STO 101: A Lion's share of knowledge

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STO 101: A Lion's share of knowledge

Postby Battle Lion » Sun Feb 08, 2015 4:53 pm

I figured i would post some basic to intermediate knowledge articles on the game, UI, loot, gear, etc.

Most, if not all of you will already know alot of this. but enough people i've met in game didnt, so i might as well make a thread out of it.

first lets look at the space UI and its customization options.

If you look at red circle #1, no matter your current tray configuration you will see this button. if you click it, it will give 4 options. options 1, 2 and 3 correspond to how many rows are shown. option 4 adds the fire weapons clickable commands to the right edge of the tray. this is not necessary or useful as those commands are also on your weapons tray, and you should also be using keybinds for weapons firing anyway.

while it is nice and somewhat organized to see the little pictures of your bridge crew with their corresponding powers, that takes up a lot of screen real estate and if you use your mouse to click powers, it adds tracking time.

using option 3 (or 4) gives you three rows of powers that you can organize yourself, based on your buff order, or whatever you like. you might think you will run out of space, and you might. on my dreadnought i have 3 full trays and half a fourth tray. i just toggle when i need a different row. lets look at how to do that now.


Moving on to red circle #2
the number here with up and down arrows means this is row 3 currently being displayed on the tray. you can click the up and down arrows to display different rows. usually, you wont run out of space with 3 rows worth of powers. but if you have ship devices, and special consoles, fighters and batteries, T6 ships...it can fill up fast. 

easy solution is to take the barely used powers, like ramming speed, self destruct, diplomatic immunity, subspace fold, runabout pet...and put it on row 4. its not that hard to click the arrow to get to lesser used powers, especially in PVE. 

this is also a good way to macro, though i dont personally do it. you can set a macro to fire off everything in tray 5 for example, automating critical time sensitive tasks like Aux to Batt, tac team cycling, EPTx drake/dragon cycles, etc.


Red circle #3


this is found on your power level tray, when you click it you get 3 options. there is no benefit to having this on 1 or 2.

setting 1 shows you the numerical power levels of each of your systems. its current power level, over its base power level. the current power level reflects all the buffs and bonuses you currently have from things like consoles or skill trees. that is why you can set your power level to 50 and have it actually rest at 70.

setting 2 shows you a bar graph of sorts, color coded for each system. in order from left to right they are weapons, shields, engines and aux. setting 2 is slightly better than setting 1 in that you can visually see your power levels in and quantify that visually as opposed to numerically. when you are getting power drained, you can actually SEE the drop in power.

the bright green on top of each bar is your bonus power that you are getting from the skill tree and consoles and what not.

setting 3 though is the best. here's why.
you get SLIDERS. you can manually adjust the power level in each system. and you can SAVE presets. 
 the game comes with 4 standard presets. see red circle #5 that is the standard preset for weapons power. next to it is shields, engines and aux. the power level i have currently is basically the best preset for most applications.

to create your own preset, first click one of the 4 preset buttons. for example, the AUX preset. then drag the sliders where you want them to be. once you get it in place, hit the LOCK icon, red circle #6, and that slider will stay there. this is important because as you move a slider, the others will move too. move them one at a time, and lock them when they are where you want. 
Then you need to hit the floppy disk save icon, red circle #4,  and that preset will be saved. 

switching between presets is a good habit to get into. i have one for traveling, fighting, healing and tanking.


now lets look at red circle #7. this is your weapons tray. never mind that weird space i have between it and my other trays. its good to have all your trays squished together to minimize mouse tracking time. anyway, that space is for my hangar bay on my dreadnought, which i am obviously not flying in this picture.

well. as you can see i have my 8 weapons. you may notice a green box around each of them. this means they are set to AUTOFIRE. right click each weapon and you will set it to auto fire. some weapons you do not want on autofire, like mines or special torpedoes, but that is up to you and your build. in general, all energy weapons should be set to autofire for maximum DPS.

this concludes the first lesson, i will post later as i have time about things like powers, ships, ground gear and other things ranging from basic to advanced.
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Chat box and tabs

Postby Battle Lion » Sun Feb 08, 2015 6:16 pm

This post is going to be about how to manage your chat tabs and filtering, for ease of conversation.

