Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
07-01-2011, 11:32 PM
Quote:
Originally Posted by Heretic
Specific questions:
1. What ship(s) did you fly as you ranked up? For each, primarily PvE, PvP or both? Group or solo?
Escorts...ranking is all about speed thus dps... ranking in science ships is painful....

Quote:
Originally Posted by Heretic
2. What ship(s) do you fly at cap? For each, primarily PvE, PvP or both? Group or solo?
Every, i have a fondness for underpowered sloweturning ships tho...

Quote:
Originally Posted by Heretic
3. Which ship(s) do you think are currently overpowered? PvE, PvP, or both? Specifically why?
Ships that can combine high tactical and science powers. Ships with too high turn rate, which is too important stat that is severely underestiment in ship stat budged. Currently MVAE.

Quote:
Originally Posted by Heretic
4. Which ship(s) do you think are currently underpowered? PvE, PvP, or both? Specifically why?
Every ship with low turn rate. There is no equal compensation for low turn rate in other stats, except crew, which is like giving someone 10 pennies for 10 dollars. Unless the crew mechanics is enhanced.

There is a reason why people avoid slow turning ships, especially in PvP.

Quote:
Originally Posted by Heretic
5. What feature of your favorite ships do you like the most? As in, console configurations, station configurations, aesthetics, special abilities, etc.?
My favourite ship is Galaxy-X atm, and i like it, just because it has unique gameplay element of fed cruisers and because i have played everything else already. I just feel the ship should have the battlecruiser power bonuses +10 weapons /+10 engines and that phaser lance needs a modest accuracy bonus. For a weapon with its cooldown and difficulty to aim effectively it surely does miss a lot.

Generally, i would prefer more diversity between ships in terms of hps / turn / crew. A cruiser with lower turn rate should have much higher hps, because its much easier to exploit its weakness and hit him in one shield facing. A ship with -1 turn rate does loose too much benefit from turning abiltiies and gains nothing (or few extra crew that die in next torpedo hit).

I would also like more ensing powers and less high rank powers. Something like extra universal ensing for each ship, to enhance the customizaton and uniqueness fo each ships. I love T3, because it has the right amount of powers and is more tactical...

I would also like torpedo overhaul. Multitubes for large ships, micro tubes for small ships. And such, even if it should be pure visual and the stat would be the same.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32 My Thoughts
07-02-2011, 12:53 AM
I think the biggest improvement to getting people to try different ships and configurations would be:

1) Make it easier to switch ships. Right now there's no memory of the boff assignments, which pains me every time I want to change vessels. (as an aside, great work on the shuttle -> ship and ship -> shuttle abilities with Season 4).
2) Don't penalize people for trying out new ships. Having to spend considerable amounts of skill points to be competitive in a vessel in PvP (and to a much lesser extent, PvE) by splitting up especially the Tier 5 ships is very bad. It basically means people either stay with the same ship all the time (VERY bad for C-Store sales), try a different ship and get annihilated because they're not specced, or have to go respec to try it out fully.

I believe that #1 is planned to be done in the medium-term and I hope #2 will be resolved with the changes to skills later this year.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
07-02-2011, 12:54 AM
1. Flew cruisers all the way to VA, entirely PVE (like another poster in this thread, I'm just not a fan of PVP in any form), primarily solo but I did try to play with my friends when I could, which was difficult mostly due to mismatched schedules.

2. I've alternated between flying the Star Cruiser and Assault Cruiser (please change the Tier 5 skills to encompass all ships of a particular class, I dislike respecing just because I changed which ship I want to use), I think I like the Assault Cruiser a bit more. Dabbled a bit with the Exploration Cruiser Refit, but I just never quite liked it enough, particularly because of the largely wasted third Engineer ensign and lower turn rate. Don't have the Excelsior. I've been tempted to grind Emblems to try out the Nebula, but as I don't have it yet I cannot comment on how much I like it.

