Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
01-30-2010, 11:19 AM
For crying out loud!!!

You want better turn rate, then work on getting "+XYZ trunrate" engines/consoles or play the escort class... Cruisers SHOULD have a slow trun rate as they are designed to be tanks and make up with a durable hull, shields and large crew (fast regen)

Everyone wants a tanks that dps like a rouge.... bah
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
01-30-2010, 11:21 AM
Quote:
Originally Posted by Prays4u View Post
bump all ships across the board by 2-3.
This would also be acceptable.

Although, fair warning, once you get to and past 15 turn rate, 2 points doesn't change much.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
01-30-2010, 11:22 AM
Quote:
Originally Posted by Kaellorien
For crying out loud!!!

You want better turn rate, then work on getting "+XYZ trunrate" engines/consoles or play the escort class... Cruisers SHOULD have a slow trun rate as they are designed to be tanks and make up with a durable hull, shields and large crew (fast regen)

Everyone wants a tanks that dps like a rouge.... bah
You haven't read the thread, but that's okay. Fired from the hip reactionary unsubstantial posts are common. You're just adding to that pile.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
01-30-2010, 11:35 AM
Quote:
Originally Posted by Raximillian
That's fine in combat, but should a player suffer a 1 minute turn rate every time they want to get an anomaly? Does it add to the fun of the game? Nope. There is a problem if a ship is too slow and unwieldy, and can detracts from the game. Remember gameplay always trumps realism or anything else.

No one is saying to increase the turn rate of cruisers so it matches escorts or science vessels. That would be stupid. However, the current rate is far below escorts and science. Escorts gets 15 at tier 5 I think, science gets 13, and cruisers gets 6... That's a huge difference. If cuisers could get 8 on all tiers, that's 1 point more than the current lower tier cruiser and it would be a lot more comfortable to fly. And 8 is not game breaking, it's still 1/2 of what the escorts get.
Faster turning rates out of combat ?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
01-30-2010, 11:36 AM
Lots of people posting here don't seem to be reading much of the thread. I shall summarize the problem for people who aren't reading properly.

The problem is not to do with combat. Everyone is fine with the combat performance of the *T4* cruisers. Its the out-of-combat performance thats the problem. Let me hammer this one home again because some people just don't seem to be getting this bit. Flying the T4+ cruisers around is very slow and tedious. Thats the problem. Turning around to pick up loot or even catch up with the rest of your friends takes far too long because the ship spends so much time turning.

The suggested fix is just to up the maneuverability by +2 for the T4 and T5 cruisers ONLY, so they can at least pick up their loot in under 10 minutes. I'm really not seeing why anyone would have a problem with this -- it really won't effect combat at all, just make it more comfortable to cruise around in.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
01-30-2010, 11:40 AM
Quote:
Originally Posted by claydermunch View Post
silence, fool.


We are not talking about t2 cruisers.


This is about high end cruisers, that means its about ships you have never flown.


silence... just silence...
lol....right...I've never flown anything higher than T2.

Quite aware of the T4 cruiser.

About the only suggestion on this thread that remotely has my backing is the bit on possibility of adjusting the turn rate when OUT of combat. That might work, though I could see it getting abused in PVP.

You're probably still flying your T1 ship....so stfu.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
01-30-2010, 11:59 AM
Quote:
Originally Posted by sevensided View Post
You haven't read the thread, but that's okay. Fired from the hip reactionary unsubstantial posts are common. You're just adding to that pile.
I have and I am saying this again:

If you dont like the cruiser built, fly something else.

Simple.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
01-30-2010, 12:00 PM
How about we ask the devs to make shuttles of use? Out of combat, any ship can launch a shuttle that you pilot to pick up loot or scan for anomalies. They are fast and nimble but don't have a full impulse feature (so that you don't just hang back and send them to ninja-scan all the anomaly samples). If it or your main ship get into combat at all, you lose control of the shuttle and go back to piloting your ship
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
01-30-2010, 12:04 PM
Cruiser turning speed in a nutshell:

"RRrROOOoOoOoooARGH!" ---Insert demon sound from "DOOM" here.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
01-30-2010, 12:08 PM
Quote:
Originally Posted by Tepeu
I flew a cruiser in beta and i think its balanced. If your looking for turn rate fly an escort. If you want shields fly a science ship. The cruiser has its own advantages.
did you bother to actually read any of the posts or did you just see the title and post your dumb knee-jerk reaction?

cruisers definetly need a turn rate boost, even if it's just an out of combat boost would be at least liveable
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