Red circle #1 is the is the chat options button. click that to open the window you see next to my chat window.


from here, we can make new TABS. see red circle #2. tabs are good because you can have many of them, and filter text based on which tab you are on. 

first, create a new tab. then go to red circle #4 to change its name. Lets make one called FLEET and dedicate it JUST to fleet chatter. 

in red circle #3 you can set the filtering. uncheck EVERYTHING excepet FLEET, and probably TELL so you can see private messages no matter what.

this tab will now only show AND be able to talk in, the fleet channel. this can be helpful if you hate changing your channel by clicking within red circle #5

oh yea, by clicking within red circle #5, you can select from any channel that you havent filtered out. so if we had left ZONE CHAT, in the fleet tab, you would be able to select those 2 channels only and be able to talk and listen in those channels.

i have a separate tab called FRIENDS where i can talk in a private channel i made just to people i know and have invited into it. 

please see this STOWIKI about the NoP and Reddit tabs. 

http://sto.gamepedia.com/Global_Channel_Directory


other useful channels you might want to keep unfiltered in red circle #3 would be "FRIEND" so you can see when anyone on your friends list logs on or off.

TEAM is also a good channel, although to avoid MTs (mistells) where you talk in the wrong channel, it can actually be easier to have separate TABS for each channel rather than have to select  from red circle #5. 

this can save you some embarassment, and will clean up your chat UI.

you may notice the different colored squares next to each channel, for example the green square next to FLEET.
If you click this square, you can set the color of the text for that channel, so if you DO have multiple tabs, or channels in a tab, the different colors will tell you which channel you are reading text from. this is VERY handy and i recommend you set different colors for different channels, even if they are in different tabs, that way you can easily see who is talking where, without having to waste time looking at the tab.

oh, as a side note, to quickly be able to enter text in the chat box just hit ENTER. this will put the flashing cursor in the text entry box and allow you to talk without having to click the box each time.

another side note is, if you want to PM someone, just hit BACKSPACE. it will bring up the PM function in the text window. from there you can type @PLAYERHANDLE and then your message.

Or if you had sent a pm previously, it will automatically populate the last players name and handle so you dont have to type it every time, or right click the person.
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Basic Skill Tree awareness: Lieutenant Skills

Postby Battle Lion » Mon Feb 09, 2015 1:08 pm

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this post is being kept only for archival purposes and should NOT be utilized for character building or development.
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This post will be about the Skill tree and basic awareness about what each skill does, and how useful it is based on my opinion, and for what builds. 

the skill tree has oft been a place for confusion, however it is fairly easy to understand, especially with the popup help box.


First, general rule of thumb is that only a few of the skills are worth putting more than 6 points into. 

6 is the sweet spot for cost to benefit. after 6 it costs the same amount, but the return is very small. only useful for min maxing, or for the few skills that are actually worth it.



Let's begin.

Starship attack patterns

This skill is useful if you are a tac captain, as you have attack pattern alpha (APA) innate.
Or, if you use any of the attack pattern Boff skills, beta, delta, or omega. 
It buffs the effectiveness of those skills, making them more powerful.



Starship Weapons Training

This is one of those skills where 9 points is actually worth it. Pretty straight forward, it increases the damage from your torpedoes, mines, and energy weapons. more points = more DPS.



Driver Coil

Makes your sector space travel and turn rate in sector space faster, however, it caps at warp 10. it does boost your quantum slipstream drive (QSD) though.
It also makes your Full Impulse speed and turn rate higher, as well as reduces the power drain on your systems while in full impulse.
Ultimately, this skill is pretty bad. if you want to go fast in sector space, get the borg or maco engines. and your full impulse power loss shouldnt be a big deal, because theres a better skill to put points into to mitigate that. i never put points into this skill.


Starship batteries

This is another skill that isnt too useful. it improves the effectiveness of batteries. also, the red matter capacitor and the consoles enhanced plasma manifold and enhanced induction coils.
It CAN be slightly useful on an engineering build however, as it also affects the EPS manifold efficiency trait. whenever you hit any emergency power to X, you will get a boost to all other subsystems as long as you have that trait slotted. the power boost will increase based on your batteries skill. this can be useful. however its probably better to just get a plasmonic leech console, or a warp core engineer (power variant) Duty officer (Doff). I do not put points into this skill even as an engineer.


