Captain
Join Date: Jun 2012
Posts: 1,015
# 41
04-22-2013, 02:18 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
ive never heard of this ignore 3 of your turn rate thing, source?
Here's one discussion on it where the maths seem to fit, IDK where mandoknight came up with his info. Looks right to me, but numbers is hard, especially after Cryptic has at them.

http://sto-forum.perfectworld.com/sh...d.php?t=580541
Captain
Join Date: Jun 2012
Posts: 3,289
# 42
04-22-2013, 02:51 PM
How about we just add a new eng console that provides a small but flat increase to base turn rate. Make the mk XII purple version give +3 base turn. This would only be useful to cruisers like a Bortasqu or Oddy, but escorts could still benefit more from RCS.
Lt. Commander
Join Date: Jun 2012
Posts: 249
# 43
04-22-2013, 03:16 PM
http://i.imgur.com/CIyjPnl.png
just sayin.
Noone.
Captain
Join Date: Aug 2012
Posts: 14,598
# 44
04-22-2013, 03:53 PM
DHCs...high damage balanced by a limited arc.

How limited is that arc versus different targets?

Maintaining that 45 degree arc:
Skill build
Buff management/cycling
Target debuffing
Target control
Gear selection
Power management
Player ability
Teamwork

Vs. the Cruiser
Vs. the Escort

Somewhere along the lines, the required effort...lowering of, lack of...has become pretty questionable.

Yes, it's because making things easier for the casual players will lead to increased revenue opportunities...but...yeah...it's also led us to where we are.

Unless the RCS changes actually increase the effort required, what will they have done? Buff Cruisers/slower Sci so that Sci Captains can better use their abilities? Buff Battle Cruisers so they require less effort to keep their DHCs on that snail of a target?

It reminds me of the EPtX changes...partial changes that will only make things worse. Of course, like everything - we'll kind of have to wait and see what they give us, either adapting to it or spending more time on the forums than in the game... /cough
Survivor of Romulus
Join Date: Jun 2012
Posts: 1,691
# 45
04-22-2013, 04:03 PM
Quote:
Originally Posted by marc8219 View Post
How about we just add a new eng console that provides a small but flat increase to base turn rate. Make the mk XII purple version give +3 base turn. This would only be useful to cruisers like a Bortasqu or Oddy, but escorts could still benefit more from RCS.
thats exactly what the RCS console change is doing. we just dot know what the numbers will be. in the end though its a massive help to slow turning ships...like carriers and crusiers that NEED the turn rate for some powers...like alot of the science ones that seem to be on non lobi carriers (the premium ones lol) or eng abilites like aceton beam that have a 45* cone.

Quote:
Originally Posted by borticuscryptic View Post
I find this line of replies sadly hilarious. We put a lot of work into the massive list of fixes/changes above, and ya'll are hung up on the ability to skip our content. =p
Captain
Join Date: Jun 2012
Posts: 1,495
# 46
04-22-2013, 04:14 PM
I don't mind the hit to escort/raider benefits to using RCS. I'm concerned if/how the RCS change will impact other boosts to turn rate. Also, not a fan of it boosting cruisers' turnrates.

The relative ability of turnrates/inertia matter too much to piloting balance imo. While I think what some escorts can put out while keeping high defensive buffers/resists is over the top, from a gameplay point of view I'd hate to dumb down the tactics involved in piloting different ships types.

It also will do nothing to the problem of the beam array overlap arc not being effective enough overtime to force an escort to withdraw. There really needs to be a reduction of shield resists and a cap on escort base hull hps to resolve this, turnrates adjustments won't.
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Captain
Join Date: Aug 2012
Posts: 14,598
# 47
04-22-2013, 04:23 PM
Quote:
Originally Posted by p2wsucks View Post
I don't mind the hit to escort/raider benefits to using RCS.
But they're not...

Quote:
Originally Posted by archoncryptic View Post
In all cases, this is a buff; even fast ships will still be getting a larger turn rate bonus from these consoles than they previously did.
...taking a hit.

It's a Buff to RCS consoles (as well as Tachyo).

The way the Buff supposedly will work, slowboats will get more out of it than they did before...but even Escorts will get more out of it than they did before.

Last edited by virusdancer; 04-22-2013 at 04:32 PM.
Career Officer
Join Date: Jan 2013
Posts: 797
# 48
04-22-2013, 04:40 PM
the problem im having is as a cruiser capt i love my resistance so they need to unlock the rcs console so it does not take up a eng slot
look for me in game as "Admiral Quinn" yeah that admiral quinn..and while your at it get off muh station!!!
Captain
Join Date: Aug 2012
Posts: 14,598
# 49
04-22-2013, 04:52 PM
Quote:
Originally Posted by wildweasal View Post
the problem im having is as a cruiser capt i love my resistance so they need to unlock the rcs console so it does not take up a eng slot
See, I kind of wish they balanced certain things in of themselves to an extent.

In my twisted opinion, it would be nifty if RCS worked along the lines of nanofiber or inertia stabilizers in EVE. In STO, that would mean either a reduction of hull health or a defense penalty...along those lines.

To an extent, it would be along the lines of what's there at the base as is. The faster turning Escort has less hull than the slower turning Cruiser...whoa, it's like logic, eh? So yeah, would be nifty if things like that made their way into things like the consoles too.
Rihannsu
Join Date: Jun 2012
Posts: 121
# 50
04-22-2013, 05:23 PM
Quote:
Originally Posted by bloctoad View Post
I believe Escorts and BoPs should be able to stack as many RCS consoles as necessary until it becomes a warp powered Dual Heavy Turret with a defense shield.
^^^This, 100% this^^^

If I can get my ship to react as fast as I can that would be awesome, in all honesty if your afraid of your ship being "too fast/too maneuverable/unable to keep up" then you should probably consider A)flying something else B)don't slot one of the new RCS and use the console slot for something else or C)simply staying away from pvp in general.

I also don't see why RCS should be nerfed or limited on how it effects your ship outside of diminishing returns... Pvp, pve whatever, you seriously gonna nerf/limit it cause someone else has the skill to keep up with it and you don't? Who cares if it boosts cruisers 100% even, even then most are going to be lucky to be pushing a turn rate in the low to mid 20s unless they are slotting more then 1. So an escort has 2-3 of them slotted with a turn rate of 60+, it does them no good if the pilot can't control the thing and lets not forget on top of that that the slots they used for the RCS to get that turn rate are going to hurt their dmg and/or survivability.

IMHO anyone complaining about escorts has never been in one and on the receiving end of of a good cruiser/sci ship pilot who knows what they are doing, cause if they had then they'd know that even with the current state of things they can go toe to toe. No matter what in the end a good pvp match between people who know what they are doing is going to come down to skill, makes no difference what they fly. RCSs boosting everything more across the board isn't going to unbalance things its just going to make them more fun and interesting. Imagine, a Dreadnought actually lining up a shot...

Faster more maneuverable cruiser/sci/escort ships? I say bring em' on, its pvp its supposed to be challenging.
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