3. No comment here, I don't play with other people enough to get a feel for what is "OP" or not.

4. See answer 3.

5. Cruisers being my favorite, I like the overall survivability and power choices available to me from the Engineering officer and console slots, while still maintaining some damage potential from the 8 weapon slots and decent weapon power, again from Engineering powers and consoles.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
07-02-2011, 01:07 AM
Quote:
Originally Posted by Heretic
1. What ship(s) did you fly as you ranked up? For each, primarily PvE, PvP or both? Group or solo?
2. What ship(s) do you fly at cap? For each, primarily PvE, PvP or both? Group or solo?
3. Which ship(s) do you think are currently overpowered? PvE, PvP, or both? Specifically why?
4. Which ship(s) do you think are currently underpowered? PvE, PvP, or both? Specifically why?
5. What feature of your favorite ships do you like the most? As in, console configurations, station configurations, aesthetics, special abilities, etc.?

Looking forward to all your feedback!

1. i played 5 FED toons so far, i got to see every progression line Escort/Cruiser/Sci, i usually try to stick to the CANON designs.
The TAC progression seems to need some attention though, T4 Defiant - > T5 Prometheus -> Defiant-R -> Prometheus-MVAM .... and no other canon option seems a bit odd for the progression.

2. right now i fly:
- MVAM-Prometheus
- Sovereign
- Excelsior
- Galaxy-X
- Luna
before that i also got some serious flight hours in with:
- Galaxy-R
- Defiant-R

3. i don't think any Ships are OP.

4
i think some ships are underpowered though.
- Sovereign Class should get a buff at least + 1 tactical slot to keep up with the Excelsior.
- Defiant-R it does not feel to weak but it has THREE Tactical Ensign slots, if you go all cannons with the Defiant-R you are forced to use 2x Tactical Team and 1x torpedo skill because everything else is for beams -> forcing everyone to do the same -> not good.
Also i want to use higher level torpedo Skills on a Escorts because, well, i can't with Cruisers or SCI ships, but that third ensign slot is limiting me to a Ensign ability.
Also i would want to the Defiant to be on the same level as the KDF BoP's and get a battlecloak.
I really don't see a logical explanation why any ship in Star Trek should not be able cloak at any point.


5

- Galaxy-R -> i LOVE that the saucer sep gives me better turnrate, that is even a bonus if the saucer pet gets destroyed.
- MVAM-Prometheus -> if the 2 pets are destroyed i dont feel like there is any bonus left for me, i know there are some buffs but they got lost in the math behind the screen -> i dont FEEL it

- Sovereign, has none
- Excelsior, transwarps.... aren't as handy as i had hoped, first all the 8 or 10 transwarp icons are looking the same, it's hard to tell where what goes without waiting for the info popup (which i usually set to 5 seconds).
They are on a shared cooldown, usually i transwarp back to ESD after some missions and then its all on cooldown. What i wanted from it is that i can transwarp to ESD, do my stuff and transwarp back to wherever the mission is, with the ESD cooldown blocking the Excelsiors special transwarps i keep flying there the old way.
The real special ability of the Excelsior is the Lt.Cmdr. Tac Slot.

- Galaxy-X, Phaser Lance + Cloak is a nice toy, it's fun, but i don't feel any more powerful as with any other Cruiser, yet the turnrate is still a PITA.
- Luna, has none

- Defiant-R, cloak was bugged forever now, it's fixed, i might try again later...
but i really want a battlecloak,
BoP's can "hit+run+hide", Defiant can only "hit+run".... in PvP somebody always tends to chase you so without a battlecloak i am often stuck in red alert and need to keep running, often i turn around and just face the music (25% chance of not getting killed).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
07-02-2011, 01:28 AM
For the Record I've only reached level cap once so far, I'm not really big on leveling up more then one char, I prefer my main char, however I do have a KDF char but that Romulan isn't really high yet. My Main is Science, and I'm not real big on min-maxing, usually just flying what feels god.

