Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
09-29-2011, 03:57 PM
Quote:
Originally Posted by Gurga
Although a change from percentage value to a flat boost that will work the same for every one does make since. I personally don't want this to become the kind of game where you can pick a class and all the bonuses of anther without any of the weaknesses.
I think Mustrum and I were both talking about using a flat rate as the minimum. So a carrier would get +3.5 out of an RCS console, while a Defiant-R would still get about +6 out of the same console.

I don't agree with the OP about giving a general buff to cruiser speed, but it would be nice for the maneuverability buffs to help the least agile ships a little more. The most agile cruisers can be worthwhile to use the buffs on, but the least agile ones really aren't helped.

I just think that maneuverability improvements ought to be useful on all ships.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
09-29-2011, 05:37 PM
This was me agreeing with the statement, with conditions. I just didn't specifically state I agree. I figured if I'm stating something someone else states, it's implied that I'm agreeing with the statement.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
09-29-2011, 05:46 PM
Quote:
Originally Posted by Gurga
This was me agreeing with the statement, with conditions. I just didn't specifically state I agree. I figured if I'm stating something someone else states, it's implied that I'm agreeing with the statement.
Good enough


EDIT -- my number one concern with cruiser mobility is that when under movement debuffs, I can't bring weapons to bear on a target (a cruiser can't damage an enemies shields if they are in the front of rear arc, it's like tickling an enemy with the turrets on an escort). I can stack up movement buffs, and fly away really fast in a straight line, but usually I can't turn at all since my turning was zeroed out by the buffs.

Then I get nasty tells for running away -- if you put a tractor beam on me running away is the only sort of movement left. I would have preferred to turn a different shield facing or bring guns to bear, but the only option I have is to fly 20km away in a straight line.

Now that TS has been buffed, people are using it with chroniton torpedoes a lot, so in PvP I don't usually have an ability to turn. I don't really expect a lot of maneuverability, just enough to not fly in straight lines.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
09-29-2011, 06:08 PM
Is their another way for cruisers to gain their much desired turn rate with out changing game balance?
In my honest opinion, doing what the OP want's would be a balance change towards cruisers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
09-29-2011, 06:18 PM
Quote:
Originally Posted by inktomi19d View Post
Good enough


EDIT -- my number one concern with cruiser mobility is that when under movement debuffs, I can't bring weapons to bear on a target (a cruiser can't damage an enemies shields if they are in the front of rear arc, it's like tickling an enemy with the turrets on an escort). I can stack up movement buffs, and fly away really fast in a straight line, but usually I can't turn at all since my turning was zeroed out by the buffs.

Then I get nasty tells for running away -- if you put a tractor beam on me running away is the only sort of movement left. I would have preferred to turn a different shield facing or bring guns to bear, but the only option I have is to fly 20km away in a straight line.

Now that TS has been buffed, people are using it with chroniton torpedoes a lot, so in PvP I don't usually have an ability to turn. I don't really expect a lot of maneuverability, just enough to not fly in straight lines.
If they are in front of your rear arc, are they not in your front arc? Or are you speaking of the dead zone? if that's the case just move forward or backward and go about shooting..
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
09-29-2011, 06:40 PM
Well the cruiser you fly in this game are all heavy cruisers since all of them are slow compared to escort and sci ships which are light cruisers which are suppose to be faster.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
09-29-2011, 06:48 PM
Quote:
Originally Posted by Gurga
If they are in front of your rear arc, are they not in your front arc? Or are you speaking of the dead zone? if that's the case just move forward or backward and go about shooting..
Neither the front nor rear arcs on a cruiser can put out sufficient damage to drop shields. If you can't turn to at least occasionally bring a broadside to bear you won't make any progress on damaging a target.

Chronitons reduce turning by 100% and with the changes to TS a lot of players are using them to snare a whole team at once. Ships that start with low turn rates get whacked worst since the only thing that get's your turn rate over 0% are buffs, consoles, and power levels, which they benefit the least from.

Cruiser aren't so bad at forward movement -- if they put full power to engines that alone is often enough to get a bit of movement, and when used with buffs they can often take off pretty quickly. But if you hit an Excelsior with a chroniton, then he uses A2D to start moving, he's still only going to have a turn rate of around 2-3.

Facing a team that is heavy on movement debuffs, cruisers can still move forward at a decent speed, they just can't turn, so the enemy is perpetually in their rear arc.

Because of the way movement relates to crit and hit rates, any ship that comes to a full stop in PvP will pop in a dew seconds. Science Vessels and Escorts are equally screwed if they get held still, but if they use an ability to break free then they can usually turn at least a little afterwards. A cruiser or carrier isn't even likely to be able to avoid asteroids in their path.

ANd then you get nasty tells for running away. When the steering is locked there isn't much to do but run.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
10-03-2011, 11:33 AM
Lets just make all ships the same. That sounds fun.

I know, I know, it's not really one of those threads. I do think though it has been accepted that Cruisers are slow lumbering hulks, Escorts are fast death traps loaded with more weapons then good sense, and Sci ships are warp core breaches just waiting to happen. So why mess with a good thing?
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