Just like the title says. If you have free spots in your devices, is it worth it to put batteries there? If so, what batteries would you suggest using? I haven't really used them before as I have always seen them as almost useless, but someone messages my IG and said that I should start to think about using them. I only do pve, and I don't think I will start to pvp, at least not anytime soon, so what would any of you more experienced players suggest? Finally, I am running an all beams, non-A2B, FAW, JAHDC, if that is of any use.
Just like the title says. If you have free spots in your devices, is it worth it to put batteries there? If so, what batteries would you suggest using? I haven't really used them before as I have always seen them as almost useless, but someone messages my IG and said that I should start to think about using them. I only do pve, and I don't think I will start to pvp, at least not anytime soon, so what would any of you more experienced players suggest? Finally, I am running an all beams, non-A2B, FAW, JAHDC, if that is of any use.
They are pretty good in a pinch. Better if you spec into them and better still with the appropriate doffs(like the free one we get with the current event)
There are several to choose from and even some that benefit your whole team.
As far as which ones to choose I would ask, Where is your build its weakest?
I just made it pretty recently, so I haven't really had time to check. I have a plasmonic leech console, so the power really isn't that low ever. Maybe at the beginning when I am not doing that much damage, but the more damage I do, the more power. I get, allowing for more damage leading to a big circle. I was just wondering if I should slot them to prevent any power drain that may occur from outside sources, so I guess a better question to ask would be, do NPC ships have many power drain abilities?
I just made it pretty recently, so I haven't really had time to check. I have a plasmonic leech console, so the power really isn't that low ever. Maybe at the beginning when I am not doing that much damage, but the more damage I do, the more power. I get, allowing for more damage leading to a big circle. I was just wondering if I should slot them to prevent any power drain that may occur from outside sources, so I guess a better question to ask would be, do NPC ships have many power drain abilities?
Batteries aren't just about extra power. They also provide secondary benefits such as repairing a disabled subsystem.
And with the right doff they can function very much like an EPTx ability.
there are also other consumables to consider if your just looking to fill the slots, and like I said there are team wide variants if you feel lime adding some support to your build.
As a time traveller, Am I supposed to pack underwear or underwhen?
Not everything you see on the internet is true - Abraham Lincoln
I am a big fan of weapon batteries on ships with beam weapons, especially for opening attacks. The power buff amplifies base damage, and you are able to keep high damage going for longer by not draining so much power.
Between the Rechargeable Shield Battery I have & the Red Matter Capacitor, I feel like I just might ditch the Plasmonic Leech for the new S9 Undine console and allocate my Flow Capacitor skill points to Starship Batteries instead.
Exocomp Exocomp Exocomp*. That's what makes such batteries really useful, but only the normal batteries, not the rechargeable or the large ones. Those won't work with the exocomp.
The +10% damage with a weapons battery is very handy. It's given on top of the normal power boost + subsystem repair.
Shield battery is +10% damage resist iirc
It also causes RMC to give an extra 5 power to each subsystem, on top of the boost it already gives.
Exocomp Exocomp Exocomp*. That's what makes such batteries really useful, but only the normal batteries, not the rechargeable or the large ones. Those won't work with the exocomp.
The +10% damage with a weapons battery is very handy. It's given on top of the normal power boost + subsystem repair.
Shield battery is +10% damage resist iirc
It also causes RMC to give an extra 5 power to each subsystem, on top of the boost it already gives.
*Or Reman Reman Reman for us KDF types.
there are other cheeper doffs that do the same thing btw
As a time traveller, Am I supposed to pack underwear or underwhen?
Not everything you see on the internet is true - Abraham Lincoln
Exocomp Exocomp Exocomp*. That's what makes such batteries really useful, but only the normal batteries, not the rechargeable or the large ones. Those won't work with the exocomp.
Are you sure?! Rechargeable batteries are working for the 'regular' Engineering doff that does the same just fine (for rechargeables batteries it just adds an across-the-board boost to all power levels). Not in-game right now, but I'd be highly surprised if exocomp didn't do the same.
Are you sure?! Rechargeable batteries are working for the 'regular' Engineering doff that does the same just fine (for rechargeables batteries it just adds an across-the-board boost to all power levels). Not in-game right now, but I'd be highly surprised if exocomp didn't do the same.
Really? Huh, because last I checked it didn't do anything for rechargeables.
