Can anyone help me figure out what is the best armor configuration for a Tac capt. I currently fly either an Assualt Cruiser Refit, Heavy Escort Carrier, and a Vesta class vessel.
Honestly don't worry TOO much about armor consoles. Personally I just throw on a pair of Neutronium 11 consoles for +35 to everything (including kinetic, since no other armor but monotanium procects against it, and torpedoes are the main NPC kill shots), and call it good. Overdoing it doesn't accomplish much. One it has diminishing returns, and more than 2-3 consoles is just wasteful and better spent elsewhere. Two, it only protects against hull hits, and ideally you don't want anything touching your hull to begin with. Put more emphasis on ensuring your shields are always up, and then all you have to worry about is bleedthrough and plasma fires.
Armor depends a LOT more on ship type than on captain type. On my Vesta, I actually run without armor. It just doesn't give me enough of a boost to survivability with that low hull strength, so I run universal consoles in both my eng slots instead, saving my sci and tac slots for damage boosting, and counting on my abilities, primarily the shield ones, to keep me alive.
First is Tac consoles (pretty simple really), second is Sci (usually 2 x Field Generators plus a Universal Console or Flow Capacitors if useful i.e. using the Omega set).
If I have Eng slots to spare (not being used by other Uni Consoles) I slot Mk XI blue Neutroniums (free from the last Undine mission).
But as others have mentioned, sometimes I don't use them at all - my Kar'fi has 2 x RCS Accelerators to help get my DHCs on target - my Vesta has 2 x Plasma Manifolds to bump up my Weapons Power for the rear Phaser Turrets.
Armor is free to obtain so try flying with and without it - if you're not feeling much of a difference then put something more useful in there (my Peghqu' btw absolutely needs them )
Honestly don't worry TOO much about armor consoles. Personally I just throw on a pair of Neutronium 11 consoles for +35 to everything (including kinetic, since no other armor but monotanium procects against it, and torpedoes are the main NPC kill shots), and call it good. Overdoing it doesn't accomplish much. One it has diminishing returns, and more than 2-3 consoles is just wasteful and better spent elsewhere. Two, it only protects against hull hits, and ideally you don't want anything touching your hull to begin with. Put more emphasis on ensuring your shields are always up, and then all you have to worry about is bleedthrough and plasma fires.
If you mix the armour up let says, neutromium, ablative and monotanium, will you still get diminishing returns?
If you mix the armour up let says, neutromium, ablative and monotanium, will you still get diminishing returns?
Other people, far smarter than I am, have explained how armor resistance works and basically there's a hard cap of around 75% which you can never exceed (otherwise we'd have indestructible ships) - that's why adding 3 x Neutronium Alloys only gives twice the resistance of one.
So in answer to your question - yes, it doesn't matter what type (or combination) of armor you choose, they'll all be affected by this curve - some people just slap all Neutroniums in there (all energy/all kinetic), others might focus on a few extra points of Plasma resist (for STFs) or some other variation (most common/popular energy types for PvP) so its largely situation-specific.
You can't go wrong with Neutroniums though From STOWiki:
Damage resistance is a defensive statistic of a character or starship. It is multiplied with the incoming damage of the same type.
Players obtain damage resistance through items, like consoles and body armor, as well as skills, traits, and abilities.
The game internally differentiates between damage resistance magnitude and damage resistance. The former is what is indicated as bonus in the UI (e.g. the item or skill description), the later is the actual percentage by which incoming damage is reduced.
Star Trek Online uses a system of diminishing returns to prevent players from becoming invincible (100% damage resistance); i.e., the higher the damage resistance magnitude, the less additional damage resistance is gained from bonuses. With the exception of Ablative Generators, there is no way to exceed 75% damage resistance.
I have all of the Mk XII purple armor/plating/alloy consoles, except neutronium because it's so stupidly expensive on the exchange. I do this in part because escort shields do get worn down quickly, and in part just because I like the idea of piling on the armor.
