I want to give a significant boost to my turn rate.
Let's say for example I have a scimitar which has a native 7 turn rate. I put on the three piece dreadnought warbird set which has a set bonus of +2 turn rate. Now I have 9 turn rate.
But I want more. So I want equip RCS consoles. For this example I have three at +20%.
9 * .20= 1.8, 1.8 * 3 =5.4, 9 + 5.4 = 14.4 turn rate? Is this how it works? Somehow I am skeptical.
How about this? Turn rate bonuses can be found in deflector arrays, impulse engines, misc consoles. Do I continue stacking in that way?
Other threads talk about ineffective and negligible difference RCS consoles are so my math however logical seems outrageous in results.
Any help on this matter is appreciated. Thank You.
"After a time, you may find that having is not so pleasing a thing after all as wanting. It is not logical, but it is often true. Except for a T5 Connie. That would be f*%#ing awesome." - Mr. Spock
Most turn rate multipliers are only on ship base numbers and usually added together. If I recall correctly. If you are using a scimitar use beams and don't worry about the turn rate, find other consoles that are more effective.
Unless you just want to run cannons which is fun! But DPS is lower than beam builds.
If you want to turn faster, there are other things that can help you, besides the turn rate: Engine power levels, impulse engine itself, inertia rating, specializations (The Pilot).
The boss being a gigantic Winter Epohh Researcher. As you lay waste to the Epohh Horde, she can occasionally cry out things like, "Didn't you want an Epohh friend?"
To my knowledge there are only 3 things that could increase inertia, the Undine rep engines, the new Polaric Modulator (from Delta Flight Episode) and then the movement crusier command. The Engine and the Console boost it by 5 and the Crusier command by 10. Dunno know what else can increase Inertia.
So when you say pilot specialization, do you mean the capt specialization skill tree in the pilot category? Like fill it out with points? And I get better maneuverability such as turn rate?
I think i'm getting that confused with the "train your BOff in pilot specialty" thing, and that reward you get from the new featured episode where you get to train you BOff as a pilot.
So when you say pilot specialization, do you mean the capt specialization skill tree in the pilot category? Like fill it out with points? And I get better maneuverability such as turn rate?
I think i'm getting that confused with the "train your BOff in pilot specialty" thing, and that reward you get from the new featured episode where you get to train you BOff as a pilot.
You can get the training manuals which convert your boff from normal to normal + intel/command/pilot. You can even do all 4 (including normal) and switch between them. You can acquire a pilot trainer ONCE from that one mission, and can make them by acquiring 10 or so points in that specialization.
The boss being a gigantic Winter Epohh Researcher. As you lay waste to the Epohh Horde, she can occasionally cry out things like, "Didn't you want an Epohh friend?"
I want to give a significant boost to my turn rate.
Let's say for example I have a scimitar which has a native 7 turn rate. I put on the three piece dreadnought warbird set which has a set bonus of +2 turn rate. Now I have 9 turn rate.
But I want more. So I want equip RCS consoles. For this example I have three at +20%.
9 * .20= 1.8, 1.8 * 3 =5.4, 9 + 5.4 = 14.4 turn rate? Is this how it works? Somehow I am skeptical.
How about this? Turn rate bonuses can be found in deflector arrays, impulse engines, misc consoles. Do I continue stacking in that way?
Other threads talk about ineffective and negligible difference RCS consoles are so my math however logical seems outrageous in results.
Any help on this matter is appreciated. Thank You.
instead of giving you a turn rate boost of 2 from a power they give you 20%
Those with good turn rates already get a massive boost..Those with low turn rates like 5.5 basically get nothing
That's how cryptic roll's
Adding my RCS consols basicall don't help either......Base turn rate is everything..If you don't have it at least in the 7 or 8 range you really cant improve it
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
You can get the training manuals which convert your boff from normal to normal + intel/command/pilot. You can even do all 4 (including normal) and switch between them. You can acquire a pilot trainer ONCE from that one mission, and can make them by acquiring 10 or so points in that specialization.
So for these purposes of increasing my turn rate/ship maneuvering we are talking about my capt skill tree points in pilot category? That what pilot skills were mentioned before?
I don't have to bother with training a boff? Because as I understand it I can train him to be any other secondary specialties but unless I have a ship with a seat for that it is meaningless. I don't see a T6 pilot ship in my future, nor a pilot boff.
I am looking at the ultra rare Conductive RCS Accelerator Mk XIV [Turn] consoles to help improve my turn rates. The problem is these console are pretty expensive on the Exchange; 30 million EC to 35 million EC as of last night. Conductive RCS Accelerators can only be crafted if you have the necessary crafting mats, the specialized Doff to create one and you are at least level 15. The [Turn] mod is random as well. Only one can be equipped on a ship.
