Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
03-22-2012, 05:39 PM
Get yo hands off my nebula. nobody touch it !
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
03-22-2012, 07:45 PM
the only 2 changes the Nebula needs is a slight tweak to turn rate and a def increase in weapons output to put it on par with the 3 tact console slot the luna/reconnaissance class has so a 3rd tact console slot.

The boff setup is fine as is.

The ship itself is a very flexible ship and one of the best in game for universal appeal.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
03-22-2012, 08:21 PM
Or just make the universal slot by a 2nd lt cmdr station.

voila.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
03-23-2012, 04:22 AM
Quote:
Originally Posted by Turtlewing View Post
Canonically speaking the Nebula would be the most logical ship to get this treatment, as it did have 3 concurrently operated variants with visible differences.
Yep, thats what I'm thinking.

BTW, these are good ideas for changes in fact:

Quote:
Originally Posted by Cmdr_Funke View Post
I think there are graphical errors the nebula has, fix those first, then move on to "mission pod" refit, for eng, sci, tac.
Quote:
Originally Posted by Doylematt4 View Post
the only 2 changes the Nebula needs is a slight tweak to turn rate and a def increase in weapons output to put it on par with the 3 tact console slot the luna/reconnaissance class has so a 3rd tact console slot ...
Quote:
Originally Posted by CmdrSkyfaller
Or just make the universal slot by a 2nd lt cmdr station.

voila.
.. and there are certainly more to get a true tac, sci and eng version and make it the best ship in game (which it nearly is ).


BTW did anybody ever used this tachyon-gizmo-console? Is it good for anything but nice "firework" effects?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
03-23-2012, 06:46 AM
Quote:
Originally Posted by metaQ View Post
Yep, thats what I'm thinking.

BTW, these are good ideas for changes in fact:







.. and there are certainly more to get a true tac, sci and eng version and make it the best ship in game (which it nearly is ).


BTW did anybody ever used this tachyon-gizmo-console? Is it good for anything but nice "firework" effects?
You'll occasionally catch a cloaked ship unawares, but generally most have more sense than to lurk anywhere near a science ship anyhow.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
03-23-2012, 10:29 AM
Quote:
Originally Posted by metaQ View Post
BTW did anybody ever used this tachyon-gizmo-console? Is it good for anything but nice "firework" effects?
Tests have shown that no matter how much sensor stat you have or aux power you shunt into stealth detection the entire detect-stealth system is fubar.

Ex: nebula @ 125 aux with Nebua tier 3 console and nebula tier 5 console with full sci slots pushing sensor stat and a +stat cap mk 12 purple deflector did not detect a stealthed ship farther than a naked nebula (no consoles or any +sensor stat equipment) running at 50 aux power. Both tests were done with the same capt/ship trying to detect the same cloaked player (no stealth skill stat nor stealth modules).

The thing is, from 10km to 5km you simply wont see the opposing ship. No matter what. At 5km and under the detection becomes random and almost entirely based on how fast the opposing ship is.

If the ship comes at you at top speed you wont detect it until it has flown past you.
If the ship crawls at 1/4th impulse you will rarely detect it at 5km and almost always see it around 3km range. Once that ships flies to 5km it vanishes.

Once the ship is detected however there is a glitch: if sensor scan has the chance to put a tick on the cloaked ship it will keep the target detected until it flies out to 10km. If it is going too fast for the sensor scan to put a tick on before it flies the ship will vanish at 5km range.

The tachyon grid only makes each ship in the team have the same little 5km detection sphere (even less if they run low AUX) that has the same speed-dependent glitching. In theory if the ships stick together in a certain formation they'd be able to detect a ship but in reality that formation only benefits the ship in the middle.. those in the outer perimeter become the first casualty in PVP.

In conclusion the whole 'detect stealth' thing is baloney. Its borked.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
03-24-2012, 10:24 AM
Quote:
Originally Posted by CmdrSkyfaller
Tests have shown that no matter how much sensor stat you have or aux power you shunt into stealth detection the entire detect-stealth system is fubar.

Ex: nebula @ 125 aux with Nebua tier 3 console and nebula tier 5 console with full sci slots pushing sensor stat and a +stat cap mk 12 purple deflector did not detect a stealthed ship farther than a naked nebula (no consoles or any +sensor stat equipment) running at 50 aux power. Both tests were done with the same capt/ship trying to detect the same cloaked player (no stealth skill stat nor stealth modules).

The thing is, from 10km to 5km you simply wont see the opposing ship. No matter what. At 5km and under the detection becomes random and almost entirely based on how fast the opposing ship is.

If the ship comes at you at top speed you wont detect it until it has flown past you.
If the ship crawls at 1/4th impulse you will rarely detect it at 5km and almost always see it around 3km range. Once that ships flies to 5km it vanishes.

Once the ship is detected however there is a glitch: if sensor scan has the chance to put a tick on the cloaked ship it will keep the target detected until it flies out to 10km. If it is going too fast for the sensor scan to put a tick on before it flies the ship will vanish at 5km range.

The tachyon grid only makes each ship in the team have the same little 5km detection sphere (even less if they run low AUX) that has the same speed-dependent glitching. In theory if the ships stick together in a certain formation they'd be able to detect a ship but in reality that formation only benefits the ship in the middle.. those in the outer perimeter become the first casualty in PVP.

In conclusion the whole 'detect stealth' thing is baloney. Its borked.
WOW! Thank you for giving me proof!
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