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Fleet Engineering Consoles... Bug or Oversight?

samt296samt296 Member Posts: 157 Arc User
I'm not gonna right a novel it'll be real simple.

Fleet Engineering consoles = One consoles plus 50% of another type

Fleet Neutronium + Turn = ONE Neutronium + 21.2 turn rate

RCS = 42.4 at max level so 50% = 21.2



Fleet Neutronium + EPS = ONE Neutronium + ONE QUARTER EPS

EPS Flow Regulator = 84.4 at max level (assuming there was a fleet version) so 21.2 = 25%



So in conclusion... Is this a bug or an oversight? Because ATM those of us who want extra EPS get kicked in the pants big time.
"When people ask stupid questions I feel obligated to give sarcastic answers."

Keltoi Class... fan design. You KNOW you want one In-game!

[SIGPIC][/SIGPIC]
Post edited by samt296 on

Comments

  • samt296samt296 Member Posts: 157 Arc User
    edited March 2014
    Still waiting for a reply... Preferable from a DEV to find out the reasoning behind this.
    "When people ask stupid questions I feel obligated to give sarcastic answers."

    Keltoi Class... fan design. You KNOW you want one In-game!

    [SIGPIC][/SIGPIC]
  • monkeybone13monkeybone13 Member Posts: 4,640 Arc User
    edited March 2014
    Actually the fleet consoles are better.

    Example: http://sto.gamepedia.com/Advanced_Engineering_Armor_Consoles The enhanced Neutronium Mk XII console gives +21.2 to all energy and kinetic damage resistance, and a bonus to something else of your choosing, though a limited selection.

    http://sto.gamepedia.com/Console_-_Engineering_-_Neutronium_Alloy A very rare Mk XII Neutronium console gives +20 to all energy and kinetic damage resistance and no bonus to anything else.

    Not only does the fleet version give more resistance, but adds a bonus of your choosing on top of it, such as increased power transfer rate, increased turn rate, etc.

    A fleet enhanced Mk XII RCS console gives +42.5% turn rate on top of 1 of 3 bonuses of your choosing, such as all energy and kinetic damage resistance, increased hull hit points, ect.

    A very rare Mk XII RCS console gives +40% turn rate.

    Fleet embassy threat scaling consoles give +31.9% for a Mk XII with the addition of a shield heal/hull heal proc, or increased plasma damage/plasma damage proc when using non plasma weapons, and increasing or decreasing your threat. A regular Mk XII version of the consoles give +30% and no additional anything.

    And fleet spire tactical consoles give +31.9% for specific damage types as well as increased critical chance or increased critical severity depending on what console type you choose. Regular Mk XII tac consoles give +30% for a specific damage type. (During season 8 beta testing, originally the fleet spire consoles actually gave you a lower percentage, but after lots of complaints about them being worse then regular consoles of their type, the percentages were increased)

    So what's your beef with fleet consoles? Are they too OP? Or are you complaining that the secondary effect isn't high enough on them?

    Edit: Please try to be more clear about what you are asking.

    If the consoles are not increasing what is listed on their stats or increasing it to the amount listed, that is a bug. Otherwise they are working as intended.
  • rinksterrinkster Member Posts: 3,549 Arc User
    edited March 2014
    I think the OP is wondering why the EPS flow regulators are there as a 25% bonus, while other secondaries get 50%

    I think.

    All i can say is, EPS regulators? Why?

    Thing is, unless we're talking some interesting build here, EPs is simply not as useful as the other bonuses.

    It's an odd choice.

    I imagine the reason for the disparity is a 50% bonus for EPs was deemed too high for some reason.

    Prolly someone wrote 'EPS is OP, plz Nerf' and the rest was history.
  • samt296samt296 Member Posts: 157 Arc User
    edited March 2014
    rinkster wrote: »
    I think the OP is wondering why the EPS flow regulators are there as a 25% bonus, while other secondaries get 50%

    I think.

    All i can say is, EPS regulators? Why?

    Thing is, unless we're talking some interesting build here, EPs is simply not as useful as the other bonuses.

    It's an odd choice.

    I imagine the reason for the disparity is a 50% bonus for EPs was deemed too high for some reason.

    Prolly someone wrote 'EPS is OP, plz Nerf' and the rest was history.

    Indeed... That is exactly what im wondering. The build isn't terrible strange, its used by many of my fleet-mates. They get EPS to 300% to help manage power levels faster. It has a range of benefits in that area. Recover drained power faster and batteries, Plasmonic Leech etc. go into effect much quicker.
    "When people ask stupid questions I feel obligated to give sarcastic answers."

    Keltoi Class... fan design. You KNOW you want one In-game!

    [SIGPIC][/SIGPIC]
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited March 2014
    rinkster wrote: »
    Prolly someone wrote 'EPS is OP, plz Nerf' and the rest was history.

    That's never happened. In the history of this game. Ever.
    [SIGPIC][/SIGPIC]
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