Typical configuration is Ablative/Tetraburnium/Monotanium. This covers all energy weapon types, plus kinetic damage, and the overlap makes for extra resistance to plasma. But if I'm flying a more difficult mission and I know exactly what damage types I'll be facing, I'll swap out one of the armor consoles for more energy-specific plating: Electroceramic/Parametallic/Diburnium. I carry all five consoles around with me at all times, and switch them as needed.
since armor consoles come only in effect once your shields are gone i'm not fond of them anyway.
another thing that makes them less apealing is, that if you skilled 6 points in both armoring skills, you already start with a diminished effectiveness on any armor console you add.
another thing that makes them less apealing to me is, that in an ESTF once your shields are gone, no console will save you...only heals do, and those add quite a bit of resistance anyway.
So smart usage of your heals (HE, ET, AUX2SIF) + resi abilities (brace for impact, polarize hull) is worth more than 3 armor consoles sloted instead of some more usefull universal consoles...
I dunno. I don't run Hazard Emitters, so I rely on the armor bonus to keep the plasma fire from killing me after my shields go down in ESTFs. It's not 100% effective, but all it has to do is hold the ship together long enough for bridge officer skills to cool down or a heal/resist bonus from one of my borg sets to kick in. This works for me more often than you'd think.
Thanks for the input guys it was very helpful. With an Assualt cruiser i dont worry about RCS and i already have at least one EPS in there so my power transfer is at 170 so i feel good about that. The reason why i asked about the armor was because people were saying that the shield gens dont really work and i didnt want to was the consol spaces on non effective gear.
Thanks for the input guys it was very helpful. With an Assualt cruiser i dont worry about RCS and i already have at least one EPS in there so my power transfer is at 170 so i feel good about that. The reason why i asked about the armor was because people were saying that the shield gens dont really work and i didnt want to was the consol spaces on non effective gear.
Again thanks for the input
EPS is about the most useless console you can have, unless you extensively use Beam overload or constantly switch between power systems. Other than that it does nothing. It does not help in any shape or form to recover from weapon power drain when fireing your weapons. it only affects recovery rate after fireing a beam overload.
the shield gens work, you can see it for yourself. Just go into earth orbit and remove one, while looking at your shieldpoints...they will drop.
I don't run Hazard Emitters, so I rely on the armor bonus to keep the plasma fire from killing me after my shields go down in ESTFs
admirable bravery to go into battle against enemys that heavyly use plasma dots, without the single most usefull ability to counter them. respect
Can anyone help me figure out what is the best armor configuration for a Tac capt. I currently fly either an Assualt Cruiser Refit, Heavy Escort Carrier, and a Vesta class vessel.
Thanks.
I like the electrocreamic 35% to plasma resist , i usually stack as many as I can there is no diminished returns the numbers you see in your ship tables is false concerning armor resistances , the way armor works has been explained in depth by others in the pvp forums
Brace for impact and polorize hull are your best defense from torpedos i asorb torpedos spreads from donatra in my escort with only a tiny amout of damage to my hull
overall the neutroniums are good choices too because they offer good protection against any damage type , again the more the better, they are really nice to do stfs back to back with sb24 or any other encounter without worrying about changing them out
The EPS console is a poor choice imo replace it with something else that will benifit you
The best armor however is speed and manoverability
Jellico....Engineer ground.....Da'val Romulan space Sci
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
People who don't run armour in there builds and run numerous universal consoles are normally the first ones dead
Neutronium is the best one to use as it gives you good protection against everything including kinetic
You should try and balance between field generators and neutronium
Run as few universal consoles as possible
Please do me a favour and right click on your eps console scroll down to discard click that and that will help run it empty if you want probably would be better
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
That's odd. I find I have absolutely no problems keeping my shields up, but my hull was getting pounded through my shields. I stuck a Neutronium Alloy in, and that made a huge difference.
