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Tachyokinetic Converter console

edwarlordedwarlord Member Posts: 120 Arc User
In this universal console's description on STOwiki...

Console - Tachyokinetic Converter
Rare Universal Console
Bind On Pickup

Values do not reflect skills or other modifiers

+22.9% Flight Turn Rate
+17.2 Starship Graviton Generators
+0.76% Critical Chance
+7.6% Critical Severity

However the in-game tooltip and info is...

Console - Tachyokinetic Converter
Rare Universal Console
Bind On Pickup

Values do not reflect skills or other modifiers

+22.9% Flight Turn Rate*
+22.9% Flight Turn Rate*
+17.2 Starship Graviton Generators
+0.76% Critical Chance
+7.6% Critical Severity

Wondering which description is the typo (my guess is the in-game since that would mean the tachyokineticonverter is equal to 2 RCS consoles).
Post edited by edwarlord on

Comments

  • l3luntman1138l3luntman1138 Member Posts: 3 Arc User
    edited July 2013
    I would say the IN GAME would be correct..Seeing as the wiki is not run by Cryptic or PWE.
  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited July 2013
    Yes, it is actually providing two turn bonuses. It's not just a typo on the tooltip.

    Yes, that is a bug. It appeared recently.
  • aarons9aarons9 Member Posts: 961
    edited July 2013
    and i hope they never fix it..
    this console is very expensive and the turn bonus makes it worth the lobi.
    [12:35] Vessel Two of Two Unimatrix 01 deals 225232 (271723) Plasma Damage to you with Plasma Lance.
    [12:44] Vessel One of Two Unimatrix 01 deals 1019527 (1157678) Kinetic Damage to you with Plasma Energy Bolt Explosion.
  • captainednacaptainedna Member Posts: 0 Arc User
    edited July 2013
    Its not 2 consoles ...its the equivalent of 1 purple mk XI RCS .That tooltip info is a error which appeared after they changed how RCS consoles work on cruisers.With the new RCS consoles people will probably use it for extra crtD ,the turn rate it gives is pretty meh now.
  • edwarlordedwarlord Member Posts: 120 Arc User
    edited July 2013
    thanks guys for the info :)
  • caldannachcaldannach Member Posts: 485 Arc User
    edited September 2013
    Its not 2 consoles ...its the equivalent of 1 purple mk XI RCS .That tooltip info is a error which appeared after they changed how RCS consoles work on cruisers.With the new RCS consoles people will probably use it for extra crtD ,the turn rate it gives is pretty meh now.

    So how does it work for cruisers now? And how do you know this? Was it in some patch notes or something?
    " Experience is a hard mistress, she gives the tests first, and the lessons after... "
  • timelord79timelord79 Member Posts: 1,852 Arc User
    edited September 2013
    caldannach wrote: »
    So how does it work for cruisers now? And how do you know this? Was it in some patch notes or something?

    I run it in an engineering slot instead of a second fleet RCS console. With the remaining fleet RCS console and an armor console with turn rate bonus my Sovereign is still maneuverable enough and packs some nice extra crit punch. :)

    Tooltip error or not.
    11750640_1051211588222593_450219911807924697_n.jpg
  • mosul33mosul33 Member Posts: 836 Arc User
    edited September 2013
    caldannach wrote: »
    So how does it work for cruisers now? And how do you know this? Was it in some patch notes or something?

    First i dont think is a good idea to necro a 2 months old thread, but i'll answer your questions anyway.
    The 2 x 22% turn rate on the tachyokinetic console is a typo, it provides only 1 time 22% turn rate. I've tested it a few times against a +35% turn rate mk XI blue normal RCS console, and i got more turn with the last one. If it was not a typo, and it did provide 2 times the 22% turn rate, then the tachy should give more turn, since 44% > 35%. But it wasnt the case here. So it must be a bug/typo.
    And about the new RCS changes when LoR came, it was a dev explanation, wich i cant find it atm, that all RCS consoles were gives an internal (hidden somewhat since is not in description) +2 turn rate, not %, but flat +2. So this helps alot more cruisers then escorts, since with on an average of 5-6 turn, as most cruisers have, even a +40% turn rate means very little so that +2 turn rate helps alot.
    Hope that clarifies it for you :)
  • stirling191stirling191 Member Posts: 0 Arc User
    edited September 2013
    mosul33 wrote: »
    And about the new RCS changes when LoR came, it was a dev explanation, wich i cant find it atm, that all RCS consoles were gives an internal (hidden somewhat since is not in description) +2 turn rate, not %, but flat +2. So this helps alot more cruisers then escorts, since with on an average of 5-6 turn, as most cruisers have, even a +40% turn rate means very little so that +2 turn rate helps alot.
    Hope that clarifies it for you :)

    Incorrect. RCS consoles do not add a random +2 turn rate. Prior to the change the way they worked severely penalized low turn rate ships (the formula was based on base turn rate minus an arbitrary amount, modified by the console percentage). After the change, the turn rate buff on the console is exactly what every ship gets regardless of base turn (now the formula looks simply at base turn rate modified by the console).






    ===post above is by stirling191===

    EDIT: Closed for necroing an old thread. Remember, if a thread has been inactive for 30 days, you should not post to it. Feel free to create a new thread on the subject if you would like to discuss further :) ~BranFlakes
This discussion has been closed.