Captain
Join Date: Jun 2012
Posts: 750
# 11
11-02-2012, 03:45 AM
RCS accelerators should be changed to a flat +2 bonus to turn rate. Problem solved. Escorts won't get such a crazy boost from them as they get now (because they don't need it), cruisers and science ships get a decent boost that makes the console worth using.
Empire Veteran
Join Date: Jun 2012
Posts: 478
# 12
11-02-2012, 03:56 AM
Quote:
Originally Posted by dalnar83 View Post
This game is pretty much DPS online anyway. A console that won't be that great for escort won't surely change that. Beside console slots are precious.
if rcs console will be useless for escorts, then escort's pilot will never use a eng slot for it instead of (for ex.) a neutronium alloy. Escort using an rcs sacrifice some of their tank capability.

Moreover while is someway "realistic" thinking about a device that improve a bit your engine, is difficult to immagine a gear that double it. Also today you want cruisers turn good as sci vessels (and sci vessels turn good as escorts), tomorrow escorts pilots will ask the same about neutronium alloy.

I think every ship should have some weak spots...
Captain
Join Date: Jul 2012
Posts: 2,192
# 13
11-02-2012, 03:59 AM
Quote:
Originally Posted by eurialo View Post
if rcs console will be useless for escorts, then escort's pilot will never use a eng slot for it instead of (for ex.) a neutronium alloy. Escort using an rcs sacrifice some of their tank capability.
if rcs console will be useless for cruisers, then cruiser's pilot will never use a eng slot for it instead of (for ex.) a neutronium alloy. Cruisers using an rcs sacrifice some of their tank capability.

See the twist ?

Truth is, good escorts are already too much tanky.

P.S. I fly escorts or other agile ships
Empire Veteran
Join Date: Jun 2012
Posts: 478
# 14
11-02-2012, 04:19 AM
but the difference is that the primary role of a cruiser is tanking and healing while escorts have to deal as much damage as possible. Moreover while a cruiser can sit and take damage, an escort can't sit and take damage (unless the opponent is really weak).
Change rcs consoles and you will see escorts using as much neutronium alloy as possible... so they will tank better because will have a too little advantage in using rcs consoles

p.s.
I fly escorts too.

Last edited by eurialo; 11-02-2012 at 04:21 AM.
Captain
Join Date: Jul 2012
Posts: 2,192
# 15
11-02-2012, 04:21 AM
Quote:
Originally Posted by eurialo View Post
but the difference is that the primary role of a cruiser is tanking and healing while escorts have to deal as much damage as possible. Moreover while a cruiser can sit and take damage, an escort can't sit and take damage (unless the opponent is really weak).
So why good escorts tank almost as good as cruisers ? And noone can sit and take damage...no idea who can afford negative defense value and bonus crit severity on him Maybe in PvE against weak NPCs...
Empire Veteran
Join Date: Jun 2012
Posts: 478
# 16
11-02-2012, 04:32 AM
Quote:
Originally Posted by dalnar83 View Post
So why good escorts tank almost as good as cruisers ? And noone can sit and take damage...no idea who can afford negative defense value and bonus crit severity on him Maybe in PvE against weak NPCs...
IMHO many cruisers pilot do not have a decent build? 99.9% of stf I see a lot of cruisers, no one can tank a cube, just sometime I see cruiser really tanking even a tactical cube for all the time the team need to destroy it.... so what you are telling is not as true as you'd like.

The real problem is that players want a cruiser dealing high dps like an escort, so they need a better turn rate to face the opponent.... if you want that may be you should use an escort, or at least sacrifice some of your tank capability and use a pair of AtD.


p.s.
to the one who whant a flat +2 to rcs console... a purple mk XII console give a 40% and there are engines with great turn rate... much more then a flat +2
Ensign
Join Date: Jul 2012
Posts: 3
# 17
11-02-2012, 06:28 AM
If you want a game that is all equal, then play Mario Bros or whatever, but Cruisers, and Escorts will and should be different for the styles of play. This post is kinda like asking a Tractor Trailer to turn like a car...Never will happen. My suggestion...Learn how to play your ship, or find a less challenging MMO.
Lieutenant
Join Date: Jun 2012
Posts: 71
# 18
11-02-2012, 06:56 AM
Quote:
Originally Posted by emirkan9887 View Post
If you want a game that is all equal, then play Mario Bros or whatever, but Cruisers, and Escorts will and should be different for the styles of play. This post is kinda like asking a Tractor Trailer to turn like a car...Never will happen. My suggestion...Learn how to play your ship, or find a less challenging MMO.
I completely agree, I think players need to play to the strengths of their chosen ship class and minimise their disadvantages. I really enjoy the different styles of ship classes and the challenge of building them to their ultimate potential.
Captain
Join Date: Jul 2012
Posts: 1,285
# 19
11-02-2012, 08:03 AM
Well look at the tv series the Enterprise D turned faster than the Galaxy in the game I for the most part agree with OP
Community Moderator
Join Date: Jun 2012
Posts: 4,144
# 20
11-02-2012, 09:22 AM
Here's where I think we can all agree:

1. The percentage bonus benefits faster ships way more than it benefits slower ones.

2. A single RCS console is basically not worth equipping on a slower ship.

3. Diminishing returns from multiple consoles makes equipping multiple RCS consoles on slower ships non-optimal as opposed to using other Engineering consoles.

4. Faster ships really don't need much of a turn rate bonus; it's only really effective against other fast ships. (Escort on Escort).

5. Turn rate scores are not really a true linear measurement; the actual rate of turn goes up dramatically. A ship with a turn rate of 7 has more than a 1 degree advantage over a ship with a turn rate of 6.

6. Thus, what an RCS console actually does for a slow ship is not very intuitive, and leads new players to expect more than the console is actually designed to deliver.

There is, in fact, practically no good reason to install one on a Galaxy except possibly for Cruiser-on-Cruiser gameplay. You're probably better off equipping an engine with a Turn rate buff.

What a slow ship really needs is something more along the lines of "bursty" turn rate buffs, to make emergency high-speed turns.

The benefit of bursts to turn rate for any ship is to introduce a new variable into the tactical situation. Not to make cruisers turn as well as escorts... but to keep the escort pilots on their toes and not to assume that their target can't bring its' weapons to bear or bring a stronger shield facing about.

Of course, that's also one reason to keep Evasive Manuvers ready on a cruiser and to use it tactically rather than just an "Oh-No" button.
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