There are so many ships in the game, which are so fun...the Borg Juggernaut, the Scimitars etc, but they're so unwieldy. No matter what Traits or consoles I put in them, they're basically immovable. I don't know of a physical way to even approach finishing "Delta Flight" in one!
Does anyone know of any and all consoles, traits, equipment, gear and tricks that can make the most cumbersome ships playable?
- emergency power to engines 1 boff power - doff from Phoenix box that resets evasive maneuver when using epte - Engine from the competitive reputation. Pick the one that profits the most from the boff powers you use. - Deuterium Surplus consumable
It won’t turn a jugger into a raider but will surely be suffice to complete delta flight.
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You also get a nice bit of turn from the Tachyokinetic Converter as well if you have access to lobi consoles. Basically what would happen if an RCS and Assimilated Module had a kid.
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- emergency power to engines 1 boff power
- doff from Phoenix box that resets evasive maneuver when using epte
- Engine from the competitive reputation. Pick the one that profits the most from the boff powers you use.
- Deuterium Surplus consumable
It won’t turn a jugger into a raider but will surely be suffice to complete delta flight.
These things help greatly indeed.
I also use the Delta reputation trait that adds turn rate and speed. Pilot tree is an useful thing to.
Besides that, think of stuff like RCS consoles (Discovery rep has some that can add up to 1.5% crit chance on top of a huge turn rate boost). Some set bonuses can also help, like https://sto.fandom.com/wiki/Trilithium-Laced_Weaponry
There are so many ships in the game, which are so fun...the Borg Juggernaut, the Scimitars etc, but they're so unwieldy. No matter what Traits or consoles I put in them, they're basically immovable. I don't know of a physical way to even approach finishing "Delta Flight" in one!
Does anyone know of any and all consoles, traits, equipment, gear and tricks that can make the most cumbersome ships playable?
I've managed to give my Universe class a decent turn rate, but it's still not very maneuverable due to it's inertia.
The +300/350% turn rate strength one gets from the comp engine’s proc, deuterium or evasive easily kills all inertia issues. It only involves a bit of practicing and timing to use it to your advantage.
If one uses cannons there is always the trait deft cannoneer. It stacks one up to +30 inertia in less than a min of play. No timing or practice needed here. Problem solved.
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The +300/350% turn rate strength one gets from the comp engine’s proc, deuterium or evasive easily kills all inertia issues. It only involves a bit of practicing and timing to use it to your advantage.
If one uses cannons there is always the trait deft cannoneer. It stacks one up to +30 inertia in less than a min of play. No timing or practice needed here. Problem solved.
This is what I use as well, I almost exclusively fly big ships with Cannons, I have for years. I used to fly a Scimitar with Cannons back before we even had most of these buffs and even though it was tough it was doable even then. With the stuff pete listed it's not only doable, it's downright easy. I love to use Cannons on a Scimmy, Vengeance, or something like a Tzen-Tar and usually the competitive engines, Power to Engines/Evasive, Deft Dannoneer, and maybe an occasional shot of Deuterium is more then enough to get me through any situation.
You also need to increase the inertia multiplier... STO is weird, the biggest the inertia number, the easiest the ship moves, but there is very little consoles and engines that modify that number, thou is totally worth it!
You also need to increase the inertia multiplier... STO is weird, the biggest the inertia number, the easiest the ship moves, but there is very little consoles and engines that modify that number, thou is totally worth it!
The besto source to inertia is the (inertia) modifier in crafted engines.. helps a lot, and console that its name escapes from me in the Adml Paris mission...
There really should be more things that alter inertia - the fact there's only 3 things that do so when there are literally dozens that alter almost every other stat in the game is...odd.
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Impuse engines with inertia gives you +10, and polaric +5
I still think that the inertia damper consoles should modify inertia too, to a maxium of 3 perhaps, so you have to sacrifice a lot to get more inertia rating. I understand that the idea is to avoid that a cruiser works like an escort, and i'm ok with that, but i prefer the freedom to choose if a want to sacrifice a lot to get near that.
There at least one other console that can affect inertia, at least on a temporary basis. The Elachi Rift Jump console from the Qulash Frigate. The second power of the Temer's console (Alliance Tactics) also gives a temporary speed/turn rate boost.
