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Tetryon Pulse Generator

samb0wskisamb0wski Member Posts: 39 Arc User
edited April 2013 in Federation Discussion
Hi guys. I just got me a Kumari Class Escort, the one which has 4 Tactical, 4 Engineering and 2 Science Slots.

For the Tactical Slots, I put a Warhead Yield Chamber, Zero Point Quantum Chamber, Prefire Chamber with 1 empty slot. All are Mk XI.

For the empty Tactical Slot I was thinking about putting a Tetryon Pulse Generator since My weapons are:

2 x Tetryon Dual Heavy Cannons Mk XI
1 x Kumari Phaser Wing Cannons Mk XI
1 x Quantum Torpedo Launcher MK XI
1 x Rapid Reload Transphasic Torpedo Launcher MK XI

And Aft I got 2 x Tetryon Turrets MK XI

Now my question is, where the heck can I get a Tetryon Pulse Generator from? I have never actually come accross one before. And I am not certain if it can be obtained as a reward for a particluar mission.

Please help me!
13th Autonomous Battle Group
USS Crimson Sunrise / USS Midian Breach
Post edited by samb0wski on

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    smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    edited April 2013
    There will be tons of them on the exchange. They are the cheapest energy type tactical console available, a green mk xii or blue mk xi will set you back a few 100k at most.. It is also generally agreed that anything but an energy type console is a waste of a tactical slot, so I would have 4 of them. The Warhead Yield CHamber and Prefire Chamber in particular are less effective than the energy specific Zero Point and Tetryon Pulse Generator. It is always better to consolidate into 1 energy type.
    EnYn9p9.jpg
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    samb0wskisamb0wski Member Posts: 39 Arc User
    edited April 2013
    Thanks for your suggestion.

    So are you saying that having 4 x Tetryon Pulse Generators is better than having the Warhead Yield Chamber, Zero Point Quantum Chamber, Prefire Chamber?
    There will be tons of them on the exchange. They are the cheapest energy type tactical console available, a green mk xii or blue mk xi will set you back a few 100k at most.. It is also generally agreed that anything but an energy type console is a waste of a tactical slot, so I would have 4 of them. The Warhead Yield CHamber and Prefire Chamber in particular are less effective than the energy specific Zero Point and Tetryon Pulse Generator. It is always better to consolidate into 1 energy type.
    13th Autonomous Battle Group
    USS Crimson Sunrise / USS Midian Breach
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    fudgeoflifefudgeoflife Member Posts: 0 Arc User
    edited April 2013
    Look guy, if you want to do a hell of a lot of damage, the Kumari is the ship for it. However, you are going the complete wrong way about it.

    First off, you want exactly no torpedos or beam weapons of any type on this ship. All you want is Dual Heavy Cannons and Turrets.

    Now, get some good Mark 12 Tetryon Dual Heavy Cannnons and fit them in the front. Now get 2 Mark 12 Tetryon Turrets and put them in the back. Then get 5 tetryon pulse generators from the exchange. Mk XII Rare ones would be good.

    Now this costs a fair amount. I dropped 10 mill on all these when I upgraded from my noob build. But if you want to do some proper damage, this is what your going to have to do.

    Also as a tip, only ever use ONE type of energy, etc Phaser or Tetryon. Never have some phaser AND tetryon weapons in one ship. This is because if you have a tetryon console, it only affects the tetryon weapons and not your phaser. If you get all tetryon weapons, your tetryon console boosts ALL your weapons instead of some.
    [SIGPIC][/SIGPIC]
    'A few deaths are a tragedy. A few million is a statistic.'
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    dudebguydudebguy Member Posts: 0 Arc User
    edited April 2013
    Yes, that is what he is saying, what would be even better is either dropping the wing cannons for another tetryon weapon, or dropping the tetryon weapons for phaser weapons and going with phaser consoles.

    Also, drop the second torpedo launcher, get another dual heavy cannon or a dual beam bank with overload in there.
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    erockererocker Member Posts: 0 Arc User
    edited April 2013
    I run all cannons, but if you want to go with torpedoes, just stick with the single quantum torpedo and run three dual heavy tetryon cannons. 4 x Tet. Pulse generators and one zero point quantum chamber for tac consoles.
    [SIGPIC][/SIGPIC]
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    samb0wskisamb0wski Member Posts: 39 Arc User
    edited April 2013
    Thanks for the suggestions guys. I will drop that Phaser Wing Cannon and the Transphasic Torpedo in favor of 2 more Tetryon Dual Heavy Cannons. I have torpedo spread and high yield III so I will keep that Quantum Torpedo Launcher.

    And I will try to get 4 x Tetryon Pulse Generators.

    I dont know if I will have the cash to upgrade the Tet Dual Heavy Cannon and Tet Turrets to Mk 12 but I will at least get a few with the cash available.

    Cheers!
    13th Autonomous Battle Group
    USS Crimson Sunrise / USS Midian Breach
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    samb0wskisamb0wski Member Posts: 39 Arc User
    edited April 2013
    Another question, is it useful to have a Tachyokinetic Converter? And where can I get one from?
    13th Autonomous Battle Group
    USS Crimson Sunrise / USS Midian Breach
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    vesolcvesolc Member Posts: 244 Arc User
    edited April 2013
    samb0wski wrote: »
    Another question, is it useful to have a Tachyokinetic Converter? And where can I get one from?

    Wont hurt having it. Its in Lobi store for 200.
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    smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    edited April 2013
    Tachyokinetic is a very useful console and a must have for every ship. The only lobi item I would consider shelling out for.

    And as others have stated, focusing on Tetryon weapons would be the best choice. You could also utilize the wing cannons by focusing on Phaser weapons instead, but this is far more expensive. A single torpedo can be kept for kinetic damage, but a bare bones quantum probably won't cut it. Try the Romulan Hyper torpedo.
    EnYn9p9.jpg
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