Captain
Join Date: Jan 2013
Posts: 564
# 1 Importance of turn rate...
06-08-2013, 10:58 PM
This question arise from a thread of ship selection - as in, how important are turn rate?Is the difference of 3 turnrate factor going to affect its effeciency in DPS?

Last edited by jestersage; 06-08-2013 at 11:01 PM.
Captain
Join Date: Sep 2012
Posts: 3,148
# 2
06-08-2013, 11:07 PM
turnrate is important because there is no compensation for it in this game.
none, nada, zip, zero.

when it comes to the dakka spam fest that this game is, dhc's are just better at doing damage, and keeping them lined up will mean more sustained high dps from those weapons.

the same for defence and use of abilities.
a "tac ship" thanks the the bull**** agility stats being offset by nothing,
is the only class of ship that can actually effectivly use half the abilities in the game. though many do have wider arcs now to let the discriminated classes use them a bit better.

same for abilities like psw and cpb. they only work under 3km. good luck using those in a slow heavy ship. though really, those are nerfed to nothing...
as it turns out, an intrepid would lose a fight with a connie.
and thats canon.
! the power of plot compels you.
Captain
Join Date: Jun 2012
Posts: 1,306
# 3
06-08-2013, 11:46 PM
I could not agree more. Turnrate, up to a certain point, is one of if not the most important stat for a ship, due to the importance of position in a match.
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Starfleet Veteran
Join Date: Jun 2012
Posts: 313
# 4
06-08-2013, 11:54 PM
Turn rate is important offensively because many offensive options have a limited cone of fire, such as Dual (Heavy) Cannons and torpedoes, as well as many of the better science powers. If you can't turn quickly enough to keep a target in front of you, your ability to use these options is reduced, which in turn reduces your damage output.

Turn rate is also somewhat important defensively because you have 4 shield quadrants to absorb damage. If you lose a shield facing and can't turn so that a different shield facing is presented to your attacker, you'll start taking damage directly to the hull. This is somewhat negated by the use of Tactical Team, which will very quickly begin redirected shield power from your other shield facings to the one that is being hit, but Tactical Team has downtime in most builds so you can't rely on it 100% of the time.
Captain
Join Date: Jan 2013
Posts: 564
# 5
06-08-2013, 11:55 PM
Quote:
Originally Posted by scurry5 View Post
I could not agree more. Turnrate, up to a certain point, is one of if not the most important stat for a ship, due to the importance of position in a match.
Now you said "up to a certain point". So where does it get dropped off on average?
Starfleet Veteran
Join Date: Jun 2012
Posts: 313
# 6
06-08-2013, 11:58 PM
Quote:
Originally Posted by jestersage View Post
Now you said "up to a certain point". So where does it get dropped off on average?
That is likely to be a matter of opinion and also a matter of "what ship are you using and how and where are you using it?" In PvE, turn rate is somewhat important for keeping targets within your optimal targeting arc, but the AI isn't particularly smart, and AI ships generally aren't very agile, so turn rate has moderate importance. In PvP, you'll need a higher turn rate to keep up with the more agile targets, or to deal with concentrated fire on a single shield facing (see my above post), making it much more important in most circumstances in PvP than in PvE.
Captain
Join Date: Jan 2013
Posts: 564
# 7
06-09-2013, 12:01 AM
Quote:
Originally Posted by jbmaverick View Post
That is likely to be a matter of opinion and also a matter of "what ship are you using and how and where are you using it?" In PvE, turn rate is somewhat important for keeping targets within your optimal targeting arc, but the AI isn't particularly smart, and AI ships generally aren't very agile, so turn rate has moderate importance. In PvP, you'll need a higher turn rate to keep up with the more agile targets, or to deal with concentrated fire on a single shield facing (see my above post), making it much more important in most circumstances in PvP than in PvE.
I see. Thanks for the answers.
Captain
Join Date: Sep 2012
Posts: 3,148
# 8
06-09-2013, 12:02 AM
thats why i have started arguing less turn should result in more range.
it puts into the game a muchanism that directly accounts for agility.
as it turns out, an intrepid would lose a fight with a connie.
and thats canon.
! the power of plot compels you.
Lt. Commander
Join Date: Jul 2012
Posts: 210
# 9
06-09-2013, 01:18 AM
Quote:
Originally Posted by jbmaverick View Post
That is likely to be a matter of opinion and also a matter of "what ship are you using and how and where are you using it?" In PvE, turn rate is somewhat important for keeping targets within your optimal targeting arc, but the AI isn't particularly smart, and AI ships generally aren't very agile, so turn rate has moderate importance.
NPC's are agile enough to be a challenge, and smart enough to rebalance their shields after taking damage on particular vector, something many people here don't seem to understand. Cannon equipped escorts need a snappy turnrate due to the nature of cannons. Cruisers DON'T need turnrate as much for mostly for the same reason.

Hint: Fly a well-equipped cruiser for a few days to the exclusion of all else. Hopefully doing so will highlight their benefits and teach one to appreciate them for what they are, and not hate them because they aren't escorts.
Captain
Join Date: Feb 2013
Posts: 4,948
# 10
06-11-2013, 09:40 AM
Quote:
Originally Posted by jbmaverick View Post
but the AI isn't particularly smart, and AI ships generally aren't very agile, so turn rate has moderate importance.
The PVE thing got changed recently. AI's still dumb, but in the ongoing borg STF grindfest, those pesky spheres now button mash their emergency power to engines, and it's a lot more effective. So those encounters are now weird. The stationary targets are still stationary. So no real turn rate needed. Then in come these spheres that like to bunny hop around making slow turning ships just kind of seethe. Overall it's still mostly a non-issue. It's just prior to LOR you never had any real worries over a low turn rate on anything. Now, spheres can make you sigh, at least, a little.
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