Empire Veteran
Join Date: Jun 2012
Posts: 6,360
# 61
10-15-2012, 06:36 PM
Quote:
Originally Posted by whamhammer1 View Post
The only problem I see with it Roach is that the inertia factor will still keep the cruisers with numerically lower inertia factors at a stronger disadvantage than cruisers with higher number inertia factors and the will still be complaining. The inertia factor seems to act more as an exponential multiplier than a linear number multiplier, so people thinking linear returns will not be happy with the results. It will actually make the turning gap worse between the Galaxy (or Ody') vs. Excel' . Other than that it's fine.
Tweak the inertia while the hood is up.
STO is very much an Adam One culture and completely inarticulate about Adam Two.
Republic Veteran
Join Date: Jun 2012
Posts: 428
# 62
10-15-2012, 07:21 PM
Quote:
Originally Posted by hereticknight085 View Post
So basically your gripe is that there is no item that specifically says increases max hull by X% like field generators do for shields? Ok, I can see that. It would also be interesting if they had those, but in all honesty, I would rather take additional defenses over additional hull.
Yes basically but I don't think it should take a console slot.. And be available for all ship types...and has other interesting bonus things like crew death resilience and % increases to hull repair on your ship. and Other bonuses tact or science might be interested in..

A equipment that is something a engineer would care about. Science has deflector and shield( though arguably you could say its engineer as well) Tact got energy weapons and projectiles. Impulse engines could be engineering but seem to benefit escorts more, so I say they are more tac. Although maybe cryptic will add warp cores, the lead designer did say its one of the equip that he wanted to add but they didn't have time.


But i would settle for a console that does something of that nature.


But enough of derailing the topic.. After thinking about i do believe the best solution would be to Up the turn rate a point, maybe two , of all cruisers kling and fed alike to more manageable levels because this would not destroy escorts.
Career Officer
Join Date: Jul 2012
Posts: 2,598
# 63
10-15-2012, 07:44 PM
Quote:
Originally Posted by hereticknight085 View Post
So basically your gripe is that there is no item that specifically says increases max hull by X% like field generators do for shields? Ok, I can see that. It would also be interesting if they had those, but in all honesty, I would rather take additional defenses over additional hull.
There are, of course, deflectors that add extra hull ("Structural Integrity", aka SIF), up to 26.2%, no less (which is better than the max 20% a purple Field Generator will give you for shields).
Captain
Join Date: Aug 2012
Posts: 1,192
# 64
10-15-2012, 08:19 PM
Make the consoles fair

Instead of 35%

Make it 3.5

A turn rate of 21 is now a 24.5

A 6 is now a 9.5

Simple isn't good though right ?
Lol
Jellico....Engineer.....Stargazer KDF Tac
Saphire.. Science.....Ko'el Rom Kdf Tac
Leva........Tactical.....Mailu KDF Sci
Captain
Join Date: Aug 2012
Posts: 3,553
# 65
10-16-2012, 01:09 AM
Quote:
Originally Posted by meimeitoo View Post
There are, of course, deflectors that add extra hull ("Structural Integrity", aka SIF), up to 26.2%, no less (which is better than the max 20% a purple Field Generator will give you for shields).
Told him that, a few posts up, but he wanted a console that gave ONLY SIF %, not points into the skill.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Tired of Wasting EC and Time trying to get Superior Romulan Operative BOffs? Here's a cheap and easy way to get them, with an almost 100% chance of success.
Why the Devs can't make PvE content harder.
Captain
Join Date: Jun 2012
Posts: 1,114
# 66
10-16-2012, 08:26 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
a low inertia score works against you when you want to turn, the ship wants to keep going the direction it was going, so its slides a bit. this does not effect the rate at which the ship rotates, the turn rate.

and yes, your turn rate goes up when your speed went up, but thats because you increased your engine power, thats increased turn rate and speed. you should see your turn rate not go up wile your speed goes up if you swap between a fleet SPDx3 engine and any other.
I checked last night. It says in-game that Inertia affects acceleration and deceleration. Nothing about power sliding.

What would be the correct factors? Impulse Engines + Ship turn rate + engine subsystem + consoles + skills?

50 subsystem power should give me 100% of the listed flight speed (I'm assuming, also, turning rate), yes?

Impulse engines: Advanced Fleet Hyper-Impulse Engines mk XII [turn]x3 [spd]
Ship turn rate: 17
engine subsystem: 52/30
turn rate from consoles: 40% + 22.9%
thrusters skill: 99

Total turn rate: 42.6
Empire Veteran
Join Date: Jun 2012
Posts: 5,964
# 67
10-16-2012, 09:20 AM
Quote:
Originally Posted by shookyang View Post
I checked last night. It says in-game that Inertia affects acceleration and deceleration. Nothing about power sliding.
you don't think something that effect your acceleration and deceleration wouldn't cause you to slide? negvar, jump in it, you will know exactly how inertia works in game
______________________________________
Quote:
Originally Posted by lordlalo View Post
I just wanted to say, I've never seen a more disturbing avatar
the pvp build and help thread
gateway links(should actually work now) -->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Captain
Join Date: Jun 2012
Posts: 1,395
# 68
10-16-2012, 09:30 AM
A "low" (read: high)* inertia rating causes your ship to "power slide". If you have a Galaxy variant, go into open space, start off at full impulse in a straight line and then come to an immediate stop while turning. You'll keep going in the direction you were headed for a long time, while also exposing the turning flank.

* Cryptic for some ungodly reason gave inertia mods an inverse scale, so a lower in-game rating means you have higher inertia and vice-versa. This is probably because inertia is just a function variable applied to the ship's speed, meaning it's easier to use positive values that give a stronger effect on your deceleration.

vids and guides and stuff

[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
Captain
Join Date: Jun 2012
Posts: 1,114
# 69
10-16-2012, 10:07 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
you don't think something that effect your acceleration and deceleration wouldn't cause you to slide? negvar, jump in it, you will know exactly how inertia works in game
Quote:
Originally Posted by shimmerless View Post
A "low" (read: high)* inertia rating causes your ship to "power slide". If you have a Galaxy variant, go into open space, start off at full impulse in a straight line and then come to an immediate stop while turning. You'll keep going in the direction you were headed for a long time, while also exposing the turning flank.
When I think of sliding, I think of going in one direction at a constant speed, and then turning (no slowing down). I do this all the time in my tactical escort retrofit when I hit AP:A. Or in my b'rel retrofit when the enhanced battle cloak is on.

What you are describing is slowing down then turning. Of course you're going to slide, because you're still decelerating.
Captain
Join Date: Jun 2012
Posts: 1,332
# 70
10-16-2012, 06:06 PM
Quote:
Originally Posted by jellico1 View Post
Make the consoles fair

Instead of 35%

Make it 3.5

A turn rate of 21 is now a 24.5

A 6 is now a 9.5

Simple isn't good though right ?
Lol
Or, make the RCS consoles + XX.XX to a ships inertia value.

OR

+ X.XX to ships inerita AND X.XX to base turn rate (like .75-2.0)
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