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Efficient Impulse Engines - necessary equipment?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited March 2010 in The Academy
I got my first character to RA5 (engineer-cruisers) and then worked on my second (tactical-escorts) and noticed I missed something big on my first character. I didn't chose the Efficient Impulse Engines Mk IV (+5 to weapon/shield/aux power, http://stowiki.org/wiki/Efficient_Impulse_Engines_Mk_IV ), when that came up as a quest reward. I've gotten my tactial-escort character to RA5 and notice a slight combat difference between using and not using Efficient Impulse Engines.

Now I'm wondering if I should make a new engineer-cruisers character, level it to RA5 and scrap the old one. Is there much difference in having versus not having Efficient Impulse engines at max level on an Engineer-Cruisers officer?
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Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    If you went all the way to RA5 and started another character before noticing you didn't have the efficient engines on your RA5 I'd say "No, the efficient engines are not necessary". Desirable maybe, but not necessary.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I personally just replaced them with Very Rare Mk X Combat Impulse Engines and I have not been disappointed.

    My base speed went from 14 to 21 at ~50 engine power (which is my current minimum). My turn rate increased slightly, which is nice. If my engines get disabled I still retain some semblance of mobility. Finally, my full impulse speed saw a huge speed increase which makes travel times and in-system navigation take much less time.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I had that rare impules engine as a quest reward on my cruiser. Around Capt 4-5 I had to replace it with an VIII. That is a nice engine at lower levels but it is slow at higher levels.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    On my science vessel, my first character through, I didn't know what they were about, already had good engines, so skipped it and took the shield. I still use the shield at commander.

    /shrug
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I have a Capt 3 eng, and since I picked that engine I haven't used anything else. Having the +5 to each system frees up my consoles for other things.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Axle. wrote:
    I got my first character to RA5 (engineer-cruisers) and then worked on my second (tactical-escorts) and noticed I missed something big on my first character. I didn't chose the Efficient Impulse Engines Mk IV (+5 to weapon/shield/aux power, http://stowiki.org/wiki/Efficient_Impulse_Engines_Mk_IV ), when that came up as a quest reward. I've gotten my tactial-escort character to RA5 and notice a slight combat difference between using and not using Efficient Impulse Engines.

    Now I'm wondering if I should make a new engineer-cruisers character, level it to RA5 and scrap the old one. Is there much difference in having versus not having Efficient Impulse engines at max level on an Engineer-Cruisers officer?

    AT RA5 I still use mine...cant beat the +5 to all those things especially without respec. But I would NOT lvl another toon just for an item...just my opinion.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    IT all depends. +5 power settings for 3 Subsystem is like getting 3 Mk VIII (XI?) engineering consoles for free. If you like to mini-map power on you ships it's invaluable. But if you aren't making huge investments in Warp Core Training, Subystem Efficiency/Performance skills, then +5 power won't do you that much good overall. It is useful for trying to cap out (or (exceed) power level for a subsystem running at full (i.e. Weapons). But you do give up extra normal impulse speed and Full Impulse speeds. A Mk X Engine is approx 35% faster then a comparable Mk IV engine. (In this was the Efficient Engine is a Hyper Impulse Engine if you want to compare for yourself.)

    For the records, I'm stilling choosing and using the Efficient Impulse Engine on all of the characters even my RA5. But I'm am ponder switching to a higher speed engine. The Efficient trait is apparently going from +5 to +10 on the new build on Tribble. That might be enough extra power for me to switch.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    What about the Combat Hyper-Impulse engine you get from the mission reward as a commander? the blue MK VI one, is that worth it or just junk?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    count23 wrote: »
    What about the Combat Hyper-Impulse engine you get from the mission reward as a commander? the blue MK VI one, is that worth it or just junk?

    The Efficient Impulse Engine has exact the same speeds at all power settings as a blue Mk IV Hyper Impulse Engine. The Blue Mk VI Hyper Impulse Engine will be faster then the Efficient Impulse, but you won't have the power setting bonuses. It's a decision you will have to make. Are the power bonuses worth keeping in trade of slower speeds as you level up?

    As I previously posted my RA5 has been using the Efficient Impulse Engine at RA5. But now I'm reevaluating that decision. At times I do miss the increased speeds of a higher Mk engine.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    count23 wrote: »
    What about the Combat Hyper-Impulse engine you get from the mission reward as a commander? the blue MK VI one, is that worth it or just junk?

    Wait a minute. I missed what you said the first time. A Combat Hyper Impulse Engine? I mist have missed that. the first 2 times through Commander. I really need to read closer.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    fuzun wrote: »
    Wait a minute. I missed what you said the first time. A Combat Hyper Impulse Engine? I mist have missed that. the first 2 times through Commander. I really need to read closer.

    Yea, i got them doing one of the admiral Tnae missions into romulan space... I think it was "Taris", I'll have to check, but they're mk VI, rare and seem to be powerful, even if they dont give you energy like the efficient ones do.

    EDIT: http://startrekonline.wikia.com/wiki/Combat_Hyper-Impulse_Engines_Mk_VI
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    fuzun wrote: »
    The Efficient Impulse Engine has exact the same speeds at all power settings as a blue Mk IV Hyper Impulse Engine.
    Erm, I'll need to check when the EU connectivity issues have been resolved, but I'm fairly sure the Efficient engine counts as a 'standard' Impulse engine for speed, not a Hyper Impulse.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Let me tell you, as a Klingon, that I laugh about every FED using the efficient engines above tier, lets say 3.

    Any FED that complains that he got no chance to group up again after he died in a hostile engagement, should really instantly change his engines. At T5 I fly twice as fast in full impulse than you in your efficient engines, and catch you in seconds anywhere.


    And the paratrinic shields you can get from the same quest are awesome for escorts. I would definitely take them as escort captain.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    AT RA5 I still use mine...cant beat the +5 to all those things especially without respec. But I would NOT lvl another toon just for an item...just my opinion.

    The engine is bind on pickup, so yes, I wouldn't create and level a character just to be able to use the engine either.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I carry a higher speed engine for general use, and swap to the efficient before engaging, it's a bit of a chore but being able to stack more consoles for combat is worth it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    An excellent level for a majority of the game. But some of the mk x engines have them beat. At some point, you just need more speed.
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