Also, most of my thoughts are PvE centric, I don't PvP a lot, and when I'm doing it I tend to focus more on just having fun then evaluating my ships performance.

1. What ship(s) did you fly as you ranked up? For each, primarily PvE, PvP or both? Group or solo?
--
After the Miranda I spent some time in a Nova, then since I had enough cash skipped the Normal T3s and flew a Nebula, which is one of my favorite ships. (If not favorite ever and currently working on getting the Refit one) Once reaching Commander I took command of a Defiant, wanting to experience escorts with a plan on trying cruisers on tier 5, However I didn't connect with the Defiant, not my style, Finally reaching Rear admiral I chose the Sovereign, which is one of the better looking of the Tier 5s (Except the cryptic versions of it) Upon reaching VA I chose the Intrepid Refit, however I consider this a failure as issues with it annoyed me (Like warping effect bug) which cause me to never fly it seriously so I abandoned it and got the Luna which I have been flying since. (If given a chance to redo it I'd definitely choose the Galaxy Refit)

2. What ship(s) do you fly at cap? For each, primarily PvE, PvP or both? Group or solo?

Just my Luna right now, the USS Amalthea, she serves me well, though not the best looking ship in the game, she fights well and holds up good, and isn't a huge power hog like the weapons on my Sovvy were.

3. Which ship(s) do you think are currently overpowered? PvE, PvP, or both? Specifically why?

Can't really say, Usually whoever kills me is overpowered. Hehehehe, but seriously I'm not good at judging performance, ask the Minmaxers.

4. Which ship(s) do you think are currently underpowered? PvE, PvP, or both? Specifically why?

Usually my ship. (As said above)
5. What feature of your favorite ships do you like the most? As in, console configurations, station configurations, aesthetics, special abilities, etc.?

aesthetics wise pretty much all of the Canon designs in the game are multitudes more beautiful then the cryptic designs, I don't mean offense to the artists but really, Canon designs are just I can't explain it, I guess flow better. In Some cases however a Canon base with a cryptic part or two can help add a bit of variety to the look(I like the Quasar Nacells are nice) but other then that, its just give me the canon look, the Star cruisers are probably the best looking "Cryptic designs". My Favorite design in the game is the Nebula, its just a beautiful ship class.

Station and Console configurations, eh not sure I usually just adapt to what I'm given, as long as my since-start senior officers have a place. The Recon Science Vessel has served me well with its officer layout though giving a good offensive and healing ability allowing me to adapt a little bit.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
07-02-2011, 01:34 AM
1. What ship(s) did you fly as you ranked up? For each, primarily PvE, PvP or both? Group or solo?
In general the same type of ship as I planned to have at cap, science for an Intrepid pilot, escorts for my Defiant VA etc. Even so, generally preferred escorts or cruisers for solo PvE levelling, both had the advantage of more weapons/higher dps to make the process faster. However, science abilities are the most interesting and this is a bonus for levelling with a science vessel despite how much slower they were for the process.

2. What ship(s) do you fly at cap? For each, primarily PvE, PvP or both? Group or solo?
Nebula for my Tactical main, generally everything by switching around the BOff stations (heal/tank, dps/holds). Usually pair or more play and generally a mix of PvE and PvP. Other characters are generally solo and generally the VA retrofits, largely PvE.

3. Which ship(s) do you think are currently overpowered? PvE, PvP, or both? Specifically why?
Perhaps the Defiant retrofit, but that is more an issue with other escorts not performing to this level. It fills it's burst role well and thus appears OP. In fact it's just a better choice (especially for PvP) and the other escorts can't compare to it's turn rate and special ability. This would disappear if the others were more effective in their niches.

