Thread: RCS changes
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Captain
Join Date: Jul 2012
Posts: 2,395
# 31
04-22-2013, 11:10 AM
Quote:
Originally Posted by doffingcomrade View Post
Worth noting is that turn rate already has an inherent diminishing return to it: If you can pull a 180 faster than your guns can cycle, more just makes your ship harder to control, and at some point your turn rate can be considered to be on-a-dime, and more is simply superfluous and doesn't improve your performance.
"Diminishing returns" as discovered by the USAF, right? (the F-16 is capable of manuevers that are not humanly possible to execute, much less survive. One of the core pieces of software it has, is a G-Limiter to prevent the pilot from killing himself, and the bird, by over-exuberant manuevering.)

For your Cruiser pilots worried about the Escorts getting more of a buff from RCS than anyone, please remember-the twitchier your ship is past a certain point, the harder it is to line up good shots. I have a friend (actually the guy who got me INTO this game) whom, in his first experience with a BoP/KDF character, sat in my office complaining about how 'twitchy' the ship was, and how he wanted to go back to his Fed-style cruisers with the handling he understood better.

I pointed him to the Commander-level K'tinga, and now he is happy(er).

On the whole, as the Dev said, this is a good thing for the Cruiser users out there, along with sci ship users, but it's kind of insignifcant to us BoP drivers-we already HAVE ships that run the edge of controllable without needing a console to buff turn rate, and while it may help some sorts of Escorts (bugships), it's not really a significant contribution to most escorts, regardless of how high the bonuses are.

You don't benefit if your turn rate exceeds the speed of your control inputs.
"when you're out of Birds of Prey, you're out of ships."