Career Officer
Join Date: Jul 2012
Posts: 33
So we have ....

Shipyard tier 1 :

Fleet Patrol Escort

Boffs : cmdr tac + lt cmdr tac + lt eng + lt science + ensign universal
consoles : 4 x eng, 4 x tac, 2 x science
weapons : 4 fore, 3 aft
device : 2
hull : 34 100
shield : 0.99
turn : 16
crew : 200
+15 weapons power
can load canons


Shipyard tier 2 :

Escort Retrofit

Boffs : cmdr tac + lt cmdr tac + lt eng + lt science + ensign eng
consoles : 3 x eng, 4 x tac, 2 x science
weapons : 4 fore, 3 aft
device : 2
hull : 27 600
shield : 0.7
turn : 16
crew : 50
+15 weapons power
can load canons

Fleet Escort Retrofit

Boffs : cmdr tac + lt cmdr tac + lt eng + lt science + ensign eng
consoles : 4 x eng, 4 x tac, 2 x science
weapons : 4 fore, 3 aft
device : 2
hull : 30 360
shield : 0.77
turn : 16
crew : 50
+15 weapons power
can load canons


I don't get what is the point of the (Fleet) Escort Retrofits, is crew that important ? design oversight ? n00b trap ? Size does matter but in reverse ?
Enlighten me please.
Commander
Join Date: Jun 2012
Posts: 453
# 2
08-23-2012, 05:22 PM
Crew is important. higher crew = faster hull regeneration. I have a Tactical Escort from the C store. it takes me 3 times longer to heal up than my Patrol Escort, and I didn't find any actual advantage to using it over the Patrol.


Judging by the stats, I'm not seeing any reason to use anything past the Fleet Patrol escort either, though the fleet MVAE falls under the "Maybe" category.
"My frozen dairy-based confectionery attracts all the males of the species to the facilities. They all agree on it's superiority. Indeed, it is superior to yours. I could teach you the finer details but that would require monetary recompense on your part."
-The Milkshake Song: Vulcan Edition
Career Officer
Join Date: Jun 2012
Posts: 2,803
# 3
08-23-2012, 07:49 PM
Hmm. If the Fleet Patrol Escort and the Fleet Escort Retro are going to have the same turn rate, the same consoles, and (close enough to) the same boff slots, they ought to have the same hull strength and shield modifier.

Al Rivera said more than once that more hull = less turn and vice-versa, so something needs to be adjusted here.
Commander
Join Date: Jun 2012
Posts: 453
# 4
08-23-2012, 08:06 PM
Well that applies to cruisers and science vessels because they are larger, but Escorts seem to be an intentional exception just because they need to have both.
"My frozen dairy-based confectionery attracts all the males of the species to the facilities. They all agree on it's superiority. Indeed, it is superior to yours. I could teach you the finer details but that would require monetary recompense on your part."
-The Milkshake Song: Vulcan Edition
Ensign
Join Date: Jul 2012
Posts: 5
# 5
09-20-2012, 03:34 AM
Quote:
Originally Posted by drailh View Post
So we have ....

Shipyard tier 1 :

Fleet Patrol Escort

Boffs : cmdr tac + lt cmdr tac + lt eng + lt science + ensign universal
consoles : 4 x eng, 4 x tac, 2 x science
weapons : 4 fore, 3 aft
device : 2
hull : 34 100
shield : 0.99
turn : 16
crew : 200
+15 weapons power
can load canons


Shipyard tier 2 :

Escort Retrofit

Boffs : cmdr tac + lt cmdr tac + lt eng + lt science + ensign eng
consoles : 3 x eng, 4 x tac, 2 x science
weapons : 4 fore, 3 aft
device : 2
hull : 27 600
shield : 0.7
turn : 16
crew : 50
+15 weapons power
can load canons

Fleet Escort Retrofit

Boffs : cmdr tac + lt cmdr tac + lt eng + lt science + ensign eng
consoles : 4 x eng, 4 x tac, 2 x science
weapons : 4 fore, 3 aft
device : 2
hull : 30 360
shield : 0.77
turn : 16
crew : 50
+15 weapons power
can load canons


I don't get what is the point of the (Fleet) Escort Retrofits, is crew that important ? design oversight ? n00b trap ? Size does matter but in reverse ?
Enlighten me please.
the tactical ecsort retrofit actually has 5 tactical console slots.. so (even tho you know by now) you can stack another weapon console which will max dps.. theres a goos thread here explaining the pros and cons of all the fleet escorts:
http://sto-forum.perfectworld.com/sh...d.php?t=370481
Captain
Join Date: Jun 2012
Posts: 2,940
# 6
09-20-2012, 03:54 AM
Quote:
Originally Posted by lethargic113 View Post
the tactical ecsort retrofit actually has 5 tactical console slots.. so (even tho you know by now) you can stack another weapon console which will max dps.. theres a goos thread here explaining the pros and cons of all the fleet escorts:
http://sto-forum.perfectworld.com/sh...d.php?t=370481
i think the OP just meant that there is really no reason to get a fleet escort (other than looks), since the fleet patrol escort is in most points the same and in some just superior.
has nothing to do with the (fleet) tactical escort retrofit, which is a sure upgrade to the normal tactical escort retrofit.

16 turnrate is actually quite a bad value, considering all other escorts have also 16 turnrate and are 4 times bigger. Atleast 19 or 20 turnrate would make sense in this case. even the tactical escort retrofit has 17...


PS: in my opinion 80% of the fleet ships are way underpowered and cryptic needs to reevaluate those ships. If the goal was to give players a larger choice of ships at max lvl, then they failed this goal in every thinkable way.
Go pro or go home
Lt. Commander
Join Date: Jul 2012
Posts: 110
# 7
09-20-2012, 04:18 AM
i have to agree, the fleet ships should be way better then any other ships. since they not only cost 4 fleet modules they also require you to grind out a specific tier of your starbase.
it should have went like this..
dilithium ships, regular as they are now.
200k fc ships, +10% buff
20k+2fm ships, 20% buff
then they should have added
40k+4fm ships, 25% buff plus better consoles/boffs

same goes for the weapons and ground stuff.. they had a good idea but they should have been better then anything you can currently get in the game. they do cost a huge amount to get.
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