Trait: Helmsman
Starship Impulse Thrusters at 9
Power levels were divided between engines and auxiliary. nothing in shields or weapons.
I then activated the following
[Red Matter Capacitor]
Emergency Power to Engines 2
Auxiliary to Dampers 1
Attack Pattern Omega 3
Evasive Maneuvers
[Deuterium Surplus]
It seems there is some stacking issues so the number when this is done is different each time.
This is not practical in any combat scenario. I was just to see how high I can get it for kicks. Did the same thing on the gal-x and a few other ships as well.
What's the base turn of it? My bugship's base turn is 52, and I can push it up to somewhere extremely high with buffs, but not that fast of a turn. Wow.
If I do just the gear and have full power to engines it is at 90. It still isn't practical with 4 rcs consoles though. I usually fly it with only the tachyo on it and 87/70 engine power and it is at 52.4.
While this Command is active, the cruiser and nearby allies have their flight speed and turn rate increased. This Command is intended to give slower starships such as carriers, dreadnaughts and cruisers a needed boost to their turn rate and flight speed as long as they stay near the cruiser with this Command active.
And in one dev blog my number will be obsolete. As soon as this goes live I will need a cruiser on team to see how high I can get it now. I will post the updated turn rate when that happens.
Comments
have you actually tried flying it when its that high?
Can't say it would be very effective, and that I can do the same with a Fleet B'rel and go full hamster.
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[Elite Fleet Efficient Hyper-Impulse Engines Mk XII [Turn]x2 [Spd] [Pow]]
[Advanced Fleet Hyper-Charged Warp Core Mk XII [Coi] [W->E] [SCap] [SSR]]
[Console - Engineering - Enhanced RCS Accelerator Mk XII [+AllRes]] x4
[Console - Tachyokinetic Converter]
Trait: Helmsman
Starship Impulse Thrusters at 9
Power levels were divided between engines and auxiliary. nothing in shields or weapons.
I then activated the following
[Red Matter Capacitor]
Emergency Power to Engines 2
Auxiliary to Dampers 1
Attack Pattern Omega 3
Evasive Maneuvers
[Deuterium Surplus]
It seems there is some stacking issues so the number when this is done is different each time.
This is not practical in any combat scenario. I was just to see how high I can get it for kicks. Did the same thing on the gal-x and a few other ships as well.
If I do just the gear and have full power to engines it is at 90. It still isn't practical with 4 rcs consoles though. I usually fly it with only the tachyo on it and 87/70 engine power and it is at 52.4.
And in one dev blog my number will be obsolete. As soon as this goes live I will need a cruiser on team to see how high I can get it now. I will post the updated turn rate when that happens.