Starship hull repair

Good skill. pretty obvious what it does. improves the effectiveness of your hull heals.
examples include engineering team (ET) Hazard emitters (HE) auxiliary to structural (A2S) or miracle worker (MW) which is an engineering innate skill. I usually put 6 points in this skill.



Starship Flow capacitors

often called flow caps. buffs your energy and shield draining skills and abilities.
examples include: ANY beam target ability such as shields, weapons, etc. this is useful for science captains in science ships, as they have subsystem targeting built in. it also buffs energy siphon, tachyon beam and the breen energy weapons dissipator.  this is a good skill for drain builds, especially because this skill also buffs the polaron and tetryon weapons procs, so each of those weapons abilities will be magnified. most importantly though, this skill buffs the console Plasmonic Leech, which is a pay to win console that drains energy from an enemy and adds it to your own ship. just about every high end ship has this console. most people have flow caps points or consoles for this reason.



Starship shield emitters

Another good skill. anything that says Emitters, like a deflector or a science console, will boost your shield HEALING. thus, this skill will boost any shield heal skill or ability, such as transfer shield strength (TSS) science team (ST) emergency power to shields (EPTS), extend shields, rotate shield frequency (RSF, engineering innate skill) and extend shields. this skill does NOT affect reverse shield polarity (RSP) as far as i'm aware, as that isnt a heal really, its dependent on incoming damage for the heal.
As an engineering dps tank, i have this skill at 9. everyone needs a shield heal. having points here will really help out your heals. i recommend putting at least some points in this category.


note: this is not my skill tree, just one i found online for reference.
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Basic Skill Tree awareness: Lieutenant Commander Skills

Postby Battle Lion » Wed Feb 11, 2015 5:58 pm

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THIS POST CONTAIN INFORMATION ABOUT AN OLDER VERSION OF STAR TREK ONLINE. A NEW SKILL TREE IS IN PLACE.
this post is being kept only for archival purposes and should NOT be utilized for character building or development.
**********************************************************************************************************************************************

Continuing on with LT cmdr skills.



Starship energy weapons

Easy skill here. increases damage from all energy weapons. i max this out for complete pews.



Starship projectile weapons

same thing as above. all projectile weapons AND mines are buffed from this skill.



Structural integrity

the more points you have in this skill, the more bonus hull hit points you will have. i usually put six points into this skill. always nice to have more hull.



Starship subsystem repair

this skill decreases the time it takes for your subsystems to come back online after they have been disabled, such as from the tholian's ability to put your weapons offline.
In my opinion, this is a fairly bad skill, most people have emergency power to X, or engineering team, which when activated, will repair those systems. E Team repairs all subsystems. the nukara two piece space gear set also will remove the weapons offline condition automatically after 2 seconds. i never put points into this because i use the nukara 2 piece and i have EPTS and EPTW and E Team.



Starship Warp Core Efficiency

this is a good skill. it improves your power level in any system that has the power set to 75 or less. the lower your power level, the higher the bonus. for example, you will see a larger benefit if you set the power to 25 instead of 74. this can be good for ships that shunt most of their power to 2 subsystems. 
power is key in this game, and i need all the power i can get, especially with an AMP warp core. i have this skill maxed.



Starship Power Insulators

What this does is reduce the drains against you. that applies to power level drains from such things as plasmonic leech, polaron proc, energy siphon, tykens rift, etc etc.
It ALSO applies to shield drains such as the tetryon proc, borg shield neutralizer, tachyon beam, etc. 
I find it fairly useful and put 6 points into this skill, but if you cant spare that many thats ok. 




Starship Shield Systems

The more points you have in this skill, the more shield hit points you will have. its always good to have more shield hit points. i put 9 in this skill. especially good for people who arent using covariant shields
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Basic Skill Tree awareness: Commander Skills

Postby Battle Lion » Sun Feb 15, 2015 2:16 pm

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Commander skills are next up.


Starship maneuvers

this skill is a little deceptive, as you might think initially it will improve the maneuverability of your ship. In fact, it does not. It actually improves your DEFENSE stat. Defense stat means the higher your defense, the harder it is for enemy weapons to hit you. this is crucial in PVP, and decent in PVE. in PvP accuracy is very important because people have lots of speed and defense, its called speed tanking. makes you harder to hit. your accuracy needs to be very high if you want to be landing hits in PVP. in PVE its still useful though, as the standard enemy isnt stacking ACC bonuses, so it can be fairly easy to avoid alot of damage, if that is how you play. 



