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Is there something wrong with mk 8 turret energy usage?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited April 2010 in The Academy
I've done a quick search on forums and haven't found anything mentioned, however from my experience yesterday I'm left wondering.

Over the last week or so I've been fighting with a serious power drain on my science ship (Cpt level). When fighting I kept seeing his weapon energy drop to around 30-40 (I usually run a version of all power to weapons most of the time) from the 90 or so I had it set to. He was running 2 forward beam arrays, 1 torp. Aft were 1 beam, mines and 1 turret. All mk 8 uncommon stuff. Well I replaced 1 beam with a bank (less time on target I figured less energy). That had no effect really.. still draining. I made a few other changes including swapping a beam array with a torp... which I didn't find too useful but it had a positive effect on power. That allowed me to keep power around the 60 mark. Finally I swapped out the turret in back with another beam array and Bam! All my problems vanished. I figured it was firing all the time so I moved on.

Now just yesterday my Klingon got his promotion. He was running with fore: 1 beam, 1 torp, 1 cannon Aft: 1 Beam, 1 turret. All uncommon mk vi's. I NEVER had a power problem with this load out. Running all power to weapons I never saw a drop below 95. (104-110 standard). Once I got my promotion I swapped all that above parts for the exact same load out, only in common mk 8. Weapon power dropping to 25-30!

With the turret issue from Sci officer fresh in my mind I removed the mk 8 turret and of course all the power problems vanished. Is there something wrong with the power usage on that part?

Today I planned on loading back in my Mk 6 turret I was using previous to my promotion to see if it has the same effect, but I'm wondering has anyone else run into this?
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    With the big season 1 patch turrets now drain 8 energy and EPS flow consoles only provide a fraction of former values.

    This might be the problem you are facing.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Season One "fixed" the power drain of weapons. If you look at the weapon's description, it will tell you how much power it uses. I have weapon power problems myself. I was thinking of going with 1 beam/turret and 2 torps fore and aft, but if what you say is happening, maybe I just need to replace my turret.

    Edit: By "fixed", I mean the system is now working as the devs desired it to.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    With the big season 1 patch turrets now drain 8 energy and EPS flow consoles only provide a fraction of former values.

    This might be the problem you are facing.

    I never really jumped on that EPS band wagon since I never had a power problem... so I'm not running any of the consoles. However if that's the case doesn't it seem silly we can't even run 1 turret?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Just a quick update, I put back the mk 6 uncommon and now I have no power issues at all. The power usuage on both the mk 6 and mk 8 appears the same on the description, so this does appear to be a bug of some sort with mk 8 turrets.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Good to know, not played since season 1 in space yet, but was running 2 mk viii turrets in back of escort. will have to swap and compare see how the power goes.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Seems to be an issue with how many weapons you're firing at once. Presumably if you got promoted you started flying a vessel with more weapon slots?

    Turrets are always going to fire, so they constantly drain energy.

    In theory Cannons and Turrets use less energy than beams, asuming they're all firing at a target over the same amount of time. However if you're going from an aft turret to an aft beam then that beam (unlike the turret) won't fire at something that's directly ahead of you. So if you keep foes in your forward arc then you'll lose far less weapon energy since you'll have one less weapon constantly firing.

    In general I've found that each +1 Console rating lets you use two more weapons than you normally would.
    No Consoles with 2 energy weapons constantly firing = slow weapon energy gain
    One Console with 4 energy weapons constantly firing = roughly even (very slight gain/decay)
    Two Consoles with 6 energy weapons constantly firing = roughly even (very slight gain/decay)

    Cannons/Turrets draining slightly less than beams make the levels fluctuate a bit, but for reference, with 2 forward beams and 3 aft turrets, I find that One (+1) console has a slow energy decay but Two (+1) consoles have a noticable energy gain.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Maelwys wrote:
    Seems to be an issue with how many weapons you're firing at once. Presumably if you got promoted you started flying a vessel with more weapon slots?

    Turrets are always going to fire, so they constantly drain energy.

    In theory Cannons and Turrets use less energy than beams, asuming they're all firing at a target over the same amount of time. However if you're going from an aft turret to an aft beam then that beam (unlike the turret) won't fire at something that's directly ahead of you. So if you keep foes in your forward arc then you'll lose far less weapon energy since you'll have one less weapon constantly firing.

    In general I've found that each +1 Console rating lets you use two more weapons than you normally would.
    No Consoles with 2 energy weapons constantly firing = slow weapon energy gain
    One Console with 4 energy weapons constantly firing = roughly even (very slight gain/decay)
    Two Consoles with 6 energy weapons constantly firing = roughly even (very slight gain/decay)

    Cannons/Turrets draining slightly less than beams make the levels fluctuate a bit, but for reference, with 2 forward beams and 3 aft turrets, I find that One (+1) console has a slow energy decay but Two (+1) consoles have a noticable energy gain.

    Negative, same amount of weapon slots (Kling BOP), just went from mk VI to mk VIII.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Trega_SWG wrote:
    Negative, same amount of weapon slots (Kling BOP), just went from mk VI to mk VIII.

    Well had my first chance to play about in some DSE last night, tryed 2 white mk viii, against 2 white mk vi disruptor turrets in my tactical escort, couldnt say I noticed a difference.
    Was getting massive power drain, but thats also from the fact I have 3 DHC in the front.
    Tryed shooting stuff with just turrets in the back and on their own did minimal power drain.
    With the power changes have now taken both the turrets off autofire to help the cannons keep power anyway.
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