Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
10-25-2011, 08:59 PM
Quote:
Originally Posted by Lockup View Post
Stupid question ... how do you get the ships to re-dock with the carrier?
You don't... at least maybe not yet. The pet command powers aren't fully working yet. There IS a recall button though, but it seems to be more of a passive then a true redock.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
10-25-2011, 11:27 PM
Only prob I got with this testing of the ships is I xfered one that had vo'qov, gorn T5, and kar'fi and with the amount of c-store stipend with all the new ships I was only able to test a few of the consoles and pretty much with limit of transfers I'm not able to test out the Orion Cruiser/Carriers which was one of the things I was interested in. That's just my 2 cents on the testing of them I'd be testing more but I have a character or 2 I want to get up to lvl 51 before this free to play changes go in or I'd be doing some more testing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
10-26-2011, 12:53 AM
Also loving it, even with the under-powered interceptors it feels borderline overpowered, like all of the pay-to-win ships. I love the silhouette, too, and the giant glowing impulse manifold on the back really evokes the image of early 18th century pirate galleons quite nicely.

It was faintly annoying getting a commander-level ship that needs 5 BOffs at a level where I still only had 4 BOffs, though. This is yet another reason why I think we need to be issued 8 BOffs (2 of each), not 4, at the end of the KDF tutorial.

It feels like it takes longer to get back out of combat mode with interceptors out. I need to stop-watch it to be sure, but it definitely feels like it takes several more seconds before I can go to Full Impulse, if there are fighters out, than if I don't have them out. What I wonder if is happening is if the fighters are detecting other hostiles, aggroing on them, and their aggroing is interpreted as my use of an attack power?

The new command modes desperately need tooltips. (And artwork, but I'm assuming that the current icons are just placeholders.) What even is "Intercept" mode? What even is "Escort" mode? We also need a 5th button that dismisses all currently-deployed fighters. And, frankly, given how full toolbars already are, these want to be on their own floating toolbar, not in the powers menu for the regular toolbar.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
10-26-2011, 04:42 AM
I am enjoying the Orion Decoit Corvette very much, even with the few issues is has:

Power Issue: WHY does the Decoit Transwarp button go to Earth Spacedock!? This is BAD!

Art issue: The Decoit is described as having Orion fighters, but the fighters used appear to be Klingon in origin. Maybe not a major issue, but I would like to see it addressed at some point. [EDIT] This has either been fixed since I posted, or i just didn't get a good look at them before - they look Orion now... [/EDIT]

Fighter speed: While I don't expect fighters to keep up with any ship going at Full Impulse, it would be nice if they could keep up with the Decoit at or near the top speed while not engaging the Full Impulse command.

Escort and Intercept: fighters on these commands should have a higher priority on intercepting mines, torpedoes, and other fighters. While it is nice that they will engage attacking enemy ships as well, they should break off attacking them in favor of performing their stated duties when the situation calls for it.

Attack and Recall work just fine for their stated purposes.

The two squad limit is fine.

While I understand that the Decoit Corvette is functionally a Cruiser, it is a bit dissapointing that it cannot equip cannons, considering the reletively huge forward mounted placements that give the visual impression of being cannons. However, this dissapointment is minor, and I can easily pretend that those mounts are sensors or boarding tubes instead.

The Decoit cannot, at this time, be customized. This is very dissapointing, as I had intended to paint it in the "Orion" pattern... :p

For an Orion ship, the normal Klingon interiors seem a bit harsh and lack the artistic flare that the new Orion ship exteriors suggest that they value. Perhaps a set of C-Store interiors along similar lines as that offerd for the TOS Constitution class might be in order? Perhaps even with a heavier bias for random Orion NPC's wandering around?

Granted, I'd expect the same for Gorn NPCs on Gorn ships and for Vulcans on Vulcan ships, so perhaps that might be a ways off.

