A miracle ship with fleet core and numerous power boosting console goes to full impulse and looses all that extra juice for the duration of full impulse - ya boo sucks I say, I don't even get the increase to max engine power from the Colony core.
I think OP doesn't mean that power is being transferred in full impulse, but that the 5/5/100/5 from full impulse ignores however much power their ship might have had before. Effectively: Full impulse simply removes power from the ship, rather than transferring it.
Exactly, if my stock of power is higher and my EP max higher why shouldn't I get that advantage?
All that subsystem power is the result of deliberate choices often at the cost of other advantages that were foregone.
I think OP doesn't mean that power is being transferred in full impulse, but that the 5/5/100/5 from full impulse ignores however much power their ship might have had before. Effectively: Full impulse simply removes power from the ship, rather than transferring it.
Ahh... that does make sense. It does seem like a bit of a design oversight.
I think OP doesn't mean that power is being transferred in full impulse, but that the 5/5/100/5 from full impulse ignores however much power their ship might have had before. Effectively: Full impulse simply removes power from the ship, rather than transferring it.
Ahh... that does make sense. It does seem like a bit of a design oversight.
Not really..Your power output is toned (Say 25% max output vs 100% in combat) down due to the ship not needing all that extra power in Shields, Weapons or Aux..So power is shunted directly to the impulse engines.
Granted his combat conditions will have more power in engines..but typically hes not going as fast as his full impulse speeds.. Say..65 flight speed @ 110 engine power and 100% throttle vs 250 flight speed @ full impulse..
Surely losing power at full impulse robs players of: shield regen and hardness; any speed boost extra EP could be giving; healing that draws on AP; increases the time to get back to the normal combat power levels for that build. Its not good that someone speccing all tac and using pseudo tac consoles has the same full impulse experience as someone speccing power, or that a T6 premium ship performs the same as a T4 freebie.
You can't even activate full impulse in combat..Full impulse is a non combat tool for zipping around. You don't need shield hardness or regen until your in combat..which would then..disable full impulse..
As I've mentioned before...Miracle worker spec has something for you if you want all the power back right meyow
I need shield regen if my shields are gone and want to hit the next fight in the best possible health, also if I have more power I should fly faster than the other guy that hasn't invested in extra engine cap.
I need shield regen if my shields are gone and want to hit the next fight in the best possible health, also if I have more power I should fly faster than the other guy that hasn't invested in extra engine cap.
So it depend entirely on which part of FULL IMPULSE your looking at. The Engine power @ 100 or the Flight Speed increase on the Impulse Engine while under Full impulse..
..If you want to fly fast..You have to add or use things that increase your flight speed...Full impulse is +177.5 flight speed when activated (Mk 14 on my Toon).Which is less than my Evasive Maneuvers Speed (Under EmPE) boost or the boost gained from Impulse Capacitance Cell (+235 Flight Speed)
With Just my Braydon Hyper Impulse Engine MK 14 @ 135 Engine power im only at 125 flight speed.(On A R'mor/Wells)
Playing with Stuff that increases my flight speed...Im around 360-380 (My Full impulse speed is 230) flight speed and still at full power in my subsytems. My Cruising Speed is around 200-220 flight speed.
So its possible to do the very thing you want Full impulse to do but without bothering with an ability that requires you to not be in red alert to use. Its supposed to have drawbacks like that standard Cloak or Singularly Core. But there are ways around the all of these things.
Seriously simplified plumbing is a great node. It does exactly what it says... and it lets you full impulse all over a map and stop right on an enemy and start shooting at full weapons/shields/aux. You can also use it to instant change power settings out of combat. If you want super regen... switch to full shield power hit full impulse for a short burst and you are instantly at 125 shield power, regen for a few seconds then full impulse away, switch power profiles and when you come out... full weapons/aux whatever you want.
Its working as intended. If your worred about not restoring 5% of your shields when you full impulse from one area to another... really run Temp or command or intel and run MW as a secondary.
> @disqord#9557 said: > I think OP doesn't mean that power is being transferred in full impulse, but that the 5/5/100/5 from full impulse ignores however much power their ship might have had before. Effectively: Full impulse simply removes power from the ship, rather than transferring it.
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Or you could build your ship to have your flight speed out pace your full impulse speeds :P
Rouge Sto Wiki Editor.
All that subsystem power is the result of deliberate choices often at the cost of other advantages that were foregone.
Ahh... that does make sense. It does seem like a bit of a design oversight.
Not really..Your power output is toned (Say 25% max output vs 100% in combat) down due to the ship not needing all that extra power in Shields, Weapons or Aux..So power is shunted directly to the impulse engines.
Granted his combat conditions will have more power in engines..but typically hes not going as fast as his full impulse speeds.. Say..65 flight speed @ 110 engine power and 100% throttle vs 250 flight speed @ full impulse..
Full impulse itself grants a flight speed bonus.
Rouge Sto Wiki Editor.
As I've mentioned before...Miracle worker spec has something for you if you want all the power back right meyow
Rouge Sto Wiki Editor.
So it depend entirely on which part of FULL IMPULSE your looking at. The Engine power @ 100 or the Flight Speed increase on the Impulse Engine while under Full impulse..
..If you want to fly fast..You have to add or use things that increase your flight speed...Full impulse is +177.5 flight speed when activated (Mk 14 on my Toon).Which is less than my Evasive Maneuvers Speed (Under EmPE) boost or the boost gained from Impulse Capacitance Cell (+235 Flight Speed)
With Just my Braydon Hyper Impulse Engine MK 14 @ 135 Engine power im only at 125 flight speed.(On A R'mor/Wells)
Playing with Stuff that increases my flight speed...Im around 360-380 (My Full impulse speed is 230) flight speed and still at full power in my subsytems. My Cruising Speed is around 200-220 flight speed.
So its possible to do the very thing you want Full impulse to do but without bothering with an ability that requires you to not be in red alert to use. Its supposed to have drawbacks like that standard Cloak or Singularly Core. But there are ways around the all of these things.
Rouge Sto Wiki Editor.
Seriously simplified plumbing is a great node. It does exactly what it says... and it lets you full impulse all over a map and stop right on an enemy and start shooting at full weapons/shields/aux. You can also use it to instant change power settings out of combat. If you want super regen... switch to full shield power hit full impulse for a short burst and you are instantly at 125 shield power, regen for a few seconds then full impulse away, switch power profiles and when you come out... full weapons/aux whatever you want.
Its working as intended. If your worred about not restoring 5% of your shields when you full impulse from one area to another... really run Temp or command or intel and run MW as a secondary.
> I think OP doesn't mean that power is being transferred in full impulse, but that the 5/5/100/5 from full impulse ignores however much power their ship might have had before. Effectively: Full impulse simply removes power from the ship, rather than transferring it.
gone