If you mix the armour up let says, neutromium, ablative and monotanium, will you still get diminishing returns?
Your armor console make-up is irrelevant to diminishing returns from Damage Resistance Magnitude. No actual console has diminishing returns. If one armor console gives +40, then two gives +80, and three gives +120.
However, the numbers that armor consoles and abilities display are Damage Resistance Magnitude. Damage Resistance Magnitude has diminishing returns in relation to the Damage Resistance percentage we see in our ship status screens, which is what incoming damage is actually reduced by. See more details here.
admirable bravery to go into battle against enemys that heavyly use plasma dots, without the single most usefull ability to counter them. respect
Heh.
Like I said, you'd be surprised how well my little ship survives. I spend a lot of time flying around engulfed in plasma fire. Heck, now that I have that Omega plasma torpedo, I set myself on fire half the time. Between all my passive hull/shield bonuses, bridge officer skills, and everything my Engineer admiral brings to the table for healing, and using speed/cloak/subspace field modulator to keep my defense value high, I don't actually die all that often, and I only fly Defiants.
People who don't run armour in there builds and run numerous universal consoles are normally the first ones dead
Neutronium is the best one to use as it gives you good protection against everything including kinetic
You should try and balance between field generators and neutronium
Run as few universal consoles as possible
Please do me a favour and right click on your eps console scroll down to discard click that and that will help run it empty if you want probably would be better
I don't run any armor consoles on any of my escorts, yet my ship almost always outlasts my fleet mates in ESTF's, fleet actions, and even occasional PVP. Virtually every console I run is a universal version (Borg Assimilated, Tachyokinetic, Zero Point Conduit, Rule-62 Combat Console, etc...), though I always equip a Field Generator and 4 or 5 tactical damage consoles.
My ships have similar layouts, except for me 1 Neutronium is preferable to 1 Field Generator. I find my shields don't drop, it's just bleedthrough and Plasma DoTs that hurt my hull.
I don't run any armor consoles on any of my escorts, yet my ship almost always outlasts my fleet mates in ESTF's, fleet actions, and even occasional PVP. Virtually every console I run is a universal version (Borg Assimilated, Tachyokinetic, Zero Point Conduit, Rule-62 Combat Console, etc...), though I always equip a Field Generator and 4 or 5 tactical damage consoles.
hey if this works good for you that's great good on ya
just when i was taught this is what i was taught
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
hey if this works good for you that's great good on ya
just when i was taught this is what i was taught
I do agree that clickable consoles with no other passive states and 3+ minute cooldowns should be used sparingly.
I usually rely on speed-based defense rating to fend off a lot of incoming damage, along with the borg space set to regenerate when shields or hull get low.
Comments
First is Tac consoles (pretty simple really), second is Sci (usually 2 x Field Generators plus a Universal Console or Flow Capacitors if useful i.e. using the Omega set).
If I have Eng slots to spare (not being used by other Uni Consoles) I slot Mk XI blue Neutroniums (free from the last Undine mission).
But as others have mentioned, sometimes I don't use them at all - my Kar'fi has 2 x RCS Accelerators to help get my DHCs on target - my Vesta has 2 x Plasma Manifolds to bump up my Weapons Power for the rear Phaser Turrets.
Armor is free to obtain so try flying with and without it - if you're not feeling much of a difference then put something more useful in there (my Peghqu' btw absolutely needs them )
If you mix the armour up let says, neutromium, ablative and monotanium, will you still get diminishing returns?
Other people, far smarter than I am, have explained how armor resistance works and basically there's a hard cap of around 75% which you can never exceed (otherwise we'd have indestructible ships) - that's why adding 3 x Neutronium Alloys only gives twice the resistance of one.
So in answer to your question - yes, it doesn't matter what type (or combination) of armor you choose, they'll all be affected by this curve - some people just slap all Neutroniums in there (all energy/all kinetic), others might focus on a few extra points of Plasma resist (for STFs) or some other variation (most common/popular energy types for PvP) so its largely situation-specific.