Starship Targeting systems

this is the other half of the coin to defense i just talked about. this skill boosts your ship's accuracy. there is a little known game mechanic though, that any extra accuracy you have over 100%, the overflow will instead buff your crit chance and crit severity. this can be tricky to calculate however because ACC itself is not really a stat. neither is defense. only the DIFFERENCE between those two values is a stat. you always want to have more ACC than they have DEF. so, in this case, its easier to jam some points into accuracy then try to make up for it with weapon mods or consoles. if you crit stack like i do, put this at 9.



Starship electro plasma systems


improves power transfer rate. wayyy back in the early days of the game, it also effected how fast your weapon power level would regen between beam volleys. in order to mitigate weapon power drain, people would stack this skill and consoles. It no longer works this way!!
Basically, when you switch between different power presets, like i outlined above in a different post...this skill buffs how fast that power transfers from one system to another. it doesnt sound too useful until you really get into the weeds of this power. In addition to that, it ALSO improves any ability that transfers power or adds power, such as any EPTx ability. thats great! love that. also buffs EPS power transfer, engineering innate ability.
if you dont have the points to spare for this, just slap on a EPS manifold engineering console for the same benefit.

this skill does ONE more thing and its not widely known. most people think the cap for weapons power is 125. in fact for BEAMS, the max overcap is 4x your power transfer rate per second above 125, which is usually ~175-180. this does not work for cannons. for cannons, any power you have 'over' 125 is wasted, and you should be shunting that to a different system.
Anyway, overcapping your beams is necessary to achieve high DPS levels. i highly recommend using this technique. 



Starship impulse thrusters

THIS is the skill that boosts your ship's turn rate. it also increases your impulse speed. both good things. everyone should be trying to go faster. speed is king. it increases your defense, makes your ship fly better, and you can get places faster so you can do STFs quicker.



Starship Warp Core Potential

not much to it. for every point you put in here, ALL your power levels rise. this is a great skill for 9 points.



Starship graviton generators

only useful if you use Gravity Well, tractor beam/beam repulsors or photonic shockwave. improves your knock and slow. gravity wells will be harder to escape from. not too big a deal in PVE as just about ANY grav well will hold ANYTHING. i have grav well 1 on my ambassador and use it with 5 aux power and its enough to hold spheres in Infected.
still, always good to have points if you have a dedicated grav well or tractor beam ship. 
almost mandatory in PVP if you use GW or TB. since i use GW, i have points here. i like it.



Starship particle generators

basically the same thing. improves the DAMAGE dealt by grav well, charged particle burst (CPB) eject warp plasma (EWP), aceton beam, feedback pulse, photonic shockwave, TB repulsors, tykens rift etc etc. only improves the damage, does not do anything else. 
not really mandatory for GW, unless you are the crowd control guy on your team. GW3 can actually hurt if you spec for it correctly.
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Basic Skill Tree awareness: Captain Skills

Postby Battle Lion » Tue Feb 17, 2015 11:13 am

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Captain level skills-

Starship Stealth

in terms of PVE this skill is mostly useless. 
this skill only buffs Mask energy signature and cloak. increases your stealth rating making you harder to detect. if you arent using either of those things, this skill is doing nothing for you. this is primarily a PVP skill, as the standard unbuffed cloak is sufficient to keep you hidden even while bumping into enemies. when i pvp'd with my klingon i had 9 points in this. now that i pve, i dont put any points here.



Starship threat control

this skill is good for generating threat, if thats your thing. mostly for tanks. a tank cant tank if it doesnt hold aggro.  it also gives you a slight bonus to your damage resistance (DR), so its not totally useless in PVP either. it may be easier to stack threat by using embassy science consoles though, and save your skill points for better things. thats what i do, and i have 0 points here.




Starship Engine Performance

Simple skill. more points here gives you a flat bonus to your engine power level. this is good for people using AMP warp cores, or for going faster obviously and for adding bonus defense. i usually put 6 points here in most of my builds.