The second power of the Temer's console (Alliance Tactics) also gives a temporary speed/turn rate boost.
Turn rate but not inertia.
And that's a key stat. Double or tripling your turn rate and flight speed is great and all, but if you don't improve your ship's inertia by the same amount, all you've accomplished is greatly increasing the amount of time your ship spends drifting when you try to maneuver.
Yes, absolutelly.. i ha e a universe class that turns like the legendary Excelsior because of the inertia engines and console, works quite well, but its the best i can do with the limited surces of inertia mods that we have..
Attack Pattern Omega is the main Inertia tool I use for my Durgath. Speed and Turning is relatively easy to enhance, it's mostly learning to use APO as an emergency breaking/acceleration system that takes getting used to(and lowering your speed while still in Full Impulse to avoid drifting 10km past your target once you open fire.)
That said, having poor inertia can be useful for cannon builds. With enough thrust and turn rate, you can circle your targets while keeping your nose trained on them in an eternal power-slide/circle-strafe. I still think this(low inertia/high turnrate) would be a great playstyle for "Pilot (Battle)Cruisers" if we ever got them.
I can get carriers up to 30 to 40+ degree turn ...basically its via a blend of RCS+Aux to intertial dampners+any uni other turn type consoles+the various space traits that increase turn+comp engine+doff that recharges evasive when epte is used (evasive increases turn)+emergency power to engines+apo and that cannon trait that increases turn when a cannon special attack is used (rainbow heavy turrets on a carrier is pretty powerful)
Compared to the past, theres a lot more ways to increase turn
what was said above but remember to lower impulse when turning. If you are used to pedal to the metal starship trait you have adapted a very bad habit.
Comments
- emergency power to engines 1 boff power
- doff from Phoenix box that resets evasive maneuver when using epte
- Engine from the competitive reputation. Pick the one that profits the most from the boff powers you use.
- Deuterium Surplus consumable
It won’t turn a jugger into a raider but will surely be suffice to complete delta flight.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
Star Trek Online volunteer Community Moderator
These things help greatly indeed.
I also use the Delta reputation trait that adds turn rate and speed. Pilot tree is an useful thing to.
Besides that, think of stuff like RCS consoles (Discovery rep has some that can add up to 1.5% crit chance on top of a huge turn rate boost). Some set bonuses can also help, like https://sto.fandom.com/wiki/Trilithium-Laced_Weaponry
I've managed to give my Universe class a decent turn rate, but it's still not very maneuverable due to it's inertia.
If one uses cannons there is always the trait deft cannoneer. It stacks one up to +30 inertia in less than a min of play. No timing or practice needed here. Problem solved.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
This is what I use as well, I almost exclusively fly big ships with Cannons, I have for years. I used to fly a Scimitar with Cannons back before we even had most of these buffs and even though it was tough it was doable even then. With the stuff pete listed it's not only doable, it's downright easy. I love to use Cannons on a Scimmy, Vengeance, or something like a Tzen-Tar and usually the competitive engines, Power to Engines/Evasive, Deft Dannoneer, and maybe an occasional shot of Deuterium is more then enough to get me through any situation.
The besto source to inertia is the (inertia) modifier in crafted engines.. helps a lot, and console that its name escapes from me in the Adml Paris mission...
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A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
Impulse Engines with [Inertia] modifier
Console - Engineering - Polaric Modulator
Counter-Command Hyper Impulse Engines
Impuse engines with inertia gives you +10, and polaric +5
I still think that the inertia damper consoles should modify inertia too, to a maxium of 3 perhaps, so you have to sacrifice a lot to get more inertia rating. I understand that the idea is to avoid that a cruiser works like an escort, and i'm ok with that, but i prefer the freedom to choose if a want to sacrifice a lot to get near that.
Yes, absolutelly.. i ha e a universe class that turns like the legendary Excelsior because of the inertia engines and console, works quite well, but its the best i can do with the limited surces of inertia mods that we have..
That said, having poor inertia can be useful for cannon builds. With enough thrust and turn rate, you can circle your targets while keeping your nose trained on them in an eternal power-slide/circle-strafe. I still think this(low inertia/high turnrate) would be a great playstyle for "Pilot (Battle)Cruisers" if we ever got them.
Compared to the past, theres a lot more ways to increase turn
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