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what have you got in you science console slots?

tayalilytayalily Member Posts: 58 Arc User
Just wondering what people have in their science console slots and your ideas on what the best science consoles are?
Post edited by tayalily on

Comments

  • policestate76policestate76 Member Posts: 1,424 Arc User
    edited June 2014
    Depends on a lot of things. Depends on your build. Depends on your ship class.

    Im my tactical ships, i never use science consoles, period. I just put universal consoles in there, like plasmonic, absorptive, etc because if i only have 2 science console slots, it is a waste to use a science console instead one great universal console.

    Now, if your ship is a science focused ship, its probably that you will be using gravity well , tyken's rift and other skills that are boosted by exotic damage boost consoles, for example. So you should fill science console slots with exotic damage boosters. Or if you have a ship and your build is a tanky one, with strongest shields , for example, maybe it will be great to boost your shields with shield emitter consoles or something like that. Since it will boost your already great defensive build.

    I mean, actually its really hard to tell what to do and what not to. Depends on a lot of factors.
  • szerontzurszerontzur Member Posts: 2,724 Arc User
    edited June 2014
    Depends on the build; A Field Generator and Emitter Array are usually my defaults though.
  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited June 2014
    Either Embassy Flowcap with Pla-Modifier for my Plasmabuilds/drainer or the usual universalconsoles for the rest.
  • tayalilytayalily Member Posts: 58 Arc User
    edited June 2014
    Interesting guys, ty. For an engineer tank type. Can't decide between field generator or emitter array.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited June 2014
    I couldn't answer what the best Sci consoles are...

    ...but here are the consoles I have in my Sci console slots currently:

    Willard the Rat - Assimilated Module, Zero Point Conduit, Tachyokinetic Converter
    Rave - Nukara Particle Converter, Proton Particle Stabilizer, Aceton Assimilator, Shield Refrequencer Mk XI [+Flow]
    Mysk - Nukara Particle Converter, Shield Destabilizer, Threat Analysis Matrix, Flow Capacitor Mk XI
    Maal - Aceton Assimilator
    Vegar - Assimilated Module, Nukara Particle Converter, Shield Refrequencer Mk XII [+Emit]
    Nivuh - Assimilated Module, Hydrodynamics Compensator, Plasmonic Leech
    Venit - Proton Particle Stabilizer, Plasmonic Leech
    Kopor - Bioneural Infusion Circuits, Plasmonic Leech

    R'ebel isn't 50 and I haven't decided on his ship yet; so I'm not sure what I'll have there yet.
  • tancrediivtancrediiv Member Posts: 728 Arc User
    edited June 2014
    It also depends on what you want to do with that Gravity Well, Tractor Beam, Tykens Rift, etc.

    If you want to be the pent ultimate crowd controller with a 13 KM area Grav Well 3, you fill up those sci slots with grav well generators. You will do less damage, but you will be the best crowd control guy on the team. Or you can put in a bunch of particle generators and do more damage and a smaller repel area. With Tyken Rift this same choice would do more damage too.

    It all depends on what you want to buff. How much more you want to drain. etc

    Player and forumite formerly known as FEELTHETHUNDER

    Expatriot Might Characters in EXILE
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  • artfulmerkageartfulmerkage Member Posts: 294 Arc User
    edited June 2014
    Universals everywhere.
    [SIGPIC][/SIGPIC]

    Valdus | Charn | Costello | Typhus | Thyran
  • dahminusdahminus Member Posts: 0 Arc User
    edited June 2014
    Hydrodynamics console and plasmonic leech.