Starship Hull Plating

gives an increase to your damage resistance against energy weapons. this resistance is only applied to your HULL and not your SHIELDS. does not affect damage from torpedoes or exotic particles.
i like to put 6 points here.



starship shield performance

Another simple skill. flat bonus to your shield power level for each point in this skill. i also put 6 points here 



Starship Inertial Dampeners

Incoming push, pull, knock back, or slow effects are reduced when points are put into this skill. i dont like being moved around, so i put a few points in this skill. if you have polarize hull or Attack pattern omega or other ways to escape, you dont really need points here. mostly a PVP skill, as PVE enemies are mostly a nuisance and are unlikely to kill you with those abilities. 



Starship Sensors

Improves your innate stealth detection. good for PVP. also it reduces the amount of time you are affected by jam sensors or scramble sensors. in addition, it buffs the effectivess of Sensor scan (science captain innate ability), and the tachyon detection grid and field. basically this is used in PVP to find cloaked enemies. i put a couple points in here on my science captain just for fun and to buff sensor scan. most people wont see much benefit from putting points here though.
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Basic Skill Tree awareness: Admiral level skill

Postby Battle Lion » Sun Feb 22, 2015 12:17 pm

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Admiral skills



Starship energy weapon specialization

This skill increases your base crit chance and crit severity stats for ENERGY weapons only. this is a great skill if you like to crit stack as much as possible. the more crit you have, the more damage you do. i put 9 into this for maximum pews.



Starship projectile weapon specialization

This skill does the same thing as the above skill, except it affects PROJECTILE and MINE damage. I only put points into this on my torpedo build. generally for max dps you shouldnt mix damage types, but we'll get into that later.




Starship armor reinforcements

increases your damage resistance to kinetic and physical damage, so basically explosions like warp core breaches, and torpedo/mine hits. at this point i am starting to run out of skill points, so i try to put 3 into this skill. 



Starship aux performance

Basic skill here... more points = more power in aux. dont put more than 6 points in here.



starship weapon performance

same as above. more points, more power in weapons. this is a good skill for damage boosting. just 3 points in it will give you +5.4 power in weapons. 6 will give you +8.4



Starship countermeasure systems

improves the duration of scramble sensors/jam sensors. possibly useful if you are a science captain, IF  you use those skills. 



subspace decompiler

improves the duration of disable and hold such as tractor beam, tricobalt torpedoes, CPB, viral matrix, and improves the subsystem disable duration of Beam target subsystems. this is a good skill for science captains. even though it doesnt affect grav well, it affects lots of other good science control abilities.
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Engineering consoles

Postby Battle Lion » Mon Feb 23, 2015 8:05 pm

In this post i will discuss basic engineering consoles.


the first consoles can be grouped all together. they add power to different subsystems and come in 4 flavors. Weapons, shields, engines and aux.

these consoles are junk. even at highest level, theyre only adding about 4 to your power level. sell these to vendors when you get them for energy credits. (EC). there are much better consoles to slot instead of these.



Armor consoles

these are useful, depending on which one you slot. in general, you only want the Neutronium. 
the others CAN be useful if you know yorue going to be facing specific enemies. when i pvp'd id keep one of every armor, just in case.

neutronium ally provides resistance to ALL energy types AND kinetic damage. for this reason it is the best. 
Monotanium provides a resist to kinetic though, and much higher than neutronium. however it does not protect against energy damage. i use a monotanium on my Tvaro class because it has no shields most of the time and i get alot of kinetic splash damage.

all other armors are junk and you can sell them. some might be worth looking at on the exchange and selling there, but probably only rare or higher ones.   most ships have a neutronium on them. the dilithium mine has the BEST nuetroniums though, so sell all the ones you get as drops, and buy a DILMINE consoles. also, armor has DIMINISHING RETURNS. meaning, one is probably enough. they dont stack well at all.

alot of end game ships dont have ANY at all. i dropped mine a few months ago and i barely noticed a difference.

note: this damage resistance bonusONLY affects your hull. not your shields. 



SIF Generator

this console buffs your hull repair stat, and isnt bad if you have nothing else.
i mostly junk these, but check the prices on the higher level, higher rarity ones. the exchange is a great way to make money. there are better consoles though.




Emergency Force fields

Another junk console. all it does is try to keep your crew alive. crew dies so fast it isnt even worth it. sell these to a vendor.



RCS accelerator

pretty good console for just about everyone. if you dont have anything better to slot, load up on these. they stack well and who doesnt like turning? higher mark versions can sell for decent money.



