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Captain
Join Date: Jul 2012
Posts: 3,767
# 21
09-27-2012, 12:50 PM
Quote:
Originally Posted by jnohd View Post
On the up side, it appears our cruisers are fairly OP when compared to Fed cruisers point for point?




That's more to do with Feds not knowing how to build their cruisers, than with the KDF fielding oversized escorts and CALLING them cruisers.
Career Officer
Join Date: Jun 2012
Posts: 4,068
# 22
09-27-2012, 02:57 PM
Quote:
Originally Posted by jnohd View Post
On the up side, it appears our cruisers are fairly OP when compared to Fed cruisers point for point?




Personally, I wouldn't call this an upside.
I'd call it two downsides...or rather two matters that should be taken care of at the same time for the sake of the game.

*EDIT: a simple and hopefully sensible appraoch would be to give Fed ships that don't have an insane turnrate like the Defiant a decent power bonus to compensate for the higher turnrate of the battlecruisers along with their cloak and of course as a method to compensate for the Raptors' cloak which I think is not overpowered but should be compensated for somehow nontheless because it's...still more than nothing./*

Last edited by misterde3; 09-27-2012 at 03:04 PM.
Career Officer
Join Date: Jun 2012
Posts: 572
# 23
09-27-2012, 04:19 PM
The devs already have what looks like a 2:1 value on hull, 8% hull = 16% turn loss? But I'm not sure our ~6.5% hull = pivot point even with this in mind.

Has anyone actually done the math to see what our "effective" loss in turn is, what the time to target is the equivalent of, turn wise?


EDIT: oh and what's this about the Fleet Somraw Raptor Retrofit having a correct pivot?
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Last edited by jnohd; 09-27-2012 at 04:22 PM.
Lieutenant
Join Date: Jun 2012
Posts: 48
# 24
10-03-2012, 04:43 AM
I pretty sure I have said this before, but I'll go ahead and be a broken record.

I don't feel the Qin really needs anything more done to it other than fixing the pivot points.

That alone coupled with the rest of the stats for the Qin will turn it into the beast the stats suggest it should be.

As for the ensign boff slot, we are supposed to have an ensign engi on the mirror universe Qin, but someone slacked off badly and just went highlight, copy, new file, paste, insert skin code, there done i fixed it! (this may have been corrected i don't rightly know), this just leaves us lacking a Qin design with the ensign sci slot, and/or the ensign uni one (or did i forget a qin model that has an ensign uni?)



At the end of the day, it doesn't really matter what they do to the Qin to fix it, if it's not a correction to the pivot points, then it's just a stop gap fix. increase the turn rate doesn't compensate for the fact that the nacelles point at the target 3 years before the nose does, and that's where cannon fire hard point is, increase to the hull and/or shields just means you last half a second or so longer against that escort in pvp, does next to nothing against most ships that fight back in stfs or fleet events, 5th tac console, sure you hit harder, but your still being shafted to hell and beyond if your nose gets off target.


I'm not going to go comparing fed and kdf cruisers in this thread, but I will say that compared to each other at equal ranks, they offset each other nicely when you take lore and history of each side into consideration.
Captain
Join Date: Jun 2012
Posts: 726
# 25
10-03-2012, 11:53 AM
I have been an advocate of a change to the Qin. But like many have said the Qin is less an escort more a frigate and I think a Dev even said this. While it slots as an escort because there is BIG hole after BoPs and before Cruisers it really should be a frigate with a new actual escort brought in but Feddies will cry because KDF has another special ship. CC online and EON can't get here fast enough.
Hey I Used to be Captain Data, well I guess I still am in game but the account link really screwed everything up
Captain
Join Date: Jun 2012
Posts: 4,221
# 26
10-03-2012, 12:32 PM
Quote:
Originally Posted by jnohd View Post
The devs already have what looks like a 2:1 value on hull, 8% hull = 16% turn loss? But I'm not sure our ~6.5% hull = pivot point even with this in mind.

Has anyone actually done the math to see what our "effective" loss in turn is, what the time to target is the equivalent of, turn wise?


EDIT: oh and what's this about the Fleet Somraw Raptor Retrofit having a correct pivot?
I wont say it's a loss in turn, but as the nose is so far from the fulcrum those nose mounted weapons will be lagging a bit further behind the target than the ones closer to the fulcrum. I'd guess somewhere in the neighborhood of 8deg (est) lost from the nose mounted cannons firing arc.
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