4. Which ship(s) do you think are currently underpowered? PvE, PvP, or both? Specifically why?
  • Assault Cruiser compared to the Excelsior is underpowered. It needs some kind of tactical boost to make the flavour more purposeful. Right now you go Excelsior if you want a tactical cruiser because of the turn rate and station arrangement. If you want anything else then you should be the Star Cruiser because the station arrangement suits a durable ship with the extra science station. A turn rate boost would do wonders (somewhere in between where it is now and the Excelsior).
  • MVAM (both variants) don't get enough offset from their ability making it vastly weaker. It's too easy to blow the thing away even when not split. The MVAM ability makes it too easy to eliminate the ship piece by piece. The variant with the Lt. Cmdr Science slot is where it's at though for versatility and putting the ship into a more interesting Heal/DPS role.
  • D'kyr/Deep Space are engineering based science ships, but the role is better suited by the Nebula. These two need something more appealing, especially the DSSV. The issue isn't really that they're underpowered but that the engineering abilities available push these (and the Nebula for that matter) into a purely healing role, which is quite boring for solo play. The fleet escort suffers from this as well, to an extent.
  • Recon Science feels balanced yes, but it doesn't fill its role fully as a tactical science ship. Give it a Lt. Cmdr tactical slot instead and you'll see more playing it. Perhaps a turn rate boost as well to give it a tactical edge over the Intrepid.
  • The Fleet Escort could do with some attention to it's purpose. It should be some way between the cruiser and the escort; a bit like a faster Vor'cha with a Cmdr Tactical slot. At the moment it just doesn't have anything over the Defiant R.
5. What feature of your favorite ships do you like the most? As in, console configurations, station
configurations, aesthetics, special abilities, etc.?

In general, aesthetic options (really, I'd like to see either more variants or parts from other ship available) and special abilities that I can transfer to other ships (universal consoles are great). Interesting station configurations, like the Nebula or Excelsior are a plus.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
07-02-2011, 02:20 AM
I missed that there was a Federation and a Klingon Shipyard thread. Oops. So my post includes ships from both factions.

Quote:
Originally Posted by Heretic
1. What ship(s) did you fly as you ranked up? For each, primarily PvE, PvP or both? Group or solo?
All of them, basically. All of them in PvE, and later some of them in PvP. Typically soloed (PvE).

Quote:
2. What ship(s) do you fly at cap? For each, primarily PvE, PvP or both? Group or solo?
Assault Cruiser, Star Cruiser, Neg'Var Battlecruiser, Recon Science Vessel, Long Range Science Vessel Retrofit, Tactical Escort Retrofit, Gorn Fleet Support Vessel.

Quote:
3. Which ship(s) do you think are currently overpowered? PvE, PvP, or both? Specifically why?
The differences are not that big, and most of the strength and weaknesses come from the powers.

The Advaned Heavy Cruiser Retrofit seems to have an unfair advantage with its +1 turn rate over other cruisers of its tier.
The Long Range Science Vessel Ablative Armor is pretty strong, almost like the old 15-second RSP strong. Generally, having a Commander and a Lt.Cmdr BO slot differ opens combinations that sometimes seem stronger.
The Multi-Vector Assault Escort seems to have significant advantages when in MVAM mode to all other ships, and even its BO configuration makes it highly desirable (and overall potentially outshining the Bird of Prey)

For PvE, I think Cruisers are basically indestructable if played right, and both Cruisers and Escorts breeze through space combat very quickly (Escorts quicker than Cruisers). I think overall Escorts are the most fun to play in space combat, at least at normal and advanced difficulty.

Quote:
4. Which ship(s) do you think are currently underpowered? PvE, PvP, or both? Specifically why?
For PVE, Science Vessels are a little weak on that front. Science suffers a lot from the enemy not really using any powers or tactics that Science abilities can disrupt or circumvent. For example, Charged Particle Burst is wonderful in PvP, as it ignores shield resistance, which makes a lot of ships so tough. But in PvE, not many enemies even have shield resistance buffs, so CPB is just a weak damage burst skill in PvE - no reason to sacrifice 2 weapons for that. Too boot, you often fight only one single enemy, so area effects are less useful.

