Well, the title pretty much says it all but to make it perfectly obvious:
5 tac consoles is much sought after.
5 sci consoles can be useful since there is a decent diversity of useful ones.
5 eng consoles... universals live here.
Why is that? Well, engineering consoles have been reduced to +turn and +resist. Everything else goes to the vendor. On top of it all, resists suffer from diminishing returns so using more than 2 or 3 of them is hardly an option. Turnrate consoles i see rather mixed because ships with lots of engineering slots have usually a bad turnrate and end up being beam boats which can make +turnrate utterly redundant too.
I'm not going to mention the usually engineering slanted bridge officer layout that leads to even more resist/turnrate with emergency power to engines, auxiliary to dampeners/structural etc. and more diminishing returns.
(Yes, in pvp turnrate is important but i'm more interested in pve since the pvp aspect of the game only affects a neglectable minorty. )
So, if you had to fill 5 eng console slots (no universal consoles!), what would you put in there?
So, if you had to fill 5 eng console slots (no universal consoles!), what would you put in there?
I would beat myself over the head until I understood the error of my ways for taking such a ship, then spend some time cursing at cryptic until they gave me back my universal consoles.
5 Neutronium. If I take a ship that has 5 eng consoles, I want it to be sturdy.
Also, the"diminishing returns" on armor are a mathematical illusion. In actuality, each armor console lets you take an equal amount of additional damage.
Lol...damage resistance magnitude is the textbook definition of diminishing returns.
The more you have, the less each is worth
Mathematical illusion.....that was more of a chuckle then I would've expected...the tactical console argument was misguided but was an excellent read how it's all perspective. Damage resistance magnitude is a formula of pure black and white...
This was one of the most obvious flaws in the system that I've pointed out when it comes to engineering-heavy ships (like the Galaxy), and how Cryptic's developers started a trend to creating cruisers and science vessels with a more obvious tactical focus.
While ships with a very obvious engineering focus get left out in the rain.
I proposed a 5-piece engineering console set (so that it could help every ship with 5 engineer consoles substantially, while giving set bonuses to other ships that may not have 5 engineering consoles as well).
However, it would appear from what I've seen from screenshots, that the crafting update seems to be addressing the relative mediocrity which is Engineering, by introducing new consoles that have a variety of abilities that when used in tandem could conceivably produce more powerful and more competitive engineering-skewed vessels.
I'd fill them all with the most broken and forgotten engineering console of them all. Eps flow consoles
5 is too many, you would actually be hurting your dps to do that, I'm not entirely sure why but that was my experience.
As for what I would do, prolly 2 EPS flow regulators, 2 Enhanced Neutronuims [+Turn] along with one RCS Accelerator (if enhanced it would have [AllRes]).
However, it would appear from what I've seen from screenshots, that the crafting update seems to be addressing the relative mediocrity which is Engineering, by introducing new consoles that have a variety of abilities that when used in tandem could conceivably produce more powerful and more competitive engineering-skewed vessels.
So far i only saw another +turn console coming with crafting which is, to me, quite disapointing.
In your opinion really. For Min-Maxers or DPS hounds it may be an issue. For casual players and people who don't GAF like me, it a non-issue. I like to run all the consoles you guys say are useless on my PvE oriented builds, in science the bio-function monitor, emergency force fields, SIF generators EPS flow, etc etc.
And aren't some of those super DPS builds engineering slots loaded with EPS consoles?
RCS Accelerator
Whichever armor guards against all Energy Damage
Whichever armor guards against all Kinetic Damage (you can tell I make my Engineering slots home to universal consoles, huh)
SIF Generator
Emergency Forcefields, I guess?
Wow, that's not an easy job.
Dear Cryptic,
Please do something about this? Engineering Consoles kinda do suck.
This was one of the most obvious flaws in the system that I've pointed out when it comes to engineering-heavy ships (like the Galaxy), and how Cryptic's developers started a trend to creating cruisers and science vessels with a more obvious tactical focus.
While ships with a very obvious engineering focus get left out in the rain.
I proposed a 5-piece engineering console set (so that it could help every ship with 5 engineer consoles substantially, while giving set bonuses to other ships that may not have 5 engineering consoles as well).
However, it would appear from what I've seen from screenshots, that the crafting update seems to be addressing the relative mediocrity which is Engineering, by introducing new consoles that have a variety of abilities that when used in tandem could conceivably produce more powerful and more competitive engineering-skewed vessels.
Again, in theory.
This probably has more to do with people claiming they want to do DPS with their Science Officer or Engineering Officer.
So Cryptic gives them more Tactical oriented devices to boost what it is they want without causing harm to the Tactical Class and ships.
Honestly, any ship I have that has only three tac consoles, it has one or two empty console slots, somewhere.
Like the Lux/Cruiser from the Risa event. I have the three tac consoles, one science console, and 4 engineering consoles. That leaves one engineering, and science console slot empty. I just don't need them filled, because I don't do PVP. And, I am not running fleet gear either.
I have my builds setup where I don't need all of the console slots. If it is a 9 console ship, I have either one slot open, or it just has a junk console in it. If it is a 10 console ship, then it will have two.
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5 tac consoles is much sought after.
5 sci consoles can be useful since there is a decent diversity of useful ones.
5 eng consoles... universals live here.
5 tactical consoles is certainly something people love. But the parsers have been doing tons of math lately and demonstrate that the 5th tactical console isn't as big a value as previously assumed. They now advocate getting far more bang for one's buck out of other bonuses, and you know attack patterns.
5 Science consoles is the worst value in the game because of all the nerfs done to them and the nerfs done to the science stats. It's more than just Diminishing Returns. The consoles give out less bonus than other consoles. And that bonus affects stats less.