Btw, what is this "cheaper" doff that has been mentioned? The exocomp I refer to is the event one, which is different from the uber rare one that drops from normal doff packs.
very much so. No one runs at 130 power in all systems....
uses for batteries vary, but I like them for
- aux, to boost healing or GW or other sci powers once in a while
- engine, to run away or get to new spawns faster etc
- shields.. IMHO this one is next to worthless but "tiny" > 0
- weapons ... great if drained, using a lot of BO3, and for builds that do not have sufficient weapon power to stay near max over extended fights.
Besides, what else can you slot? I have exactly 1 useful space device; the pirate call. I also have a "lasts 0.005 seconds" scorp fighter device and maybe one other useless one, I forget, but there are not many and I doubt most players could find 4 non battery devices to slot.
Besides, what else can you slot? I have exactly 1 useful space device; the pirate call. I also have a "lasts 0.005 seconds" scorp fighter device and maybe one other useless one, I forget, but there are not many and I doubt most players could find 4 non battery devices to slot.
I can think of several. The Subspace Field Modulator is a must have for me at all times, as is the Deuterium Burn (an extra Evasive Maneuverers for all those "oh TRIBBLE" moments). Ablative Jevonite hard points are great for a STF run. Also the Pirate Distress call doesn't need to be slotted in a device slot for you to put it in your ability tray.
Costly in blue money but Shields batteries have gone up. ETA sector space station they were cheaper there also K-7. Now they're high. I use them rarely today. Weapons and Aux batteries are optional. Most can be had when you take on enemy or do patrols in the sector for free.
Some of my builds I use multiple Maintenance doffs for special boosts like 10% damage boost per doff for energy weapons, shield tanking ... Some people use 3.
hehe how do you think my engineer avenger does so much damage >=]
Nukara tier 4 offensive, maintenance engineers for weapons damage on weapons batteries and then i just constantly have either an aux battery or a weapons battery up
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Comments
They are pretty good in a pinch. Better if you spec into them and better still with the appropriate doffs(like the free one we get with the current event)
There are several to choose from and even some that benefit your whole team.
As far as which ones to choose I would ask, Where is your build its weakest?
http://sto.gamepedia.com/Consumable/Space
Not everything you see on the internet is true - Abraham Lincoln
Occidere populo et effercio confractus
Batteries aren't just about extra power. They also provide secondary benefits such as repairing a disabled subsystem.
And with the right doff they can function very much like an EPTx ability.
there are also other consumables to consider if your just looking to fill the slots, and like I said there are team wide variants if you feel lime adding some support to your build.
Not everything you see on the internet is true - Abraham Lincoln
Occidere populo et effercio confractus
The +10% damage with a weapons battery is very handy. It's given on top of the normal power boost + subsystem repair.
Shield battery is +10% damage resist iirc
It also causes RMC to give an extra 5 power to each subsystem, on top of the boost it already gives.
*Or Reman Reman Reman for us KDF types.
there are other cheeper doffs that do the same thing btw
Not everything you see on the internet is true - Abraham Lincoln
Occidere populo et effercio confractus
Are you sure?! Rechargeable batteries are working for the 'regular' Engineering doff that does the same just fine (for rechargeables batteries it just adds an across-the-board boost to all power levels). Not in-game right now, but I'd be highly surprised if exocomp didn't do the same.
Really? Huh, because last I checked it didn't do anything for rechargeables.
Btw, what is this "cheaper" doff that has been mentioned? The exocomp I refer to is the event one, which is different from the uber rare one that drops from normal doff packs.
uses for batteries vary, but I like them for
- aux, to boost healing or GW or other sci powers once in a while
- engine, to run away or get to new spawns faster etc
- shields.. IMHO this one is next to worthless but "tiny" > 0
- weapons ... great if drained, using a lot of BO3, and for builds that do not have sufficient weapon power to stay near max over extended fights.
Besides, what else can you slot? I have exactly 1 useful space device; the pirate call. I also have a "lasts 0.005 seconds" scorp fighter device and maybe one other useless one, I forget, but there are not many and I doubt most players could find 4 non battery devices to slot.
I can think of several. The Subspace Field Modulator is a must have for me at all times, as is the Deuterium Burn (an extra Evasive Maneuverers for all those "oh TRIBBLE" moments). Ablative Jevonite hard points are great for a STF run. Also the Pirate Distress call doesn't need to be slotted in a device slot for you to put it in your ability tray.
20/shields batteries
20/weapons batteries
20/aux batteries
or
per device slots you have. all 20/shields batteries each.
To me it's another extra item you can have just in case you need help. Otherwise optional.
Time will only tell!
hehe how do you think my engineer avenger does so much damage >=]
Nukara tier 4 offensive, maintenance engineers for weapons damage on weapons batteries and then i just constantly have either an aux battery or a weapons battery up
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus