go neutronium fleets with turn modifier, his resists should be about double over the RCS but his turning should be reduced also, if he really needs to turn throw in a tachy console that adds turn also it is about equal to teh fleet neutroniums turn rate buff.
    Hey I Used to be Captain Data, well I guess I still am in game but the account link really screwed everything up :rolleyes:
  • chrisbrown12009chrisbrown12009 Member Posts: 790 Arc User
    edited February 2014
    I think the tatyokenitic converter thingy is great on this ship. It adds turn crit, and buffs GW. The protonic lightning thing IS OP. And even ive begun thinking of using the dyson consoles to buff AP/proton.... A 60% buff to proton dmg would be aweson....on top of the other stuff...I was able to get all the gear so the four piece is an option for me. Ive been using all of them, unable to put any down.
  • blessedladyboyblessedladyboy Member Posts: 349 Arc User
    edited February 2014
    Thing is you need 3 pieces to make IMO the destabilizer worth it. At 3 main cool down its just not that viable.

    With regards to turn I'm using 2 fleet neuts and auxtodamp. Turns well enough. I'm also using 3 piece dyson set with points in drivercoil so that helps also.

    Does anyone know if cannon locators boost the dhc and experimental weapon? Might ditch one or 2 targeting mods for them.
  • rudiefix1rudiefix1 Member Posts: 420
    edited February 2014
    Decloak --> proton destabilizer --> Tachyon beam --> HY3/TS3 quants --> beam overload 2 --> sensor scan

    and if that not kills, switch to tac mode and drop a nukara mine spread 3
    [SIGPIC][/SIGPIC]

    @rudiefix Feds: Rudiefix / Thron / Opa
    @rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
    @rudiefix Roms (KDF alligned): Chicita
  • wolverine595959wolverine595959 Member Posts: 726
    edited February 2014
    Thing is you need 3 pieces to make IMO the destabilizer worth it. At 3 main cool down its just not that viable.

    With regards to turn I'm using 2 fleet neuts and auxtodamp. Turns well enough. I'm also using 3 piece dyson set with points in drivercoil so that helps also.

    Does anyone know if cannon locators boost the dhc and experimental weapon? Might ditch one or 2 targeting mods for them.

    driver coil does nothing in combat. it is a throw away for sector space.
    Hey I Used to be Captain Data, well I guess I still am in game but the account link really screwed everything up :rolleyes:
  • wolverine595959wolverine595959 Member Posts: 726
    edited February 2014
    rudiefix1 wrote: »
    Decloak --> proton destabilizer --> Tachyon beam --> HY3/TS3 quants --> beam overload 2 --> sensor scan

    and if that not kills, switch to tac mode and drop a nukara mine spread 3


    Not to be a stick in the mud but wouldn't youy treat sesor scan sort of like how you would treat APA as the main debuff before damage boosters.
    Hey I Used to be Captain Data, well I guess I still am in game but the account link really screwed everything up :rolleyes:
  • blessedladyboyblessedladyboy Member Posts: 349 Arc User
    edited February 2014
    driver coil does nothing in combat. it is a throw away for sector space.

    Dyson core gives boost to engine maneuver skill scaled off your driver coil.
  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited February 2014
    driver coil does nothing in combat. it is a throw away for sector space.

    for most builds you're right, but if you're in a cloaking vaper it lets you run at full impulse easier and it lets you regain power faster from full impulse. I don't recommend 6 points but 3 points can be nice.
  • mimey2mimey2 Member Posts: 0 Arc User
    edited February 2014
    Dyson core gives boost to engine maneuver skill scaled off your driver coil.

    It ain't a very good boost though. Bonus is too small.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited February 2014
    Dyson core gives boost to engine maneuver skill scaled off your driver coil.

    i checked this out on tribble, and with 9 into drive coil its like a .7 turn rate boost. literal facepalms were had.
  • blessedladyboyblessedladyboy Member Posts: 349 Arc User
    edited February 2014
    i checked this out on tribble, and with 9 into drive coil its like a .7 turn rate boost. literal facepalms were had.