The above console will increase your ship's base turn rate by 95%. An epic MK XIV version will increase your ship's turn rate by 100%, but these generally sell for over 50 million EC. Yeah, these are pretty expensive items to buy from the Exchange so you should look at them as a long term goal.
So assuming you purchase the "less expensive" ultra rare Mk XIV version the turn rate with the the three piece dreadnought warbird set would work out as follows:
7 + 7 * 95% + 2 = 15.65
You can still install "regular" RCS Accelerators if you wish to further improve the overall turn rate. The best that you can get is an epic RCS Accelerator Mk XIV which will increase the base turn rate by 50%. So the would bring the turn rate up to 19.15. However, these are still rather expensive items.
As others have stated, it seems the piloting specializationl is a good way to help improve your turn rate, though I have not done any research into that skill tree yet.
Activating Emergency Power to Engines causes the recharge on Evasive Maneuvers to be drastically reduced. Fully recharge Emergency Power to Engines when activating Evasive Maneuvers
Increase Energy Resistance and Buff duration (to 23 seconds for VR, 17 secs for a Common white) when using Auxiliary Power to Dampeners
Auxillary to Dampeners 1 (LT skill)
+18.3 kinetic damage resistance for 15 seconds
+33.3% flight speed strength for 15 seconds
+66.6% turn rate strength for 15 seconds
Immunity to Disable for 15 seconds
Immunity to Repel for 15 seconds
+18.3 able crewmen resistance for 15 seconds
+18.3 alive crewmen resistance for 15 seconds
All or part of these can be used in conjunction to the very expensive Epic Mk XIV consoles if you choose to do so, personally I try the cheaper options 1st to see how much advantage i can get before spending tons of dilithium on the upgrade system.
Every so often, someone asks about turn rates, and I repost this formula. Please note that the formula is more than a year old and may no longer be accurate. There are certainly many more items and powers that affect turn rate now.
Definitions
TR: turn rate
BTR: base turn rate
SIT: Starship Impulse Thrusters skill (0 to 99)
RCS: bonuses from RCS-like consoles (includes tachyokinetic converter and dilithium mine consoles)
helm: helmsman trait
EP: engine power
ETM: engine [Turn] modifier
Formula
In system space, at 1/4 impulse or full reverse, without any active buffs,
With active buffs, the formula is more complicated, because certain buffs don't stack with each other. The value 0.385 is approximate; in-game testing shows the value to be between 0.38 and 0.39.
Every so often, someone asks about turn rates, and I repost this formula. Please note that the formula is more than a year old and may no longer be accurate. There are certainly many more items and powers that affect turn rate now.
Definitions
TR: turn rate
BTR: base turn rate
SIT: Starship Impulse Thrusters skill (0 to 99)
RCS: bonuses from RCS-like consoles (includes tachyokinetic converter and dilithium mine consoles)
helm: helmsman trait
EP: engine power
ETM: engine [Turn] modifier
Formula
In system space, at 1/4 impulse or full reverse, without any active buffs,
With active buffs, the formula is more complicated, because certain buffs don't stack with each other. The value 0.385 is approximate; in-game testing shows the value to be between 0.38 and 0.39.
Hrmm, going to need to start copying down some of the formulas to keep locally...with the forum change, search sucks...meh.
Hrmm, going to need to start copying down some of the formulas to keep locally...with the forum change, search sucks...meh.
Has there been a recent change to the forums that I'm unaware of? I usually use Google to search these forums. You can use the "site" operator to restrict your search to a specific website; for example,
site:sto-forum.perfectworld.com my search terms here
Has there been a recent change to the forums that I'm unaware of? I usually use Google to search these forums. You can use the "site" operator to restrict your search to a specific website; for example,
site:sto-forum.perfectworld.com my search terms here
With feedback from Trendy, Midnite, and the rest...
I probably missed that, because it was posted www.arcgames.com instead of Galactic News Network. I did see that thread, but ignored it, because I thought it was about people having intermittent problems logging into the forums.
Comments
7*.20= 1.4
1.4*3= 4.2
7+4.2+2= 13.2 turn rate
And it only took 6 of your console slots...
Unless you just want to run cannons which is fun! But DPS is lower than beam builds.
I'm happy for you.
To my knowledge there are only 3 things that could increase inertia, the Undine rep engines, the new Polaric Modulator (from Delta Flight Episode) and then the movement crusier command. The Engine and the Console boost it by 5 and the Crusier command by 10. Dunno know what else can increase Inertia.
