test content
What is the Arc Client?
Install Arc

Increase turn rate?

officerbatman81officerbatman81 Member Posts: 2,761 Arc User
edited April 2015 in The Academy
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.
Post edited by officerbatman81 on

Comments

  • r5e4w3q2r5e4w3q2 Member Posts: 341 Arc User
    edited April 2015
    pretty sure that +2 is added after the consoles, so more like
    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...
  • spockout1spockout1 Member Posts: 314 Arc User
    edited April 2015
    My base turn rate is 6. I get along just fine.
    "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
  • simeion1simeion1 Member Posts: 898 Arc User
    edited April 2015
    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.
    320x240.jpg
  • ladytiamat666ladytiamat666 Member Posts: 276 Arc User
    edited April 2015
    Don't forget the pilot specialization, wich gives a boost on turn rate (and don't take precious console spaces).
    signature%201.jpg_zpsklpuyd7v.png
  • karr007karr007 Member Posts: 105 Arc User
    edited April 2015
    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).
  • officerbatman81officerbatman81 Member Posts: 2,761 Arc User
    edited April 2015
    spockout1 wrote: »
    My base turn rate is 6. I get along just fine.

    I'm happy for you.
  • mynameisnommynameisnom Member Posts: 639 Arc User
    edited April 2015
    Just run gold xiv conductive RCS, then normal RCS from fleet, then the Undine rep console and the new mission console and you'll turn like a JHAS ^_^
    [SIGPIC]http://s286.photobucket.com/user/parasite_12000/media/jub_zps9318ae82.jpg.html[/SIGPIC]
    stoutes wrote: »
    Those fish are much like their masters, filthy backstabbers... All battlecloaked fish, waiting for the right moment...
    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?"
  • officerbatman81officerbatman81 Member Posts: 2,761 Arc User
    edited April 2015
    How do I improve my inertia?
  • dw1178dw1178 Member Posts: 14 Arc User
    edited April 2015
    How do I improve my inertia?

    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.
  • officerbatman81officerbatman81 Member Posts: 2,761 Arc User
    edited April 2015
    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.
  • mynameisnommynameisnom Member Posts: 639 Arc User
    edited April 2015
    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.
    [SIGPIC]http://s286.photobucket.com/user/parasite_12000/media/jub_zps9318ae82.jpg.html[/SIGPIC]
    stoutes wrote: »
    Those fish are much like their masters, filthy backstabbers... All battlecloaked fish, waiting for the right moment...
    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?"
  • jellico1jellico1 Member Posts: 2,719
    edited April 2015
    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
  • officerbatman81officerbatman81 Member Posts: 2,761 Arc User
    edited April 2015
    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.
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited April 2015
    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.
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited April 2015
    Off the top of my head Captain Skills that can improve turn rates are as follows; they are all engineering skills:

    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.
  • edited April 2015
    This content has been removed.
  • kapla1755kapla1755 Member Posts: 1,249
    edited April 2015
    Also since you are running the Scimitar the Romulan battle cloak gives you some nice bonuses if used correctly.....
    • -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
    • 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

    Emergency power to Engines 1
    • Repairs disabled engine systems
    • +40 Flight Speed for 30 sec
    • +2 Flight Turn Rate for 30 sec
    • +15 Engine Power Setting for 30 sec

    Evasive Manuevers
    • +400% Flight Speed strength for 8 sec
    • +400% Turn Rate strength for 8 sec
    • Up to +25% Defense strength for 8 sec based on Flight Speed


    Also I find that Auxiliary to Dampeners helps alot especially if you can get the .....


    Duty Officer: Matter-Antimatter Specialist
    • 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.


    Hope that helps.
    [SIGPIC][/SIGPIC]
  • frtoasterfrtoaster Member Posts: 3,354 Arc User
    edited April 2015
    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,

    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.
    Waiting for a programmer ...
    qVpg1km.png
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2015
    frtoaster wrote: »
    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,

    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.
  • frtoasterfrtoaster Member Posts: 3,354 Arc User
    edited April 2015
    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
    Waiting for a programmer ...
    qVpg1km.png
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2015
    frtoaster wrote: »
    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...
  • frtoasterfrtoaster Member Posts: 3,354 Arc User
    edited April 2015
    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.
    Waiting for a programmer ...
    qVpg1km.png
Sign In or Register to comment.