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what consoles are best?

keeny75keeny75 Member Posts: 319 Arc User
edited October 2012 in Federation Discussion
hi guys

just looking at consoles and wondering which ones are best to go for.


crew recovery rate (Biofunction Monitor) or crew damage resistance(Emergency Force Fields) ?

i'm also looking to get a armored hull and looking at the stats it looks like the Neutronium Alloy is the best one to go for. what do you think?

and finally I already have phaser booster console (Phaser Relay) and a quantum torpedo booster (Zero Point Quantum Chamber). would getting a weapon power setting (Plasma Distribution Manifold) really make much difference to the load out?

and which is better to have shield regeneration (Field Emitter) or shield increase (Field Generator)?

thanks for looking.
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Post edited by keeny75 on

Comments

  • tom61stotom61sto Member Posts: 3,669 Arc User
    edited October 2012
    In order:
    Neither is particularly worthwhile.
    Neutronium Alloy is the most flexible, if you don't know what you're going to be going up against (I.E. in Fleet PvE), go with at least two of them.
    Depends on your ship and load-out whether more wep power is needed, get the Assimilated Module as soon as you can as it gives +5 weapon power as well nice things like increased crit.
    Field Generator.
  • novemberalphanovemberalpha Member Posts: 33 Arc User
    edited October 2012
    I am trying to get some info on that manifold also
  • dauntlessf05dauntlessf05 Member Posts: 268 Media Corps
    edited October 2012
    Not sure if it helps you out at all, but for me personally, I use my eng console slots for hull plating and if I'm in my cruiser, I have 2x RCS Accelerator to increase my turn rate.

    For my escort I have 2x EPS Flow Regulator and if I have room for it, a Field Emitter console.

    Like tom61sto said, the best thing for you tot do is to get the Assimilated Module to boost you weapon load out.
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  • keeny75keeny75 Member Posts: 319 Arc User
    edited October 2012
    Yeah I've got the assimilated module it's a she thats going to be available to everyone soon lol.

    I've got an Armitage carrier escort.

    It's console lay out is ( and I'm doing this from memory)

    Crew recovery mkxii
    Rcs turn rate mkxii
    Quantum zero mod mkxii
    Phaser relay mkxii
    Hull repair mkxii
    Assimilated module
    X2 Borg phaser dual heavy cannons mkxii
    Quad heavy cannon phaser
    Quantum borg torpedo launcher mkxii
    X3 Borg phaser turrets
    Borg deflector and engines
    M.a.c.o shields
    Sunspace jump
    Point defence torpedo launcher
    Theta radiation

    I think that's it but not 100%
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  • luxchristianluxchristian Member Posts: 0 Arc User
    edited October 2012
    Crew Recovery and resistance are worthless consoles. Nearly no one needs them.

    Field Generator is better when you are going to a maximum shield build.

    Get as many Phaser Relay consoles as you can fit. Ditch the Zero point if you only have one torpedo. The Plasma Distribution Manifold is worthless. 3.5+ on weapon power isn't worth the console slot.

    You can do the story mission for the assimilated borg console. It really helps your damage.
    http://www.stowiki.org/Universal_Consoles#Assimilated_Module

    Neutronium is ok :-)

    Good luck and have fun :-)
  • keeny75keeny75 Member Posts: 319 Arc User
    edited October 2012
    Ok so here is what I have decided on for my Armitage build.

    Engineer slots x3
    Neutronium alloy
    Sif generator
    RCS turn rate

    Science slots x2
    Field generator
    Assimilation module

    Sunspace jumper to go In to third science console slot when fleet version Armitage is acquired.

    Tactical slots x4
    Phaser relay x2
    Zero point module
    Point defence photon torpedo launcher

    Really wanted a power transfer console but didn't have the room and I do have a red matter console in my device slot.


    So what do you think?
    [SIGPIC][/SIGPIC]
  • shookyangshookyang Member Posts: 1,122
    edited October 2012
    keeny75 wrote: »
    Ok so here is what I have decided on for my Armitage build.

    Engineer slots x3
    Neutronium alloy
    Sif generator
    RCS turn rate

    Science slots x2
    Field generator
    Assimilation module

    Sunspace jumper to go In to third science console slot when fleet version Armitage is acquired.

    Tactical slots x4
    Phaser relay x2
    Zero point module
    Point defence photon torpedo launcher

    Really wanted a power transfer console but didn't have the room and I do have a red matter console in my device slot.


    So what do you think?
    I would say ditch the SIF generator and get another Neutronium Alloy.

    If you have the money, I'd also recommend ditching the Field Generator and getting the Tacheyokinetic Converter from the Lobi store. With that, you could consider ditching the RCS console as well.

    I would only slot phaser relays in your tactical slots.
  • keeny75keeny75 Member Posts: 319 Arc User
    edited October 2012
    Hmm interesting just so happeneds I have about 600 lobi.
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  • shookyangshookyang Member Posts: 1,122
    edited October 2012
    keeny75 wrote: »
    Hmm interesting just so happeneds I have about 600 lobi.
    If you get it, and the 22.9% turn rate increase can replace your RCS console, you can move that up to the RCS console's place and keep the Field Generator.
  • keeny75keeny75 Member Posts: 319 Arc User
    edited October 2012
    shookyang wrote: »
    I would say ditch the SIF generator and get another Neutronium Alloy.

    If you have the money, I'd also recommend ditching the Field Generator and getting the Tacheyokinetic Converter from the Lobi store. With that, you could consider ditching the RCS console as well.

    I would only slot phaser relays in your tactical slots.

    According to the right up for the tacheyokinetic converter it says the following bonus sets is for the following ships only.

    To self when equipped on Temporal Science Vessel or Temporal Destroyer:
    +50% Flight Speed
    +100% Turn Rate
    +150% Power Recharge Speed
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  • tom61stotom61sto Member Posts: 3,669 Arc User
    edited October 2012
    That's the set bonus from having all three -- the console on its own boosts your turn 22%.
  • shookyangshookyang Member Posts: 1,122
    edited October 2012
    keeny75 wrote: »
    According to the right up for the tacheyokinetic converter it says the following bonus sets is for the following ships only.

    To self when equipped on Temporal Science Vessel or Temporal Destroyer:
    +50% Flight Speed
    +100% Turn Rate
    +150% Power Recharge Speed
    tom61sto wrote: »
    That's the set bonus from having all three -- the console on its own boosts your turn 22%.
    What he said.

    The console, by itself, give you 22.9% increase to your turn rate, points to graviton generators, as well as increasing your critical hit and severity. http://www.stowiki.org/Temporal_Item_Set#Console_-_Tachyokinetic_Converter

    Essentially, it's a slightly weaker version than the Assimilated Module, but instead of +5 to weapon power, it boosts your turn rate.
  • keeny75keeny75 Member Posts: 319 Arc User
    edited October 2012
    I did buy me one of those photonic tactical officers from the lobi store. God knows what they so but I made it my head tactical guy on the ship and promoted him as my first officer. Lol
    [SIGPIC][/SIGPIC]
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