I think i'm getting that confused with the "train your BOff in pilot specialty" thing, and that reward you get from the new featured episode where you get to train you BOff as a pilot.
You can get the training manuals which convert your boff from normal to normal + intel/command/pilot. You can even do all 4 (including normal) and switch between them. You can acquire a pilot trainer ONCE from that one mission, and can make them by acquiring 10 or so points in that specialization.
instead of giving you a turn rate boost of 2 from a power they give you 20%
Those with good turn rates already get a massive boost..Those with low turn rates like 5.5 basically get nothing
That's how cryptic roll's
Adding my RCS consols basicall don't help either......Base turn rate is everything..If you don't have it at least in the 7 or 8 range you really cant improve it
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
So for these purposes of increasing my turn rate/ship maneuvering we are talking about my capt skill tree points in pilot category? That what pilot skills were mentioned before?
I don't have to bother with training a boff? Because as I understand it I can train him to be any other secondary specialties but unless I have a ship with a seat for that it is meaningless. I don't see a T6 pilot ship in my future, nor a pilot boff.
The above console will increase your ship's base turn rate by 95%. An epic MK XIV version will increase your ship's turn rate by 100%, but these generally sell for over 50 million EC. Yeah, these are pretty expensive items to buy from the Exchange so you should look at them as a long term goal.
So assuming you purchase the "less expensive" ultra rare Mk XIV version the turn rate with the the three piece dreadnought warbird set would work out as follows:
7 + 7 * 95% + 2 = 15.65
You can still install "regular" RCS Accelerators if you wish to further improve the overall turn rate. The best that you can get is an epic RCS Accelerator Mk XIV which will increase the base turn rate by 50%. So the would bring the turn rate up to 19.15. However, these are still rather expensive items.
As others have stated, it seems the piloting specializationl is a good way to help improve your turn rate, though I have not done any research into that skill tree yet.
Starship Impulse Thrusters - Increases both speed and turn rate.
Starship Warp Core Potential - Flat bonus to all subsystems power levels.
Starship Engine Performance - Flat bonus to engine power level.
- -5 Current Shield Power per sec
- +3 Flight Speed
- +50% Defense
- After Decloaking, +25% Damage Bonus for a brief duration
- After 3 sec, +11.8 Flight Turn Rate (so an 18.8 turn just by cloaking without any skill bonus)
- After 3 sec, +5,105 Stealth (at Auxiliary Power 50)
Depending if you have the Emergency Conn Hologram from the previous Crystalline Entity event which recharged your evasive manuevers upon use of Emergency power to engines.....Emergency Conn Hologram
Emergency power to Engines 1
Evasive Manuevers
Also I find that Auxiliary to Dampeners helps alot especially if you can get the .....
Duty Officer: Matter-Antimatter Specialist
Auxillary to Dampeners 1 (LT skill)
All or part of these can be used in conjunction to the very expensive Epic Mk XIV consoles if you choose to do so, personally I try the cheaper options 1st to see how much advantage i can get before spending tons of dilithium on the upgrade system.
Hope that helps.
Definitions
TR: turn rate
BTR: base turn rate
SIT: Starship Impulse Thrusters skill (0 to 99)
RCS: bonuses from RCS-like consoles (includes tachyokinetic converter and dilithium mine consoles)
helm: helmsman trait
EP: engine power
ETM: engine [Turn] modifier
Formula
In system space, at 1/4 impulse or full reverse, without any active buffs,
TR = BTR + BTR * (0.385 * SIT / 99 + RCS + helm) + (BTR - 3) * (EP / 100 + ETM).
With active buffs, the formula is more complicated, because certain buffs don't stack with each other. The value 0.385 is approximate; in-game testing shows the value to be between 0.38 and 0.39.
Hrmm, going to need to start copying down some of the formulas to keep locally...with the forum change, search sucks...meh.
Has there been a recent change to the forums that I'm unaware of? I usually use Google to search these forums. You can use the "site" operator to restrict your search to a specific website; for example,
site:sto-forum.perfectworld.com my search terms here
Oh man, you didn't see?
http://www.arcgames.com/en/arc-news/detail/9196863-announcement%3A-portal-wide-forum-migration
There's the following thread discussing it on these forums: http://sto-forum.perfectworld.com/showthread.php?t=1444901
With feedback from Trendy, Midnite, and the rest...
I probably missed that, because it was posted www.arcgames.com instead of Galactic News Network. I did see that thread, but ignored it, because I thought it was about people having intermittent problems logging into the forums.