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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
06-16-2010, 08:33 AM
Quote:
Originally Posted by Valdure
Definitely strange [ and a needs to be looked at ]. I actually got my Vorcha turned 180 degrees fast enough I was flying in reverse while firing on a target I'd passed.
Yeah, I've seen some odd stuff, like being able to enter and maintain a decaying orbit around a target while keeping my forward weapons trained on it the whole time. That just shouldn't be possible.

I'm not saying you don't get some interesting effects out of it, but this is supposed to be Star Trek, and that kind of flight behavior is definitely not Star Trek. If all the other ships work as expected then I think the high end cruisers should too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
06-16-2010, 09:03 PM
I got so sick of the "18 wheeler driving on a frozen lake" feel of the T5 Fed cruiser, I swapped to an Escort on my Engineer. I swapped the extra Engineer stuff for maneuverability + added Tactical boom boom.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
06-16-2010, 10:51 PM
/signed. Please fix soon.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
06-21-2010, 07:59 AM
Quote:
Originally Posted by Valasha
I got so sick of the "18 wheeler driving on a frozen lake" feel of the T5 Fed cruiser, I swapped to an Escort on my Engineer.
Pretty dead-on description for how it feels.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
06-21-2010, 08:30 AM
Quote:
Originally Posted by wildfyre010 View Post
It's not a bug, it's a consequence of the high inertia values for those ships.

As for 'non Star Trek', drift is one of the only things in STO that actually approaches realism in space. You don't just change directions in the absence of friction, you keep going in the original direction until a force changes that behavior. I don't care if you've never seen this happen in a TV show.

I actually like it and take advantage of drift on a regular basis. It's not a bug, and filing it as such wastes your time and Cryptic's.
Realism for movement in space? That one bit flies in the face of practically the whole game and Star Trek universe. Pointing out that large ships have inertia and that you "don't care if you've never seen this happen in a TV show" wins you no favours whatsoever. A lot of people DO care and hate it. If you want to make inertia as realism then regardless of ship size it should happen to every ship in the game and that way everyone can share the joys of sliding on their asses.

It might not be a bug but it goes against all other ship's behaviour in the game and against everything known in Star Trek. Filing it as a bug wastes no time at Cryptic because it is an issue that needs to be addressed regardless of how much you personally like it and it is feedback on a game mechanic if nothing else.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
06-21-2010, 09:57 AM
Quote:
Originally Posted by Dyonas View Post
Filing it as a bug wastes no time at Cryptic
Agreed. If it's not a bug, it'll get auto-replied and they'll move on to the next ticket.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
06-21-2010, 06:46 PM
Quote:
Originally Posted by KillingMeSoftly
Starships have Inertia dampeners for a reason..
Which has nothing to do with "sliding" unless you count sliding the goo of the back wall of the ship due to no dampeners...

Quote:
Inertial dampers were a system used on almost all starships to counter the effects of rapid acceleration and deceleration of a starship by sustaining and absorbing the natural inertia of a vessel as it moved through space or if it was under attack from another vessel.

A starship could not jump to warp speed without inertial dampers, as the rapid acceleration would smash the crew into the walls, killing them instantly.
Source

Now RCS thrusters on the other hand...

Quote:
The reaction control thrusters are the standard thrusters used by the Federation for low-velocity propulsion, station-keeping and maneuvering control in space.
Quote:
According to Star Trek: The Next Generation Technical Manual, although serving the same function, the propulsive exhaust production behind the RCS thruster seems to vary slightly, depending on the size of the craft.
Source
Quote:
While the Technical Manuals are not canon, they are a Memory Alpha permitted resource.
Now, does that mean the ships drift? They would to an extent, at least I would imagine. Though I have to agree partially with the OP, the cruisers drift "too much". While my SCI and TACT both drift, neither are as "bad" as the cruiser.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
06-21-2010, 09:45 PM
I thought my Cruiser handled oddly.

Not sure if I care for it or not.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
06-21-2010, 09:48 PM
Quote:
Originally Posted by Chompo
I thought my Cruiser handled oddly.

Not sure if I care for it or not.
I am loving it, honestly. Once you get "the hang" of it, it really speeds up getting the anomalies in mission instances.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
06-21-2010, 11:54 PM
Quote:
Originally Posted by adigregorio View Post
I am loving it, honestly. Once you get "the hang" of it, it really speeds up getting the anomalies in mission instances.
While you're scanning one anomaly and cutting your engines long enough to drift by while lining up the next one before slamming into full impulse to race towards it, another ship would have just gracefully arced past the same point at full impulse and gathered the anomaly without ever slowing down or needing to waste the extra distance execute a sharp 90 degree corner turn.

I think you're kidding yourself on the advantages. About the only thing you can accomplish with drifting that you can't do without it is fly in one direction while shooting in another, aka the starship strafe. You remember that from the series, right? When Picard told Commander Data to execute the starship strafe in order to unload a compliment of photon torpedoes into the the exposed flank of the Romulan Warbid they were passing in the battle at the Bentoth Syst.. just joking; that never happened.
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