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As previously requested (most of) the Dil Mine rewards.

sdkraustsdkraust Member Posts: 524 Arc User
As it is a continuing effort, I would lead you to my topic on Reddit.

I don't have information on the Bonus Dilithium refinement on Dilithium mining, because I don't have those unlocked, and I am sure that there are others that have already unlocked them and will still post this information in the coming hours (I did a rather sloppy job).
Post edited by sdkraust on

Comments

  • starkaosstarkaos Member Posts: 11,556 Arc User
    edited June 2013
    Most of those Miners are Ugly. The only good looking ones are the Horta.
  • cha0s1428cha0s1428 Member Posts: 416 Arc User
    edited June 2013
    Holy cripes. Me wanty RCS and Armor
  • kalvorax#3775 kalvorax Member Posts: 0 Arc User
    edited June 2013
    YAY they finally combines the most usefull console :D...now get rid of those useless +n to x power ones -_-
    [SIGPIC][/SIGPIC]
    I find this line of replies sadly hilarious. We put a lot of work into the massive list of fixes/changes above, and ya'll are hung up on the ability to skip our content. =p
  • arcademasterarcademaster Member Posts: 0 Arc User
    edited June 2013
    Thank you very much for posting these. And damn, those consoles and warp cores are more than desirable, awesome.
  • stev2510stev2510 Member Posts: 0 Arc User
    edited June 2013
    the miners in the store have no stats ? :confused:
  • lordgyorlordgyor Member Posts: 2,820 Arc User
    edited June 2013
    With all RCS +allres my Fleet Corsair would be turning like a Jem'hadar Attack ship (without any RCS consoles). 170% to my turn rate which is 8, for like a turn rate of 22 plus other enhancements.

    Unfortunately FDCs can't equipt dual cannons so that turn rate is wasted on it, so I'll probably go with the Netruniom +turn rate, a good mix of resistance to Kinetic damage, Energy Damage, and it will bump me up to over 15 turn rate, more then enough with my single cannons.

    Not sure which warp core I'd go with, some good ones, I'm leaning towards a shield capacitor, it'd make a great emergacy shield heal.
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited June 2013
    This will make even a Bortasque turn fast. Not to mention Deridexes. I'm happy!
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • drake122svkdrake122svk Member Posts: 731 Arc User
    edited June 2013
    Fascinating! Thanks for sharing this.
  • iskandusiskandus Member Posts: 1,062 Arc User
    edited June 2013
    lordgyor wrote: »
    With all RCS +allres my Fleet Corsair would be turning like a Jem'hadar Attack ship (without any RCS consoles). 170% to my turn rate which is 8, for like a turn rate of 22 plus other enhancements.

    Unfortunately FDCs can't equipt dual cannons so that turn rate is wasted on it, so I'll probably go with the Netruniom +turn rate, a good mix of resistance to Kinetic damage, Energy Damage, and it will bump me up to over 15 turn rate, more then enough with my single cannons.

    Not sure which warp core I'd go with, some good ones, I'm leaning towards a shield capacitor, it'd make a great emergacy shield heal.

    Hate to say this but a turn rate of 22 may sound like a lot for a flying brick but this is in fact very slow. The reason being most agile ships have turn rate over 40+ so while your turn rate will increase, so will theirs. The end results is a very minor gain for the flying bricks, which won't allow them to evade the alphaescorts tailing them.
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited June 2013
    I'm speechless.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited June 2013
    iskandus wrote: »
    Hate to say this but a turn rate of 22 may sound like a lot for a flying brick but this is in fact very slow. The reason being most agile ships have turn rate over 40+ so while your turn rate will increase, so will theirs. The end results is a very minor gain for the flying bricks, which won't allow them to evade the alphaescorts tailing them.

    Maybe not. But Idealy this is how it should work. More pve gains vs balanced pvp gains.

    But then not every one will be running these consoles I'm sure. So perhaps you will see specific builds get better where builds that don't use/have room for these will stay the same.
    As a time traveller, Am I supposed to pack underwear or underwhen?

    Not everything you see on the internet is true - Abraham Lincoln

    Occidere populo et effercio confractus
  • mewimewi Member Posts: 0 Arc User
    edited June 2013
    *slaps my forehead* and the intern releases continue.
    [SIGPIC][/SIGPIC]
    | Join Date: January 2009 | Computer | Fleet: Broken Wings |
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited June 2013
    In my opinion, the fleet engineering consoles are much stronger than the fleet science consoles. Stacking two fleet engineering consoles gives you the bonus of an extra regular console.

    1. You can get +80 all damage resistance rating and +80% turn rate from

    [Enhanced Neutronium Alloy Mk XI [+Turn]]x4

    To get the same bonus from regular engineering consoles, you would need

    [Very Rare Neutronium Alloy Mk XII]x4
    [Very Rare RCS Accelerator Mk XII]x2

    2. You can get +40 all damage resistance rating and +160% turn rate from

    [Enhanced RCS Accelerator Mk XI [+Turn]]x4

    To get the same bonus from regular engineering consoles, you would need

    [Very Rare Neutronium Alloy Mk XII]x2
    [Very Rare RCS Accelerator Mk XII]x4

    Four fleet engineering consoles give the same bonus as six regular engineering consoles.

    The only consoles sold at the dilithium mine are neutronium, monotanium, and RCS accelerators; this seems like a tacit acknowledgment by the devs that few players use any other engineering console. I'm surprised that the dilithium mine has neutronium consoles, considering that the embassy does not have field generators. Recall that Geko said he did not want to raise the survivability of every ship in the game:

    http://sto-forum.perfectworld.com/showpost.php?p=8645511&postcount=61
    Waiting for a programmer ...
    qVpg1km.png
  • coffeemikecoffeemike Member Posts: 942 Arc User
    edited June 2013
    Oh this should be fun to use...
  • andrewgariskandrewgarisk Member Posts: 0 Arc User
    edited June 2013
    I might want to try 3 resist + structure integrity consoles in place of my PG rom Sci consoles on my Torpedo Boat T'varo. +63.6 all resist and 9.6% more base hull might make a difference when I fire off that Massive torpedo and someone causes it to crit my face...
  • iskandusiskandus Member Posts: 1,062 Arc User
    edited June 2013
    I might want to try 3 resist + structure integrity consoles in place of my PG rom Sci consoles on my Torpedo Boat T'varo. +63.6 all resist and 9.6% more base hull might make a difference when I fire off that Massive torpedo and someone causes it to crit my face...

    Unlikely, T'Varo doesn't survive very well, killed many of them in Kerrat yesterday. They are way too fragile. Plus, once Sensor Scan is fixed later today, all those damage resistance won't help much when they get debuffed.
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited June 2013
    iskandus wrote: »
    Unlikely, T'Varo doesn't survive very well, killed many of them in Kerrat yesterday. They are way too fragile. Plus, once Sensor Scan is fixed later today, all those damage resistance won't help much when they get debuffed.

    Maybe, but the borg will find out that resistance is not futile.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
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