You can't go wrong with Neutroniums though From STOWiki:
Typical configuration is Ablative/Tetraburnium/Monotanium. This covers all energy weapon types, plus kinetic damage, and the overlap makes for extra resistance to plasma. But if I'm flying a more difficult mission and I know exactly what damage types I'll be facing, I'll swap out one of the armor consoles for more energy-specific plating: Electroceramic/Parametallic/Diburnium. I carry all five consoles around with me at all times, and switch them as needed.
another thing that makes them less apealing is, that if you skilled 6 points in both armoring skills, you already start with a diminished effectiveness on any armor console you add.
another thing that makes them less apealing to me is, that in an ESTF once your shields are gone, no console will save you...only heals do, and those add quite a bit of resistance anyway.
So smart usage of your heals (HE, ET, AUX2SIF) + resi abilities (brace for impact, polarize hull) is worth more than 3 armor consoles sloted instead of some more usefull universal consoles...
for PVP that changes ofcourse completely
Again thanks for the input
EPS is about the most useless console you can have, unless you extensively use Beam overload or constantly switch between power systems. Other than that it does nothing. It does not help in any shape or form to recover from weapon power drain when fireing your weapons. it only affects recovery rate after fireing a beam overload.
the shield gens work, you can see it for yourself. Just go into earth orbit and remove one, while looking at your shieldpoints...they will drop.
admirable bravery to go into battle against enemys that heavyly use plasma dots, without the single most usefull ability to counter them. respect
I like the electrocreamic 35% to plasma resist , i usually stack as many as I can there is no diminished returns the numbers you see in your ship tables is false concerning armor resistances , the way armor works has been explained in depth by others in the pvp forums
Brace for impact and polorize hull are your best defense from torpedos i asorb torpedos spreads from donatra in my escort with only a tiny amout of damage to my hull
overall the neutroniums are good choices too because they offer good protection against any damage type , again the more the better, they are really nice to do stfs back to back with sb24 or any other encounter without worrying about changing them out
The EPS console is a poor choice imo replace it with something else that will benifit you
The best armor however is speed and manoverability
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
Neutronium is the best one to use as it gives you good protection against everything including kinetic
You should try and balance between field generators and neutronium
Run as few universal consoles as possible
Please do me a favour and right click on your eps console scroll down to discard click that and that will help run it empty if you want probably would be better
Your armor console make-up is irrelevant to diminishing returns from Damage Resistance Magnitude. No actual console has diminishing returns. If one armor console gives +40, then two gives +80, and three gives +120.
However, the numbers that armor consoles and abilities display are Damage Resistance Magnitude. Damage Resistance Magnitude has diminishing returns in relation to the Damage Resistance percentage we see in our ship status screens, which is what incoming damage is actually reduced by. See more details here.
Heh.
Like I said, you'd be surprised how well my little ship survives. I spend a lot of time flying around engulfed in plasma fire. Heck, now that I have that Omega plasma torpedo, I set myself on fire half the time. Between all my passive hull/shield bonuses, bridge officer skills, and everything my Engineer admiral brings to the table for healing, and using speed/cloak/subspace field modulator to keep my defense value high, I don't actually die all that often, and I only fly Defiants.
I don't run any armor consoles on any of my escorts, yet my ship almost always outlasts my fleet mates in ESTF's, fleet actions, and even occasional PVP. Virtually every console I run is a universal version (Borg Assimilated, Tachyokinetic, Zero Point Conduit, Rule-62 Combat Console, etc...), though I always equip a Field Generator and 4 or 5 tactical damage consoles.
hey if this works good for you that's great good on ya
just when i was taught this is what i was taught
I do agree that clickable consoles with no other passive states and 3+ minute cooldowns should be used sparingly.
I usually rely on speed-based defense rating to fend off a lot of incoming damage, along with the borg space set to regenerate when shields or hull get low.