It's why attack patterns do more for gravity well damage than the consoles.
Which is why science consoles tend to get my universals. Unless it's a build specifically designed to take advantage of embassy consoles.
Which brings up why engineering consoles are pretty useful. Though the ships with 5 of them are usually tied to layouts that are frustrating. But a 4 console engi layout can be on a ship that's pretty darn good. And those 4 consoles, using Fleet Consoles can get really effective due to the high bonuses and double traits at work. Armor AND turn rate is a pretty popular choice.
So in the end, I think Engineering Consoles are fine. There's pros and cons to all three kinds of consoles.
The consoles that boost your power level in a particular system are near-worthless at their current strength--even a mark XII purple gives you less than +5 power in one system. They need to be at least 50% stronger to be worth the opportunity cost of replacing another console with one.
They could easily remedy Engineering consoles by simply buffing all power-boosting consoles considerably (by at least 100%), and giving EPS Flow Regulators back their old function - to reduce power drain from firing weapons.
Well it has been a long time since I used any eng console on any of my VA ship. On my last ship, fleet assault cruiser, I put two flow capacitors to sci console slots and all my universals (zero point energy, universal assimilated, tachyokinetic converter and plasmonic leech) to eng slots. And I usualy do this on all my ships. Any eng console is a waste of space for PvE imho.
Comments
I would beat myself over the head until I understood the error of my ways for taking such a ship, then spend some time cursing at cryptic until they gave me back my universal consoles.
My PvE/PvP hybrid skill tree
Lol...damage resistance magnitude is the textbook definition of diminishing returns.
The more you have, the less each is worth
Mathematical illusion.....that was more of a chuckle then I would've expected...the tactical console argument was misguided but was an excellent read how it's all perspective. Damage resistance magnitude is a formula of pure black and white...
My PvE/PvP hybrid skill tree
Take my Cruiser, without any +Resist consoles.
Starts at 28.2% Resist All with 0 Engineering consoles, and then I start adding 1 Mk XII Fleet Neutronium at a time.
+1 goes to 38.1%, which adds +9.9%
+2 goes to 45.1%, which adds +7.3%
+3 goes to 50.7%, which adds +5.6%
+4 goes to 54.9%, which adds +4.2%
So, as you can see, it's neither an "illusion" nor is it "a waste". It's merely if you want your ship to be more resistant to damage or not.
While ships with a very obvious engineering focus get left out in the rain.
I proposed a 5-piece engineering console set (so that it could help every ship with 5 engineer consoles substantially, while giving set bonuses to other ships that may not have 5 engineering consoles as well).
However, it would appear from what I've seen from screenshots, that the crafting update seems to be addressing the relative mediocrity which is Engineering, by introducing new consoles that have a variety of abilities that when used in tandem could conceivably produce more powerful and more competitive engineering-skewed vessels.
Again, in theory.
5 is too many, you would actually be hurting your dps to do that, I'm not entirely sure why but that was my experience.
As for what I would do, prolly 2 EPS flow regulators, 2 Enhanced Neutronuims [+Turn] along with one RCS Accelerator (if enhanced it would have [AllRes]).
So far i only saw another +turn console coming with crafting which is, to me, quite disapointing.
And aren't some of those super DPS builds engineering slots loaded with EPS consoles?
And since the majority of the game is now running FAWboats...
Which console adds to the electro-plasma skill?
Lol, definitely the worst console you could put on a ship. Heck, even the ones for crew resistance actually offer small benefits.
RCS Accelerator
Whichever armor guards against all Energy Damage
Whichever armor guards against all Kinetic Damage (you can tell I make my Engineering slots home to universal consoles, huh)
SIF Generator
Emergency Forcefields, I guess?
Wow, that's not an easy job.
Dear Cryptic,
Please do something about this? Engineering Consoles kinda do suck.
Captaincy, Excelsior-Class U.S.S. Bianca Beauchamp NCC-99947-F
[SIGPIC][/SIGPIC]
This probably has more to do with people claiming they want to do DPS with their Science Officer or Engineering Officer.
So Cryptic gives them more Tactical oriented devices to boost what it is they want without causing harm to the Tactical Class and ships.
Praetor of the -RTS- Romulan Tal Shiar fleet!
Like the Lux/Cruiser from the Risa event. I have the three tac consoles, one science console, and 4 engineering consoles. That leaves one engineering, and science console slot empty. I just don't need them filled, because I don't do PVP. And, I am not running fleet gear either.
I have my builds setup where I don't need all of the console slots. If it is a 9 console ship, I have either one slot open, or it just has a junk console in it. If it is a 10 console ship, then it will have two.
5 tactical consoles is certainly something people love. But the parsers have been doing tons of math lately and demonstrate that the 5th tactical console isn't as big a value as previously assumed. They now advocate getting far more bang for one's buck out of other bonuses, and you know attack patterns.
5 Science consoles is the worst value in the game because of all the nerfs done to them and the nerfs done to the science stats. It's more than just Diminishing Returns. The consoles give out less bonus than other consoles. And that bonus affects stats less.
It's why attack patterns do more for gravity well damage than the consoles.
Which is why science consoles tend to get my universals. Unless it's a build specifically designed to take advantage of embassy consoles.
Which brings up why engineering consoles are pretty useful. Though the ships with 5 of them are usually tied to layouts that are frustrating. But a 4 console engi layout can be on a ship that's pretty darn good. And those 4 consoles, using Fleet Consoles can get really effective due to the high bonuses and double traits at work. Armor AND turn rate is a pretty popular choice.
So in the end, I think Engineering Consoles are fine. There's pros and cons to all three kinds of consoles.
Why would you equip those? Do you frequently switch from the shield focused subsystem power setting to the engines focused subsystem power setting?