Over the tiers, I think in Tier 3, the Klingon Battle Cruiser is better than the Heavy Cruiser, as it has better offensive potential (almost escort-level turn rate, and turn rates are not boosted as strong at that tier which increases the gap at tier 5). (That said, I would love to have a Tier 5 non-Advanced Heavy Cruiser...)

The Raptor is underpowered. The Federation equivalents inherent better turn rate cannot be compensated with an engineering console, and within the KDF, it has to compete with the Bird of Prey. Giving it an Engineering instead of Tactical Ensign could make it more interesting to players.

The Assault Cruiser is slightly underpowered. The Star Cruiser is a better healer and the Excelsior is a better damage dealer. Give the Assault Cruiser the Excelsior turn rate, and it should work fine.

The Fleet Support Vessel is a little on the weak side as its healing pets are weak. (And generally, please, can we have less pets in PvP, or at least the option to not use pets?). It does not integrate well with the Klingon fleet, which mostly focuses on first strike tactics using stealth. That is a problem it shares with the Patrol Cruiser.

The Carrier is unfun to play with and unfun to play against. The ship turns frustratingly slow, and the control about the pets is too indirect. Also, on the opposing end -those pets turn PvP into PvEvP. If there was a way to equip some kind of alternative special weapons (torps or beams) in those Pet slots, the Carrier might be more fun and less annoying to fight. People that really must have their pet classes and think fighters in Startrek fit can still have their ship for that (and just need to get better pet controls), but others can do different things with it.

Quote:
5. What feature of your favorite ships do you like the most? As in, console configurations, station configurations, aesthetics, special abilities, etc.?
Stations
Everyone wants to have Universal Stations, of course.

I think generally configurations that allow you to mix two different classes for Commander and Lt.Cmdr are interesting to players, especially if we talk about offense-oriented builds.

The reason for that is probably that you can not really use more than 4 Tactical powers at once on an alpha strike in the first place. So it is nice to add the offensive powers of a second class into the mix - and especially nice if that's Photonic Shockwave.
The BoP and the MVAM AE are very powerful for that reason.

For all other class combinations - there are drawbacks and advantages, but one of the biggest advantage for all is that it allows you to use more high level ranking skills at the same time without running into shared and global cooldowns.

If you introduce such ships, give such BO combinations to all factions, and maybe come up with something for the "focused" ship classes.

Ships that have 3 Ensign slots of the same class are generally bad, unless they are science slots. Science has a lot of good ensign powers, and even the low-ranking ones provide good benefits. Filling Engineering and Tact Ensign slots is always hard, because you quickly run into shared cooldowns with either higher ranking powers or other Ensign powers. That limitation doesn't exist for Science powers.

It is probably too late for this, but I always wondered why the _Exploration_ Cruiser is the ship with the Engineering Ensign and not with an Ensign (or even Lt.Cmdr) Science. But then; I would have probably designed all Federation ships with a science focus and all Klingon ships with a tactical focus. (E.g. instead of giving ships a second Bridge Officer of their associated shhip/BO class, I would have given them one associated with their faction. So all Tier 5 Federation vessels would have had a Lt.Cmdr Science, and all Tier 5 Klingon vessels would have had a Lt.Cmdr Tact).

Consoles
Science Consoles are weak. It's the default place for the Borg Universal Console for me. The only ship that really needs them is the Science Vessel. I think "nerfing" the Science Console might have been done better in a different way - for example, add some kind of stacking penalty / diminishing return. The way it's now, for a ship that has only 2-3 science stations, 2-3 science consoles are irrelevant.

