Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
02-02-2010, 03:12 PM
Quote:
Originally Posted by Tarby
Its supposed to give a % extra to turn rate the more aux you have. Problem with the Galaxy and Sovvie are that their base rates are so low that that bonus isn't really noticeable. Something about 20% of 5 is still 1, ie 6 total.
I've plenty of power, and don't mind adding to Aux, but if the difference between 100% and 0% is not significant (i.e. I can't measure it at all in game), it's pointless. If I "transfer all power to the lateral thrusters", I want to TURN!!! I don't want to fly faster, I want to turn faster.

And they can't quote inertia to me because I can go from 0 to full impulse in seconds and slam into another ship with ramming speed, going from 0 to 100% and then to 0 in seconds without turning my crew into goo on the walls, so I should be able to do similar things turning.

"Helm officer, bring the nose around NOW!"
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
02-02-2010, 03:39 PM
Quote:
Originally Posted by macallen View Post
I've plenty of power, and don't mind adding to Aux, but if the difference between 100% and 0% is not significant (i.e. I can't measure it at all in game), it's pointless. If I "transfer all power to the lateral thrusters", I want to TURN!!! I don't want to fly faster, I want to turn faster.

And they can't quote inertia to me because I can go from 0 to full impulse in seconds and slam into another ship with ramming speed, going from 0 to 100% and then to 0 in seconds without turning my crew into goo on the walls, so I should be able to do similar things turning.

"Helm officer, bring the nose around NOW!"
I'm not yet in game, still down loading it as we speak. But this isn't sounding very good to me. Doesn't seem to make any since to be able to stop a ship of any size faster than that same ship can turn, or have I missed something in reality? A ship in space should be able to turn a full 180 even befor it's able to come to a complete stop. Or am I mistaken?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
02-02-2010, 03:57 PM
remember that Star Trek is Science Fiction, not Science Fact!

To get a good idea of what newtonian physics in space looks like watch some babylon 5 with the Fury figters swivelling about but not changing the course of their motion.

It is of course non-sensical that an inetial dampening system capable of coping with longitudinal accelerations, to the degree that they do in Star trek, would be that much worse at coping with vector changes.

The reason they've done it is to make cruisers feel meaty and ponderous, like oceon going super-tankers. You are entirely correct in thinking that it will make flying the them much less immediate and responsive.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
02-02-2010, 04:00 PM
My spelling in that post was poor, but I'm feeling rebellious so I'm going to leave it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
02-02-2010, 04:01 PM
I've heard there is a balance though, the firepwoer and especially shields of a Galaxy are off the charts.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
02-02-2010, 04:02 PM
are you talking TV or in game?

I would expect T4 escorts in game to dish out considerably more damage than cruisers since they can equip more forward facing weaponry and can equip cannons, where cruisers cannot.

Cruisers are capable of sustaining far more damage than the escorts though.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
02-02-2010, 04:16 PM
Quote:
Originally Posted by Waffleuk View Post
are you talking TV or in game?

I would expect T4 escorts in game to dish out considerably more damage than cruisers since they can equip more forward facing weaponry and can equip cannons, where cruisers cannot.

Cruisers are capable of sustaining far more damage than the escorts though.
What good is a forward facing weapon if you can't turn to face forwards? NOTHING will stay in the front 45 degree arc, PvE or PvP.

If I kill something behind me (which is where everything is), and I'm outside the loot range (which is pathetically small), it takes me 75 seconds to turn 180, fly back, pick it up, turn back around and head to the next waypoint/enemy. Given the 90% chance it's just a battery, I'm blowing off loot right and left because it's just bloody infuriating.

And that's the key here. I really enjoyed my Miranda. I LOVED my Cruiser, more than my Miranda. My Heavy Cruiser was a bit slower but a lot heavier, loved it more.

I'm hating the Galaxy. Fights that I enjoyed now suck because of this mechanic. They're not harder, more difficult, or even more challenging. MY SHIP is the hardest part of these fights. The damn thing won't move and it's so frustrating I'm going to level up through Captain in my Heavy Cruiser with Mk VIIII weapons, simply because it's a better ship.

The Exploration Cruiser is not:
- More fun, it sucks and is frustrating.
- More powerful, it has more bays that can't be used unless they're beams because nothing is in the front 270 of the ship and you're not bringing it around.
- More effective, I can kill at almost the same rate, but moving group to group, or dropping back to pick up loot is a HUGE pain.

In short, I was demoted at Captain by given a piece of crap ship as punishment.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
02-02-2010, 04:24 PM
I think you missed the point of my comment that escorts can equip more forward facing weapons (and cannons). Escorts have the agility to ensure that their targets are in their forward firing arc wheras cruisers do not.

I would absolutely agree that it is pointless for a slow, lumbering, cruiser to equip weaponry with very limited fire arcs.

That is why escorts will have higher dps.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
02-02-2010, 04:30 PM
Quote:
Originally Posted by Waffleuk View Post
I think you missed the point of my comment that escorts can equip more forward facing weapons (and cannons). Escorts have the agility to ensure that their targets are in their forward firing arc wheras cruisers do not.

I would absolutely agree that it is pointless for a slow, lumbering, cruiser to equip weaponry with very limited fire arcs.

That is why escorts will have higher dps.
Sorry, I misread. I'm just very tired and frustrated. Took a couple of days off to grind through the ranks I'd already seen many times to get to the new content, and slam full tilt into this miserable disappointment.

I'm an afk tank. AFK because I can't move or turn so the only weapons that I can bring to bear are the ones autofiring, and trying to turn is pointless, so I just drive into the middle of a group and sit there auto firing while chatting with my friends about other stuff...it's not like I can actually participate in the combat, it's more like the combat is going on around me and I'm the fat guy who has to sit because he's out of breath and no one will play with.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
02-02-2010, 04:38 PM
Someone made a post once pointing out that the current rates of turning (in order of tiers starting at 2) for cruisers is 8, 7, 5, 6. Their suggestion - and it's a good one, was to change it to 8, 7, 7, 8. Not enough to make a big difference in combat, you'd mostly feel it OUT of combat when trying to pick up loot and things of that nature - which is where the abysmal turning rate really hurts the most.
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