EPS flow regulator

The only console that is any good. EPS = DPS. At least for energy damage builds. Slot these over any other engineering console.



in all seriousness, engineering consoles are garbage. Turn can be added with other sources now, so RCS is not really a good option, and armor resistance can be stacked with traits and gear sets now. engineering is the best place to put the coveted universal consoles. thats about it.
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Science consoles 101

Postby Battle Lion » Sun Mar 01, 2015 11:43 pm

This post will be about science consoles.



First up is the Countermeasure system console.

this console buffs your countermeasures stat, meaning it increases your confuse and placate powers and abilities like jam sensors. fairly useful in PvP, or at least it used to be before science got nerfed to all heck. generally not a useful console, sell to a vendor.



Stealth module

garbage. you dont need to increase your stealth unless you PvP. even then, dont use a console to do it. sell to a vendor. as always, check your exchange prices first.



Sensor Probes

buffs your starships sensors stat. again, highly specialized to only a few science builds, and even then they wouldnt use this console. thers better things to buff. garbage. sell this console to a vendor.




power insulator

increases your resistance to power and shield drains. not bad if you fight lots of borg i guess, but there are better choices. i sell these to vendors. 



particle generator

not bad. this buffs the damage your exotic powers do, basically. pretty good for an exotic damage build, or if you have GW3. check the exchange for the rarer versions, just in case. 



interial dampeners

buffs your resistance to slow, disable and other movement debuffs. skill points in this category should be enough. junk this console to a vendor.



Graviton generator

actually useful. this increases the pull of your grav wells. useful for pvp and pve alike. on my science build i actually have 2 of these.



flow capacitor

another actually useful console. this buffs your TRADITIONAL tetryon/polaron proc and any other drains you have. like maco shield or PLASMONIC LEECH. flow caps is king. sell some on exchange if they are good enough to.


Emitter ARRAY

the good emitter console. improves your shield healing abilities. an excellent tanking console choice. can be fairly valuable on Exchange. i have 2 of these on my dreadnought for better heals.



Biofunction monitor

absolute trash. sell these on the exchange to people who dont know any better. crew is not worth recovering in this game. im surprised its still a thing, actually.



Field generator

A good console to have. increases your max shield capacity. for those of you that like to tank, this is great. or if you jsut dont know what else to put in your science slot, this is good too. i tend to only use 1, because most things in this game dont stack well and i like to buff lots of stuff instead of just 1 thing. very pricey on the exchange. sell these there and make some space bucks.



shield emitter AMPLIFIER

the not as good emitter console. only buffs your regen rate. not worth waiting for shields to come back on their own. use a power to regen your shields like EPTS or ST or RSP... sell these consoles on the exchange to people who think they need them, and vendor the whites and greens.



As you can see, science consoles are only a little bit better than engineering consoles.

mostly the best ones are for tanking, or for space magic. but these are just the basic consoles, so you shouldnt expect them to be awesome. 
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Tactical consoles 101

Postby Battle Lion » Mon Mar 09, 2015 4:35 pm

This will be a short post, there isn't much to tactical consoles.


I'll group them into categories:

+Specific Kinetic damage

These consoles boost specific types of kinetic damage, like photon or quantum.
Probably shouldn't use more than one of these unless you are a kinetic build.
If you like a hybrid energy/kinetic playstyle though, might as well throw one of these on there.
You can check the prices on the exchange, but these only go for decent cash. still better usually than selling them to the vendors.



+Specific Energy Damage

For maximum damage, it is recommended that you just slot as many of these as you have tactical console slots. pick the type that boosts your energy. Always check the prices of these on the exchange, often they are worth EC. The more popular damage types like AP can sell for quite a bit.


+Generic Damage

Consoles such as +beam/+cannons/+torpedoes/+mines
generally not too useful, unless you switch energy types VERY often and can only afford one set of tac consoles. OR you like to slot weapons of different energy types, (often called RAINBOATING, for Rainbow Boat...what it looks like when you shoot different colored beams from your ship). I recommend against these consoles, because you are basically gimping your DPS for no reason.
As a side note, the +Mine damage console is actually useless. even if you had a kinetic boat, you should run the +kinetic specific console, as it affects torps AND mines. 
Just sell these on the exchange.


The tac console meta game is really boring. sorry. but it IS profitable, so sell those consoles.
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