Engineering Consoles are great to have. Tactical consoles are great for anyone relying on weapons. There are several good choices even. (But don't bother with those Engineering Regeneration booster consoles)

Aesthetics
I hate the Tier 3 Golfball ships. But their stats are good for an SV of that tier.
I love the Tier 2 Science Vessels, and I enjoyed the Tier 3 Cruiser.
The Tier 3 Escorts are neat as well.
The Recon Science Vessel look good from the top,but the engineeing/deflector section doesn't.
Sovereign has the best assault cruiser parts (though I like the Imperial nacelles, but not the rest).
The Defiant is the best-looking Tactical Escort Retrofit by far.
I have grown somewhat fond of the Cochrane LRSV, but with the Intrepid pylons (otherwise, the nacelle position just doesn't look right, and the Discovery pylons just work the wrong way around)

Special Ability
I don't like any of the KDF special abilitie, other than cloak/battle cloak (enhanced battle cloak works badly).
On the Federation side, Ablative Armor and Cloak is nice. Saucer seperation and MVAM mode are of course good also, but primarily due to the advantages the bring.
The Galaxy X Lance is neat, but the KDF/Naucassian equivalent mechanic is not.

...

On a general note: I don't like the current ship skill system. At Tier 5, the skill list is cluttered with a skill for almost every ship, for no good reason. Easiest solution: Give us one skill for each ship type (Cruiser, Science Vessel, Escort, Raider, Carrier) and be done with it. There is no reason to have the current skill list, except to force us into spending our respecs (and buying them on C-Store, to use the standard boogey man ).
I am also not sure i like the whole idea of the "spec a lower tier skill for 50 % the benefit". It sticks out like a sore thumb to the way all other skills work. Maybe it would be better to split what the ship skills do into 3 areas (shield improvement, hull improvement, turn rate/speed improvement?) for each ship.
(e.g. "Cruiser Shield Management" and "Escort Engine Management" and "Science Damage Control management"), and put the ships for different ships in different tiers. (Cruiser Hull Tier 3, Cruiser Shield Tier 4, Cruiser Engine Tier 5; Science Shield Tier 3, Science Maneuverability Tier 4, Science Hull Tier 5, Escort Engine Tier 3, Escort Hull Tier 4, Escort Shield Tier 5, Raider Engine Tier 3, Raider Shield Tier 4, Raider Hull Tier 5, Carrier Shield Tier 3, Carrier Hull Tier 4, Carrier Engine Tier 5)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
07-02-2011, 05:18 AM
Quote:
Originally Posted by Heretic
Hey guys,

I just wanted to give you all a head's up that Geko and I are going to be getting our hands dirty over the next few months with a number of different aspects of ships. As a result, I am particularly interested in hearing your opinions and thoughts in several areas.

This being said, I want to keep your expectations moderated; there's a ton we'd like to do, a lot we can do, but also quite a bit we won't be able to do for a wide variety of reasons from time to balance. Also, I can't at this point give out as many details about what we are doing as we have with the duty officer system, and I apologize in advance that this will be a lot more listening and analyzing and a lot less spilling cans of beans.
well! How about that my favorite subject, a space combat overhaul! i was going to go on a posting spree detailing all the changes id like to see that i think the engine could handle, and would better align with ship combat we have actually seen in the shows. This is by far the most important part to me, thatís why i bought this game because i wanted an as close to canon starship combat experience as possible. There are several aspects that fall short, but i think can be fixed and balanced.

Quote:
Originally Posted by Heretic
1. What ship(s) did you fly as you ranked up? For each, primarily PvE, PvP or both? Group or solo?
Cruisers with engineer captains, escorts with tactical captains. Nothing out of the ordinary, mix of pve and pvp

Quote:
Originally Posted by Heretic
2. What ship(s) do you fly at cap? For each, primarily PvE, PvP or both? Group or solo?
Engineer@Galaxy R- 6 beam arrays, 2 Heghs. shield tank dps setup, does surprisingly well, no escort or bop can beat it 1V1, used to be able to 2V1, but a certain change ruined that.

tactical@Fleet Escort 5 beam arrays, 2 Quantums. a bit wacky for an escort, but getting 1000 damage per beam strike with all the buffs and FAW going is withering damage. another great dueling build, dual cannon escorts wonít be able to keep me in arc long enough to ever beat me, kills them much faster than a cruiser would in the same situation. Very bad setup for arena matches unfortunately.

