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Stacking conole penelties?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited March 2010 in The Academy
I just took the moment to read through the form a bit at builds and I noticed that alot of folks like to stack consoles (all of 2x of the following EPS, RCS, Biofunction, etc.). Most games that I played including this one have funky math stacking rules that I do not even wanna get into right now, but from observations and ship behavior is such a heavy stacking 'penalty' that its almost a complete wast of the slots anything more then one console uses. For turning I see better results from 1x RCS, 1x Aux+ buff and creative energy management then 3x RCS. EPS consoles have already been confirmed are getting nerfed, so rather 1x EPS, 1x Weapon+ buff and Weapons energy (lots of free energy in the engines, rather use engine batteries, maneuvering speed, Omega and ramming speed to mover your ars out of trouble). Or what about 3x weapons consoles, if you use mixed waepsons or types rather use for example 1x Phaser, 1x Beam and 1x Cannon. Be a little more creative, look on the exchange for what is really out there and available and you might see things becoming a bit more efficient.

Please, lets hear some more creative ideas. This problem isn't just restricted to one class over the other.

EDIT, with this 100% energy to weapons settings, we aren't Klings flying BOP. Show off some of that good old fashion Federation know how.
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