They are accumulative. You can stock more than one to maximize their effects.
But its good to do it only on tactical consoles, since you can maximize a specific energy type output, for example. Its not a good idea to have , for example 3 RcS filling your engineer slots. Since you will be losing a chance to have a neutronium alloy or something else that is always useful no matter what ship you have.
are their effects cumulative or am i just wasting space by having multiples of the same kind. RCS Accelerators for example
It varies. Some things stack linearly -- example, tac consoles. Tac consoles do a % of base damage so if your razorbeam does 100 damage, and your tac console adds 20%, the first one adds 20 damage. The second one adds 20 damage also. So does the third....
Other things stack with diminishing returns. Armor, for example --- if you stack the one that gives kinetic or the (all energy/kinetic) one, the first one gives (random incorrect example numbers) say 30% resistance to everything, the next one might give 25, and the next one might give 10... for a total of 65 rather than 90. They always give MORE, but the amount keeps going down and at some point adding more is not useful. It cannot reach zero because you do not have 150 engineering slots or whatever it takes to get there.
RCS behave like tac consoles (I THINK, not 100% sure!).
I am not aware of any that stack in other ways such as pure stacking (here, a the second tac console would give 20% of 120, or 24 more, each one adding MORE than the last..! nothing does this..) or postmultiplier stacking (nothing does this either that I know of).
For my Sovereign class heavy cruiser I stack three phaser relay consoles to max out my damage as best as possible.
I recently stacked two RSC consoles giving 35% increase in turn rates each. I am currently evaluating if I can "feel" the difference in combat where I am always making turns.
If you are in a fleet, and want to add the RCS consoles benefit, with damage resistance, then you might want to look at the fleet Dilithium Mine consoles. They will give a good bonus to both.
If you want to see how much your consoles will affect the ships stats, you can go to your ship in a system, like Earth, New Romulus, or the Klingon homeworld.
Open your UI (Character equip window).
Select your ship to the left side.
To the left of where you equip consoles, there is a section with different tabs. These will show you ships stats. They will be titled Defense, Movement, etc.
If you have some console(s) for damage resistance equipped, look in the Defense tab. If you remove the console(s), you should see the stats change accordingly.
If it involves turn rates, like the RCS consoles, then while your ship is moving, it will show your movements stats as it would be in a fight, or at full impulse. To see your turn rate, simply turn your ship while moving.
To test consoles like this, you cab buy cheap common consoles on the exchange, or just play with what you pick up in-game. (I test with common consoles because they do not bind to account, or character, and can be resold).
As you most likely already know, common consoles are different than common weapons. As you go up in quality in weapons, they add more bonuses to the weapons. The good thing about the consoles is that they only increase the percent, or amount they increase. This will let you get a pretty good idea what a higher quality one will do for you.
If you do fly around in a system where other players are, it is best to move away from where most players automatically warp into. This is to not only make it easier for you to better test something, but it will also keep your ship from blocking their movements while they are trying to get somewhere.
Hope that this will help out.
Tim.
Leader of Elite Guardian Academy.Would you like to learn how to run a fleet? Would you like to know how to do ship builds (true budget as well as high end)?The join the Academy today!
Comments
But its good to do it only on tactical consoles, since you can maximize a specific energy type output, for example. Its not a good idea to have , for example 3 RcS filling your engineer slots. Since you will be losing a chance to have a neutronium alloy or something else that is always useful no matter what ship you have.
It varies. Some things stack linearly -- example, tac consoles. Tac consoles do a % of base damage so if your razorbeam does 100 damage, and your tac console adds 20%, the first one adds 20 damage. The second one adds 20 damage also. So does the third....
Other things stack with diminishing returns. Armor, for example --- if you stack the one that gives kinetic or the (all energy/kinetic) one, the first one gives (random incorrect example numbers) say 30% resistance to everything, the next one might give 25, and the next one might give 10... for a total of 65 rather than 90. They always give MORE, but the amount keeps going down and at some point adding more is not useful. It cannot reach zero because you do not have 150 engineering slots or whatever it takes to get there.
RCS behave like tac consoles (I THINK, not 100% sure!).
I am not aware of any that stack in other ways such as pure stacking (here, a the second tac console would give 20% of 120, or 24 more, each one adding MORE than the last..! nothing does this..) or postmultiplier stacking (nothing does this either that I know of).
I recently stacked two RSC consoles giving 35% increase in turn rates each. I am currently evaluating if I can "feel" the difference in combat where I am always making turns.
If you want to see how much your consoles will affect the ships stats, you can go to your ship in a system, like Earth, New Romulus, or the Klingon homeworld.
Open your UI (Character equip window).
Select your ship to the left side.
To the left of where you equip consoles, there is a section with different tabs. These will show you ships stats. They will be titled Defense, Movement, etc.
If you have some console(s) for damage resistance equipped, look in the Defense tab. If you remove the console(s), you should see the stats change accordingly.
If it involves turn rates, like the RCS consoles, then while your ship is moving, it will show your movements stats as it would be in a fight, or at full impulse. To see your turn rate, simply turn your ship while moving.
To test consoles like this, you cab buy cheap common consoles on the exchange, or just play with what you pick up in-game. (I test with common consoles because they do not bind to account, or character, and can be resold).
As you most likely already know, common consoles are different than common weapons. As you go up in quality in weapons, they add more bonuses to the weapons. The good thing about the consoles is that they only increase the percent, or amount they increase. This will let you get a pretty good idea what a higher quality one will do for you.
If you do fly around in a system where other players are, it is best to move away from where most players automatically warp into. This is to not only make it easier for you to better test something, but it will also keep your ship from blocking their movements while they are trying to get somewhere.
Hope that this will help out.
Tim.