Lt. Commander
Join Date: Dec 2007
Posts: 120
# 61
06-09-2011, 11:38 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
that low inertia number seems to be the cause of the power sliding, as long as you have a good turn rate of 9 or 10. the sliding helps when lining up torpedoes, and cannon shots, so that's just another thing that makes fed cruisers less able to use them. its especially apparent with klingon ships who have impulse engines at the very back and that's were their source of thrust comes from as apposed to fed ships that usually have their impulse engines mounted near the middle. with the engines in the middle they fly more like a ship with higher inertia levels like an escort, as in they don't slide around when turning.

i'd like to see RCS consoles add strait turn rate, like a common mark I would add .25 turn rate, and a blue MK XI would add 4 turn rate or something, that way they would be useful for all ships, even cruisers that cant turn to save their lives.

torps need the following changes- damage to shields should be 75% damage to hull, firing arc of 135, and a torpedo launcher should fire 3 torps without a torp buff, and add 1 more for every level of high yield. then a 4 beam 4 torp build canon like cruiser would be viable, like it should be.
hmm you know,t hat is about about the best suggestion I have heard since beta. instead of percentage, make it a straight number, and make it one per ship or severe diminishing returns.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 62
06-10-2011, 02:09 AM
Quote:
Originally Posted by Mongoson View Post
hmm you know,t hat is about about the best suggestion I have heard since beta. instead of percentage, make it a straight number, and make it one per ship or severe diminishing returns.
i think i would prefer this to the diminishing returns. same for armor too. you could have a kinetic armor, a specific energy defense armor, or the a little of both armor, or none. the rcs and eps could also be 1 console only too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 63
06-12-2011, 07:03 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
i think i would prefer this to the diminishing returns. same for armor too. you could have a kinetic armor, a specific energy defense armor, or the a little of both armor, or none. the rcs and eps could also be 1 console only too.
One per ship, like the Field Generator. I think it would open up a lot of new builds and cruiser tactics.
Imagine a cruiser able to use Tropedoes in a effective way, namely shooting them into ships when the shields have dropped.
I think it would be a good way to make the game more feel like Star Trek.


Live long and prosper.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 64
06-12-2011, 07:23 PM
Quote:
Originally Posted by Yreodred
One per ship, like the Field Generator. I think it would open up a lot of new builds and cruiser tactics.
Imagine a cruiser able to use Tropedoes in a effective way, namely shooting them into ships when the shields have dropped.
I think it would be a good way to make the game more feel like Star Trek.


Live long and prosper.
exactly. its been well established that modern launchers are capable of firing burst from 3 to as many as 32. as much as people complain about how overpowered cruisers are, they got the biggest shaft as far as a canon portrayal is concerned. the largest cruisers should be firing 1 extremely powerful beam at a time, and launching large volumes of torpedoes. instead we have cruisers firing 6 pathetic beams and 1 torpedo at a time, not having enough tactical consoles to even simulate a true cruiser torpedo launch, or the turn rate to even bring them to bare.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 65
06-12-2011, 08:09 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
exactly. its been well established that modern launchers are capable of firing burst from 3 to as many as 32. as much as people complain about how overpowered cruisers are, they got the biggest shaft as far as a canon portrayal is concerned.
Yes and many of those complaining that cruisers are too strong, seem to forget, that cruisers have no option to retreat from a battle.
So giving them a bit more active role would help a lot.
MMO or not, Star Trek is a cruiser universe, unlike Star Wars or BSG where small ships dogfighting do decide the outcoming of a battle.
Big Battleships fireing at each other, releasing salvos of dozends of torpedoes and fireing heavy Energy weapons, thats how i imagine Ship Combat in a Star Trek game.
Battles should be much more tactical and less action oriented IMHO.

Btw: even the Enterprise -D which most of us see as a peaceful explorer type of ship could fire a salvo of 10 (!) Photon Torpedoes in a row.

Quote:
Originally Posted by dontdrunkimshoot View Post
the largest cruisers should be firing 1 extremely powerful beam at a time, and launching large volumes of torpedoes. instead we have cruisers firing 6 pathetic beams and 1 torpedo at a time, not having enough tactical consoles to even simulate a true cruiser torpedo launch, or the turn rate to even bring them to bare.
Maybe some kind of permanent Beam Overload could make such an effect.
The devs could maybe add an tactical console for Cruisers that let us fire one heavy beam instead of 6 small ones.
Additonally the torpedo launcher arc should be enhanced to 180, i think that we are past Kirks era when ships had to adjust their heading to fire torpedoes IMHO, at least cruisers should have that advanced weapons systems.


