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Empire Veteran
Join Date: Jun 2012
Posts: 1,329
# 301
09-12-2012, 11:13 PM
Quote:
Originally Posted by dassemsto View Post
noooo.... we're all spiraling down the 1v1 drain!

you know what's at the bottom, don't you?

A ship that can not be killed, and can not kill, probably piloted by an engineer, and ending in the ultimate stalemate.
I know that ship... It is a Odyssey Command Cruiser... Those things are impossible to kill with a competent Captain but they cannot kill anything either.
Ensign
Join Date: Jun 2012
Posts: 10
# 302
11-10-2012, 03:10 PM
The bug is definitely OP, every time i met one it s like a pain in the ass to destroy it.
Commander
Join Date: Jun 2012
Posts: 259
# 303
11-10-2012, 03:44 PM
Don't know if its already been said (also was planing to make a thread like this one) but if you have Bug at max speed with its 0.22 speed mod then a 20 turn rate would only be a 18 turn rate in comparision. Three possible flaws with this statement: if the games turn rate is calculated with speed in mind (which I doubt) or if people find a easy way to increase the impulse in much smaller amounts (I think with keybinds or something it's easily done) and the last is it isn't going to change turn rate when reversing to turn around quickly.

That leaves practally the same shield mod, more crew for Fleet Patrol (prob balanced with bugs higher hull), with the nerf to the beyond 125 weapons power cap then a ensign sci is going to be much better than eng (tractor beam rules) and I personally don't like the emergency power to shields 1x2 and RSP. The less amount of console slots in each catergory (e.g. science, eng, tac) means less deminishing returns meaning patrol escorts console slots are at least equal to bugs + field gen is pretty much a higher % of resist than tac consoles % to increase damage (depending on shield cap, KHG Shield is coming to FED).

Lastly the turn rate which is in the bugs favor but with all the other issues with the bug in comparison... Also depends on team setting, e.g. with a premade dedicated science ships can tractor etc, turn rate is more important in 1v1 than team settings same with shield cap.

Starfleet M.A.C.O. KDF Honour Guard

Last edited by afree100; 11-10-2012 at 03:47 PM.
Captain
Join Date: Jun 2012
Posts: 1,427
# 304
11-10-2012, 03:56 PM
Not sure why this got necro'd, but the biggest problem with the bug is what it's done to KDF ship choices. Fedside you can more or less live without it, but what on earth else is there to fly if you're a Klinkydink? A Raptor (thank god for the somewhat more bearable Mirror Qin)? A BoP (lol)?

I know, I know, KDF should be different and we shouldn't just C&P Fedscorts over to the reds. But it still rankles that the bug is overwhelmingly your best bet if you're rolling a Klink. I mean that's just straight up silly.

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: 2,293
# 305
11-10-2012, 04:01 PM
Quote:
Originally Posted by shimmerless View Post
Not sure why this got necro'd, but the biggest problem with the bug is what it's done to KDF ship choices. Fedside you can more or less live without it, but what on earth else is there to fly if you're a Klinkydink? A Raptor (thank god for the somewhat more bearable Mirror Qin)? A BoP (lol)?

I know, I know, KDF should be different and we shouldn't just C&P Fedscorts over to the reds. But it still rankles that the bug is overwhelmingly your best bet if you're rolling a Klink. I mean that's just straight up silly.
I absolutely agree with this sentiment. I wonder if it is not an intentional marketing ploy to force KDF to spend huge sums of money to fill the gap.

The might as well rebrand the faction the Dominion.
Captain
Join Date: Jun 2012
Posts: 1,069
# 306
11-11-2012, 01:15 AM
Quote:
Originally Posted by shimmerless View Post
Fedside you can more or less live without it, but what on earth else is there to fly if you're a Klinkydink? A Raptor (thank god for the somewhat
What should fly ...what should fly ...dilema dilema...

Guramba is a good ship enough for any tar..I mean kdf

if thats not enough you can always get the free shuttle from the romulan episode
Commander
Join Date: Jun 2012
Posts: 259
# 307
11-11-2012, 02:03 AM
Quote:
Originally Posted by shimmerless View Post
Not sure why this got necro'd
Oops didn't realize this thread was so old, when I posted it was at the top of the PvP section!

Quote:
Originally Posted by shimmerless View Post
Fedside you can more or less live without it, but what on earth else is there to fly if you're a Klinkydink?
absolutly agree!

Starfleet M.A.C.O. KDF Honour Guard

Last edited by afree100; 11-11-2012 at 02:06 AM.
Career Officer
Join Date: Jun 2012
Posts: 597
# 308
11-11-2012, 01:15 PM
Quote:
Originally Posted by mewi View Post
( Click Here )

Same exact items, keep in mind 1 less tactical console, and the fleet patrol can have an additional science console for increased tankage. Also the Alive Crew.

I expect a lockbox ship to be better than what is readily available. The constant statements of "Jem'Hadar Attackship is an I Win Button" is misleading. The fact that I can see, is a lot of high end PvPers have Attack Ships, thus giving additional credit to the ship rather than the pilot.

But opinions?
nice way to link up the stats but your very wrong dude. lets see if your ship can get a 58.9 turn rate. better lay alot of crono mines
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