Engineer@Vorcha 3 dual cannons/single cannons, 1 photon, 4 turrets. if Iím going to be fighting alot of escorts, i switch to single cannons. Great with DEM and then a HY 1 into an open shield facings, which it can create very quickly. Wish i could have CRF and APB like the excelsior can with this build, that would help my DEM assaults greatly.

Tactical@rapter 3 duel heavy cannons, 1 dual beam bank, 3 turrets. alpha striking death dealer, played the least by far, just doesnít appeal to me as much at level cap as it did leveling up, that was great fun. i think i got to level cap right before the tactical team buff, that might be part of it.

All of these are 99% pvp played, pve is so simple or annoying its just no fun anymore. do enjoy a good story though, so i will gladly play the new featured episodes when they come out. Iím almost only ever pubbing too, i need to jump on the fleet vent and get on a pvp team more often.



Quote:
Originally Posted by Heretic
3. Which ship(s) do you think are currently overpowered? PvE, PvP, or both? Specifically why?
MVAM sections, but i donít want to see them nerfed, just increase the impulse modifier, and thus defense rating, of other escorts.

Excelsior is overpowered compared to the rest of the fed choices, but thatís because they all need a movement buff. Also, I cannot stress enough the need for more interesting station setups like this too

the klingon cruisers are laughably better then the federation counterparts, they slide circles around them and their only drawback is 3 device slots, LOL. Buff the turn rate of all fed cruisers by 2, maybe 3 for the sovereign.

Quote:
Originally Posted by Heretic
4. Which ship(s) do you think are currently underpowered? PvE, PvP, or both? Specifically why?
Galaxy R, though i fly it, its underpowered. its basically a negvar that canít use dual cannons, cant cloak, doesnít have a third tactical console, canít turn to save its life, but can use a special ability to become a ship that has hitpoint and movement stats that split the difference between a raptor and a vorcha. it canít use the weapons and doesnít have enough tactical stations to take advantage of that movement speed though, but it is arguably a better shield tank, just because it can turn well enough to spread the damage around. But a klingon cruiser doesnít give up any hit points to be able to move well enough to do that

i think the nebula should have a 4/3 weapons setup at tier 5, or at least 4/2. given its reduced science station capacity and turn rate compared to the other science ships, it needs more conventional weapons to make up for that, plus it would just make sense, it shouldnít be that far off stat or station wise from a galaxy. It should have been a cruiser that leaned more science wile a galaxy leaned more tactical.

Quote:
Originally Posted by Heretic
5. What feature of your favorite ships do you like the most? As in, console configurations, station configurations, aesthetics, special abilities, etc.?
The galaxy is also underpowered because of the current combat system and the way the weapons work donít allow it to fight as it was intended, that goes for all the big starfleet cruisers too. An esthetic start would be to put all its aft beam array firing hardpoints on the main array, like the separated saucer pet has, a galaxy class is always going to fire from the main array as long as the target is in an arc it can fire at, and thatís always. have it fire a single 360deg beam that does massive damage with a low rate of fire. Maybe give it an extra accuracy penalty against escorts or anything with a high defense ratting. Big old cruisers can bash each other over the head, but less than half of those hits hitting fragile escorts would be a nice balance.