    Didn't realise it was that bad. I have 6 points says I get a +16 maneuver bonus. I'll check in game. Besides secretly I only use this for barrage :)
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited February 2014
    this is the perspective from a tac guy's point of view, to a sci guy the ship could be a totally different animal.

    Personal sci captain perspective. Too many people are making builds out of this ship with their brains stuck in DPS mode while ignoring the other ship's strengths.
  • magniacapramagniacapra Member Posts: 544 Arc User
    edited February 2014
    sci captains perspective = too many tactical bridge officer powers.
  • blessedladyboyblessedladyboy Member Posts: 349 Arc User
    edited February 2014
    Didn't realise it was that bad. I have 6 points says I get a +16 maneuver bonus. I'll check in game. Besides secretly I only use this for barrage :)

    Confirmed with 6 in driver coil +.7 turn +1 flight speed. Bad!
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited March 2014
    the proton destabilizer is op, but im not sure how many hsve noticed. your typical decloak alpha will see it deal a 50% shield bypass DOT of 7k, for i forget how long. but tics of 7k will take no time at all to gut your hull. the shield res debuff and 1 shot minor damage console is ok, and the other is another shield oh TRIBBLE button. [...]

    this is the perspective from a tac guy's point of view, to a sci guy the ship could be a totally different animal.

    I noticed in the FE that the infocard for the destabilizer explicitly says that it doesnt benefit from any buffs. Is it the same for the pay consoles? Does it make any difference if you swap proton tac console (rep console)?
  • hyprodimushyprodimus Member Posts: 196 Arc User
    edited March 2014
    Thanks for the replies everyone. I have been testing with fleet mates and I have determined that me as a sci, the proton disruptor isnt worth it. I am only getting 2.45k per tic. Not to mention that this is the fed ship too, so no cloak.

    I like it as a sci boat. The shield inversion is great for team play. And the shield matrix is a nice padder too. But mostly just to keep the inversion at 2 mins.

    This is the latest iteration. www.stoacademy.com/tools/skillplanner/?build=alexandra6_0
    Doffs are 3x AP doffs for global Omega. 1x Tractor doff and 1x Tachyon beam doff. (ironically their doffs make each power a weaker version of the other)

    Tet-glide is dependent on team mates. A full burst (TB, TYB, TKR, CPB, Inversion) does 8500k shield damage in 4 sec and has the 15% energy damage debuff for team mates (and you) to finish off. The shield damage number is against someone with 139 in PI. Thats higher than average isnt it?

    Interesting read on the driver coil stuff.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2014
    hyprodimus wrote: »
    Thanks for the replies everyone. I have been testing with fleet mates and I have determined that me as a sci, the proton disruptor isnt worth it. I am only getting 2.45k per tic. Not to mention that this is the fed ship too, so no cloak.

    I like it as a sci boat. The shield inversion is great for team play. And the shield matrix is a nice padder too. But mostly just to keep the inversion at 2 mins.

    This is the latest iteration. www.stoacademy.com/tools/skillplanner/?build=alexandra6_0
    Doffs are 3x AP doffs for global Omega. 1x Tractor doff and 1x Tachyon beam doff. (ironically their doffs make each power a weaker version of the other)

    Tet-glide is dependent on team mates. A full burst (TB, TYB, TKR, CPB, Inversion) does 8500k shield damage in 4 sec and has the 15% energy damage debuff for team mates (and you) to finish off. The shield damage number is against someone with 139 in PI. Thats higher than average isnt it?

    Interesting read on the driver coil stuff.

    I like the set of sci skills you're using more now, but I'd still tweak them. Polaron weapons sadly are so misunderstood in this game and they are frankly quite good.
  • hyprodimushyprodimus Member Posts: 196 Arc User
    edited March 2014
    How are polarons misunderstood? I just thought energy drain could be countered very easily and cheaply.
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