Appearance wise, the Decoit is a step in the right direction, as it is a visually appealing ship and not the flying potato common among early Orion NPC ships. Between the Decoit Corvette and the Marauder Patrol Cruiser, I look forward to more eye pleasing orion ship designs. I particularly like the "Ax-head" prow of the Decoit Cruiser.

I will definitely be buying one of these when it hits Holodeck!

Quote:
Originally Posted by InfamousBrad
The new command modes desperately need tooltips. (And artwork, but I'm assuming that the current icons are just placeholders.) What even is "Intercept" mode? What even is "Escort" mode? We also need a 5th button that dismisses all currently-deployed fighters. And, frankly, given how full toolbars already are, these want to be on their own floating toolbar, not in the powers menu for the regular toolbar.
Intercept commands the fighters to defend your ship, with the priority being towards intercepting mines, torpedoes, and enemy fighters. It also causes the Fighters to attack ships that attack you.

Escort is supposed to be the same as intercept, but applied to an allied ship of your choosing, and can be tricky to impliment in the middle of battle. The command does work, but if you don't have an ally selected when you issue it, the fighters will default to Intercept mode instead.

And I agree, a fifth button to completely dismiss all active squadrons would be helpful, as would giving fighters their own seperated task bar. [EDIT] Fighters now have their own task bar - THANKS! [/EDIT]
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
10-26-2011, 05:20 AM
Quote:
Originally Posted by Cephyr
Art issue: The Decoit is described as having Orion fighters, but the fighters used appear to be Klingon in origin. Maybe not a major issue, but I would like to see it addressed at some point.
http://en.memory-alpha.org/wiki/Orion_interceptor
Looks pretty accurate to me.

Quote:
Fighter speed: While I don't expect fighters to keep up with any ship going at Full Impulse, it would be nice if they could keep up with the Decoit at or near the top speed while not engaging the Full Impulse command.
Fighters should be faster than the carrier ships. Isn't that one of the points of having fighters?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
10-26-2011, 06:12 AM
Quote:
Originally Posted by Cephyr
For an Orion ship, the normal Klingon interiors seem a bit harsh and lack the artistic flare that the new Orion ship exteriors suggest that they value. Perhaps a set of C-Store interiors along similar lines as that offerd for the TOS Constitution class might be in order? Perhaps even with a heavier biar for random Orion NPC's wandering around?
This as well!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
10-29-2011, 12:08 PM
Started doing some STFs with the Marauder and the Interceptor equipped, odd thing is the fighters won't attack the Gate in Infected...they just fly around it and die, not sure if their AI can recognise the gate correctly.

Still loving the Interceptors and their Engine and Weapon power drain, always great to have 2 wings out in PvP
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
10-29-2011, 01:27 PM
Can we also fix the Interceptors AI, so that they don't fight at 1km from their target. They have weapons that fire from 10km, their is no need for them to get within 1km of their target. Especially considering all the friendly fire spam that tricobolts can do, not even bothering with the ships exploding.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
10-29-2011, 08:40 PM
Quote:
Originally Posted by Cuffs View Post
Can we also fix the Interceptors AI, so that they don't fight at 1km from their target. They have weapons that fire from 10km, their is no need for them to get within 1km of their target. Especially considering all the friendly fire spam that tricobolts can do, not even bothering with the ships exploding.
What sort of weapons do they use?
If its Cannons and trics then they need a simple Bug out command added on tric fire I would think because cannons are weak outside 1-3km.

If it beams 5km would be a better distance , yes.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
10-29-2011, 10:10 PM
Quote:
Originally Posted by Roach View Post
What sort of weapons do they use?
If its Cannons and trics then they need a simple Bug out command added on tric fire I would think because cannons are weak outside 1-3km.

If it beams 5km would be a better distance , yes.
Depends on the interceptor. Its a random generation I think, some use beams some use cannon. But heck I'd settle for 3k, this 1 k and less is a bit tight
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