Live long and prosper.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 66
06-12-2011, 10:41 PM
flying a tier 2 ship does actually feel like you are flying a weak but modern canon starfleet vessel. but by tier 5 its all wrong.
Lt. Commander
Join Date: Dec 2007
Posts: 120
Quote:
Originally Posted by Yreodred

Maybe some kind of permanent Beam Overload could make such an effect.
The devs could maybe add an tactical console for Cruisers that let us fire one heavy beam instead of 6 small ones.
Additonally the torpedo launcher arc should be enhanced to 180, i think that we are past Kirks era when ships had to adjust their heading to fire torpedoes IMHO, at least cruisers should have that advanced weapons systems.


Live long and prosper.
You know, that is not half bad idea, long as we are talking about cosmetic change only. Where instead of multiple beams firing out, if you are single target, one beam fires out, it shoots off all beams that can fire normally, just graphically it reduces the beam spam from 4 individual beams to 1 beam hitting the taret.

The damage stays the same, no matter what, no changes to that the big beam is equal to 4 beams and only hits one target, but cosemetically only. This is a pretty good idea and would reduce some of the graphical spam that we see in major fights.

Problem would be how to distinguish Beam overload from this graphic. Also when FAW skill comes into play, then break the beam down to small componets like normal.

Still, Good suggestion there.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 68
06-13-2011, 11:39 AM
Quote:
Originally Posted by Mongoson View Post
You know, that is not half bad idea, long as we are talking about cosmetic change only. Where instead of multiple beams firing out, if you are single target, one beam fires out, it shoots off all beams that can fire normally, just graphically it reduces the beam spam from 4 individual beams to 1 beam hitting the taret.

The damage stays the same, no matter what, no changes to that the big beam is equal to 4 beams and only hits one target, but cosemetically only. This is a pretty good idea and would reduce some of the graphical spam that we see in major fights.

Problem would be how to distinguish Beam overload from this graphic. Also when FAW skill comes into play, then break the beam down to small componets like normal.

Still, Good suggestion there.
It could be a step to make Ship battles look less cartoonish.

Maybe the devs could add somekind of Heavy Beam Arrays that takes 3 weapon slots with the same damage as 3 conventional beam arrays.
So we would have only 1 really heavy beam weapon fore and aft.

Maybe the devs could give Beam Overload some additional effect, like a high pitch sound or making the beam more bright.


Live long and prosper.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 69
06-13-2011, 01:31 PM
Quote:
Originally Posted by Alendiak
What the Galaxy-X needs is a miles better turnrate.
It's not a turning cruiser. It's meant to alpha strike, fly past, and hit the afterburners on the way out.

People are trying to use it as a main melee cruiser, and it's not meant for that. It's the door-knocker that busts open a formation for the rest of the team to fly in. Your aft weapons really are meant more for discouraging pursuit than for your broadside.

The best way to use it, I've found, at least in PvP, would be to use at least 1-2 engine booster consoles, one of the Hyper-Impulse engines, and Aux to Inertial dampeners coupled with Emergency Power to Engines 2/3. Fire the lance, and your DC's on your way in, either decloaking or not, along with a beam overload, hopefully with someone behind you to get all over your victim you just busted a shield flank on, before droping everything you have in your rear arc on them, preferably with EWP III, and then get yourself as fast as possible to clear pursuit. Then swing around, and come back in for another go, preferably lining up your fire to insure that someone has a free facing to pound on your target's hull.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 70
06-13-2011, 09:23 PM
Quote:
Originally Posted by Yreodred
It could be a step to make Ship battles look less cartoonish.

Maybe the devs could add somekind of Heavy Beam Arrays that takes 3 weapon slots with the same damage as 3 conventional beam arrays.
So we would have only 1 really heavy beam weapon fore and aft.

Maybe the devs could give Beam Overload some additional effect, like a high pitch sound or making the beam more bright.


Live long and prosper.
they allow you to hide effect on the aegis and borg gear, they should let you hide the effect of all but 1 of your energy weapons/weapons type. there's way to much cannon flack too. that seems like the easiest and most workable solution for the game engine
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