As I'm getting deeper into the Captain rank, I've pretty much maxed out all the space combat skills that explicitly state they affect abilities I have... But I'm wondering, will say, Energy Weapon Efficiency give me any kind of passive boost thats useful to me, even if I dont have abilities such as Emergency Power to Weapons or Aceton Field? Tactical escort captain who is running out of places to put skill points.
As I'm getting deeper into the Captain rank, I've pretty much maxed out all the space combat skills that explicitly state they affect abilities I have... But I'm wondering, will say, Energy Weapon Efficiency give me any kind of passive boost thats useful to me, even if I dont have abilities such as Emergency Power to Weapons or Aceton Field? Tactical escort captain who is running out of places to put skill points.
The <Subsystem> Efficiency and <Subsystem> Performance skills do have some passive affects on other skills. But there aren't very many, and they will be listed in the individual powers. The only one I can recall, ATM, is Directed Energy Modulation which is affect by Energy Weapon Performance. (Might be wrong on that).
The main effects for the Efficiency and Performance skills are bonuses to Power Settings of the Subsystems of your ship. Efficiency skills give a bonus at low power settings (<75). The lower the power the bigger the bonus. And Performance skills give a straight power setting bonus regardless of power setting (roughly +1 / skills rank). If you run a subsystem at power setting 75 or higher, you will get little benefit from the Efficiency skills. The Performance skills are very nice. They are nearly twice as good as the best Mk X Engineer Console (and don't take up a Console slot).
Edit: Well you can skip the last paragraph. I missed the bit about you being a Tactical Captain. Shields and Engine Efficiency may be good for you. Assuiming Attack power settings (100/50/25/25). You can squeeze +9 power from you Engines and +5 form your Shields. If you can score some BO's with the Efficient train, you can get a couple more points of power. Aux Systems Efficiency might no be best for you in an Escort since they turn so well already. But if you want a bit more turn, you can put point into the skill.
The only other benefit from the Efficiency skills are if you are an Engineer. AT rank 9, they allow an Eng captain to train BOs in Emergency Power to <subsystem> III. The III version of those skills add +36 power (maxed out) to the subsystem. My Assault Cruiser is nearly always at 125+ Weapons power with Em. Power to Weapons III.
Thank you very much, that helps a heck of a lot. So basically, those skills are quite worth investing into. Specially considering theres nothing else I really need to get currently.
Thank you very much, that helps a heck of a lot. So basically, those skills are quite worth investing into. Specially considering theres nothing else I really need to get currently.
Yep. I actually invest heavily on those skills for most of my characters. But not so much if don't take Warp Core Theorist or Effienct Captain trains. I mini-max when it come to ship's power. (As you can probably tell by guide linked in my .sig). Power levels for subsystems are a huge multiplier for many things. If you invest very heavily and toss in a few Eng Console, you can archive things like running (113/74/52/57) while in Attack on a Reconnaissance Science Vessel. I run at nearly 70 for everything in Balanced.
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The <Subsystem> Efficiency and <Subsystem> Performance skills do have some passive affects on other skills. But there aren't very many, and they will be listed in the individual powers. The only one I can recall, ATM, is Directed Energy Modulation which is affect by Energy Weapon Performance. (Might be wrong on that).
The main effects for the Efficiency and Performance skills are bonuses to Power Settings of the Subsystems of your ship. Efficiency skills give a bonus at low power settings (<75). The lower the power the bigger the bonus. And Performance skills give a straight power setting bonus regardless of power setting (roughly +1 / skills rank). If you run a subsystem at power setting 75 or higher, you will get little benefit from the Efficiency skills. The Performance skills are very nice. They are nearly twice as good as the best Mk X Engineer Console (and don't take up a Console slot).
Edit: Well you can skip the last paragraph. I missed the bit about you being a Tactical Captain. Shields and Engine Efficiency may be good for you. Assuiming Attack power settings (100/50/25/25). You can squeeze +9 power from you Engines and +5 form your Shields. If you can score some BO's with the Efficient train, you can get a couple more points of power. Aux Systems Efficiency might no be best for you in an Escort since they turn so well already. But if you want a bit more turn, you can put point into the skill.
The only other benefit from the Efficiency skills are if you are an Engineer. AT rank 9, they allow an Eng captain to train BOs in Emergency Power to <subsystem> III. The III version of those skills add +36 power (maxed out) to the subsystem. My Assault Cruiser is nearly always at 125+ Weapons power with Em. Power to Weapons III.
Yep. I actually invest heavily on those skills for most of my characters. But not so much if don't take Warp Core Theorist or Effienct Captain trains. I mini-max when it come to ship's power. (As you can probably tell by guide linked in my .sig). Power levels for subsystems are a huge multiplier for many things. If you invest very heavily and toss in a few Eng Console, you can archive things like running (113/74/52/57) while in Attack on a Reconnaissance Science Vessel. I run at nearly 70 for everything in Balanced.