There needs to be more interesting station setups. These roles of damage dealer, tank, etcÖ donít work all that well with starships like they do in some fantasy mmos. Instead there should be a little of each type of role in all 3 ship types. Here are some station setups that I think more appropriately represent some ships, cruisers to start with

sovereign
COM tac
LTCOM eng
LT eng
LT sci
ENS eng

galaxy X
COM tac
LTCOM eng
LT eng
LT sci
ENS tac

eventual ambassador
COM tac
LTCOM eng
LT eng
LT sci
ENS sci

star cruiser
COM sci
LTCOM eng
LT eng
LT tac
ENS eng

new enterprise
COM sci
LTCOM eng
LT eng
LT tac
ENS tac

galaxy
COM eng
LTCOM tac
LT eng
LT sci
ENS sci

nebula cruiser
COM eng
LTCOM sci
LT eng
LT tac
ENS tac

excelsior
LTCOM eng
LTCOM tac
LTCOM sci
LT eng
ENS eng


thatís all Iíll post about for now, havenít even scratched the surface
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
07-02-2011, 06:54 AM
1 & 2. I like maneuverable ships. My main has a fleet escort. I have another VA with a recon science vessel. I have a Lt General with a Qin raptor. Iím fascinated with the high end Klingon ships. I have alts that I intend to level up in order to specialize in the Guramba, VoríCha retrofit, a Carrier, and a T5 BOP. I wish that the special Klingon ships were available at level 41 instead of level 51, like most of the special Federation ships. I play mostly solo, and donít pvp.

3 and 4. I notice a big difference in my T5 science vessel vs my T5 escort when fighting a borg cube pve for example on Advanced. If I throw everything at the cube with my science vessel, I usually donít have hardly a scratch and the cube goes down pretty quick. If I throw everything I have with my escort at the cube, depending on luck, it can sometimes be touch and go. It is rare that I die, but sometimes I wind up with a pretty beat up hull. It also takes me longer to take down the cube. Perhaps it is my play style or escort build that needs to change.

5. I look at maneuverability first. I prefer ships that are maneuverable. After that in order, special abilities, station configuration, console configuration, and lastly aesthetics. Iím not too picky about the appearance, but I think most of the ships look cool (Except Iím not crazy about the T4 raptor, with itís hollow neck).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
07-02-2011, 07:23 AM
Quote:
Originally Posted by Heretic

1. What ship(s) did you fly as you ranked up? For each, primarily PvE, PvP or both? Group or solo?
I flew mostly cruisers, though I dabbled in escorts once or twice. Always for PvE; I have no interest in PvP whatsoever. Additionally, I always config my ships for solo. If you're looking for specifics, I can't recall exactly what I flew as I leveled up, though I know I flew a Galaxy at one point, and one that looked similar to the Constitution class before that.

Quote:
Originally Posted by Heretic
2. What ship(s) do you fly at cap? For each, primarily PvE, PvP or both? Group or solo?
I fly a Star Cruiser. Again, completely for PvE and for solo play.

Quote:
Originally Posted by Heretic
3. Which ship(s) do you think are currently overpowered? PvE, PvP, or both? Specifically why?
I don't really have any opinion here. Since I only solo in PvE, I have no basis for comparison. The *only* problem I have with space combat is how easily crew gets injured in a fight. I can fight for less than two minutes, never having a single shield facing drop lower than 80% capacity, and end up with something like 400 injured crewmen. It's a tad unrealistic, given that in TNG there are rarely that many injuries in combat.

Quote:
Originally Posted by Heretic
4. Which ship(s) do you think are currently underpowered? PvE, PvP, or both? Specifically why?
Again, no opinion.

Quote:
Originally Posted by Heretic
5. What feature of your favorite ships do you like the most? As in, console configurations, station configurations, aesthetics, special abilities, etc.?
Originally, it was the aesthetics of the Nomad class that drew me to Star Cruisers, but as I've gotten more experience with mine, I also love that it can handle itself in any number of situations pretty well if outfitted properly. It can tank, it does decent dps, it can handle crowds and go one on one (all in PvE, of course - I've never tested my build in PvP and have no intentions of ever doing so). Granted, I wish that it had more Tactical stations, but I've learned to make do with what I have.
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