Feedback & Analysis
I just wanted to give you all a head's up that Geko and I are going to be getting our hands dirty over the next few months with a number of different aspects of ships. As a result, I am particularly interested in hearing your opinions and thoughts in several areas.
This being said, I want to keep your expectations moderated; there's a ton we'd like to do, a lot we can do, but also quite a bit we won't be able to do for a wide variety of reasons from time to balance. Also, I can't at this point give out as many details about what we are doing as we have with the duty officer system, and I apologize in advance that this will be a lot more listening and analyzing and a lot less spilling cans of beans.
1. What ship(s) did you fly as you ranked up? For each, primarily PvE, PvP or both? Group or solo?
2. What ship(s) do you fly at cap? For each, primarily PvE, PvP or both? Group or solo?
3. Which ship(s) do you think are currently overpowered? PvE, PvP, or both? Specifically why?
4. Which ship(s) do you think are currently underpowered? PvE, PvP, or both? Specifically why?
5. What feature of your favorite ships do you like the most? As in, console configurations, station configurations, aesthetics, special abilities, etc.?
Looking forward to all your feedback!
lets see leveling
first klingon alien
0) Bop Tier 0
1) Bop (although bought all of em)
2) K'tinga, and stopped playing that character, due to lack of interest in the ships mostly. All the Bop's were the same and the k'tinga was too slow by comparison
0) Bop Tier 0
1) Raptor, which I sort of like
2) probably raptor when I get there, its somewhat maneuverable and good looking.
I think there is a huge gap in specs between the Bop and the other two klingon ships, and they have a battlecloak too
I Loved the Cheyenne class, especially with the variants pylons so the four nacelles are close to the saucer, i really miss it
edit-oh wait, this is the klingon side... uhm, delete please?
1. BoP (Like everyone else) it was very brutal, mind you this was before all the nifty exploration missions were added, Raptor, raptor, raptor.
2. B'rel refit (only because I despise the other models with the wing changes, they look bad when up I posted pics and such before about why and how) Also the Destroyer escort, but mostly the B'rel refit.
3 and 4! Carriers, Hah how can I call them overpowered and underpowered? PVP they are op, they take WAY too much damage to take them down, however in pve solo, they are very slow at killing enemies, another one of those, start a fight, go cook supper, do the supper dishes, come back and check and see if it's dead yet ships. NOTE: I'm a casual player, I'd rather not spend 10 mins per space battle.
5. I find it hard to get excited about any klingon ships, i'm not a super fan of the faction, but none of them just snags my interest and makes me go YES! I do like the B'rel, I wish the cloak was less flighty (the patch on tribble may be fixing this) but Klingon ships are green...and have wings. They are a fairly boring lot, I can't yell at anyone at cryptic it's just the way they are in Star Trek. Klingons have boring green ships. So I could ask for more variance in models and colors, but really, how far can you go when the best descriptors I can find for a race are "boring" "green"
Accidentally wrote about Fed in the Klingon forum. Please excuse.
Sorry, I used DevTrack and didn't see this was the Klink forums.
I'm gonna go hide now.
11-20 = K'tanco, Both, Solo
21=30 = K'tinga, PVE, Solo
31-40 = Vorcha, PVE, Solo
41-51= Vo'Quv, Both, Solo.
2. Vo'Quv primarily, Both, Solo.
3. None seem overpowered to me; though I haven't had much experience with the Varanus, Marauder or Gurumba.
4. Kar'Fi in my opinion. It feels way too fragile in comparison to the Vo'Quv, it's manueverability doesn't make up for that, and in my opinion a fighter bay is worth far more than a single weapon; so losing a fighter bay to gain a weapon and some maneuverability, then losing hull points on top of that... hurts. (This was at least true when I flew the Kar'Fi months ago.)
Another problem is that it has no access to the To'Duj fighters and the Bird of Prey. While the Feklhri Frigate is fairly nice, the S'kul fighters are, in my experience, terrible, because they blow themselves up. I grant I'm speaking from the perspective of a Vo'Quv captain here, but in my experience one of the things you want is for your fighters to stay alive as long as possible as a carrier captain so they can keep dishing out the pain.
The suicide ram also makes little sense in the context of the ship. I mean what are they, automated drones? Are Klingons actually flying them? I mean it's not that Klingons wouldn't do that under the right circumstances, but it strikes me as immensely weird that it's just part of how these things work.
Everything else felt alright to me; but again I have no experience with the Varanus, Marauder or Gurumba, so I can't comment there.
5. I love everything about the Vo'Quv ot be honest. Here's a list:
a) Fighters/Immersion - I just love having these around. It's not just that they're useful and powerful (they are), and it's not just that I like having pets (I do), but it's also because on some level it lets me feel like my battles make sense. ... What I mean is - because STO is a game, and a fairly easy one at that, sometimes we take on a ridiculous number of ships at once, and no matter what we're flying, we can come out on top.
I don't mind this, but on some ships it does push credibility a little. The Vo'Quv's fighters or Birds of Prey however create a backdrop of a fleet action of some kind; and the ship itself is just so huge that it's hard to question it mowing through tons of other vessels.
b) I love the way it turns. Yes it's slow... it's huge, it damned well should be! It feels more like a big ship than any other ship in the game at present. My Federation assault cruiser feels... a little too nimble at times imo.
c) Bridge officer configuration - IMO it has the best configuration out there, hands down. I love the idea of one Commander slot, 2 Lt. Commander slots and a Lt. slot. And because they're specifically Engineering and Science heavy, the Vo'Quv can be *monstrously* tough. Which I love... I play tanks a fair bit in other games; so being incredibly hard to kill is fun for me.
d) Firing ports - Unlike a lot of ships, the Vo'Quvs weapons tend to fire from logical locations. Beams for instance aren't all fired from almost the exact same point, which averts the weirdness that happens on some Federation ships where it seems like one array is firing 3 beams from the same spot. Likewise it's canon spread feels good, with the small guns up front and the big ones on the wings.
I know this isn't a huge thing for most people, but for me one of my biggest gripes with STO's ships has been how they handle weapon locations. There are too many situations where multiple copies of the same weapon fire from the *exact* same spot and... it just looks ugly; not to mention it makes the ship look poorly laid out in a military sense.
About the only thing the Vo'Quv fails on when it comes to firing ports is it's turret spread - which as with every other vessel makes all turrets fire from the exact same spot forward or rear. (Really wish there were say... a line of turret nodes on top and another on the bottom, so that in most cases if you have say... 3 turrets fore and 3 aft, they could fire from separate nodes while still remaining close enough so that you don't accidentally fire 'through' the ship. Which is another gripe I have about a lot of ships in this game...)
But yes, the Vo'Quv is hands down my favorite ship in the game at present.
See, this is the inherant problem with Dev-Tracker Addiction..
I've already posted my answers to these questions over in the Federation Fleetyards, but for the benefit of my fellow KDF players I will quote myself:
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