    Pve/pvp escort...shield mod console dont do enough so I keep my most important universals here
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • alfamegaalfamega Member Posts: 268 Arc User
    edited June 2014
    universals mostly. or ship included perk consoles.
    only on galor are 2 field generators since the ship meant for shield tanking.
  • dracounguisdracounguis Member Posts: 5,358 Arc User
    edited June 2014
    Universals everywhere.

    yup. and a field generator and fleet armor+turn one
    Sometimes I think I play STO just to have something to complain about on the forums.
  • medtac124medtac124 Member Posts: 0 Arc User
    edited June 2014
    Fleet dread: TRIBBLE module and plasmonic leech
    [SIGPIC]Click here to visit our website[/SIGPIC]
    lunasto wrote: »
    Banned because I don't like your pictures eyebrows! They look like pinball flippers!
  • jellico1jellico1 Member Posts: 2,719
    edited June 2014
    power insulators...shield drain defense

    Flow capacators...increase power drain and power levels from the plasmonic leach

    The borg arnt really impressed with cheese consoles

    the leach and zero point module go in engineering........If i got shields i dont need hull
    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
  • leethorogoodleethorogood Member Posts: 302 Arc User
    edited June 2014
    Cheese Consoles???
  • jellico1jellico1 Member Posts: 2,719
    edited June 2014
    Cheese Consoles???


    any console that gives you a minor boost or damage gimmick once every 3 or 5 minutes

    Fed cloaking device as a example......worthless...cheese

    plasmonic leach gives you over 100 power as long as you fire wepons...not cheese
    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
  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited June 2014
    If I'm in a science ship using science powers then I use science consoles like grav, particle, or flowcap consoles. If I'm not in a science ship or not using science powers then it's usually universal consoles or healing consoles (usually embassy ones).

    For example, my fed science toon in a science ship is all embassy grav consoles to maximize the radius of gravity well while my fed tac in an escort is embassy shield healing consoles except in his Khyzon where his 4 science consoles are embassy flow caps to maximize the drain on his tetryon glider, plasmonic leech, and hirgen tetryon DHCs and turrets.

    So it depeneds on the build.
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited June 2014
    Field emitter amplifier (FMA) for my engineering and tactical toons.

    Still looking at some options for the science toon I am currently leveling up. But definitely will have a graviton generator for GW1 and GW3. I will also get one FMA, that leaves two open science consoles for the moment.
  • capnmanxcapnmanx Member Posts: 1,452 Arc User
    edited June 2014
    I like to play science-y cruisers like the Ambassador or Mirror Cheyenne, so I always want to put in things like particle or graviton consoles; but they usually just end up being full of universals, because I can't bring myself to give up armour or weapon consoles.

    I have managed to make room for Field Generator console though.
  • tenkaritenkari Member Posts: 2,906 Arc User
    edited June 2014
    all my chars have at least 1 field gen, the rest of the slots are fild with universals, or if im using a sci heavy ship, a console or two to boost whatever sci powers i use the most.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited June 2014
    Need to keep in mind how the Shield Cap mechanics work and what that means you'll actually be getting out of a Field Gen.

    VR Mk XII Field Gen provides +20% modified base capacity.

    Let's say we had a shield with a base cap of 6000 (easy number, not real number) and three ships:

    Wells with a 1.45 Shield Mod
    Excelsior Retro with a 1.0 Shield Mod
    Kumari with a 0.9 Shield Mod

    Then the modified base shield caps for each would be:

    Wells 8700
    Excelsior Retro 6000
    Kumari 5400

    So if we add that VR Mk XII FG to each, we would seen an increase of:

    Wells 8700 * 0.2 = 1740
    Excelsior Retro 6000 * 0.2 = 1200
    Kumari 5400 * 0.2 = 1080

    Lets say you had 9/99 in Starship Shield Systems for the +30% that provides too, eh? What would our shield caps be then?

    Wells 8700 * 1.5 (1 + 0.2 + 0.3) = 13050
    Excelsior Retro 6000 * 1.5 (1 + 0.2 + 0.3) = 9000
    Kumari 5400 * 1.5 (1 + 0.2 + 0.3) = 8100

    It's along the lines of how Tac Consoles work, working off of the base damage (or modified base damage in the case of Weapon Power being applicable). A FG's not going to add its percentage to the number you have before you slot it...

    ...and depending on your Shield Mod, you're not going to get as much out of it as somebody with a higher Shield Mod.
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