Empire Veteran
Join Date: Jun 2012
Posts: 6,360
# 51
10-15-2012, 12:40 PM
[quote]
Quote:
Originally Posted by cryptkeeper0 View Post
6 * 1.783 = 10.7

14 * 2.186 = 30.6
List what Engine you use, hOw much you have in the SS Impulse Engines skill, Any RCS consoles, etc.

I have a fully skilled TacToon with 9's in SS Impulse, 6's in Engine performance, using the Borg Engine and absolutely no RCS consoles and I see only a 26.7 at best in my KDF Peg.

The OP may be basing his desires on a Bug in the system.
STO is very much an Adam One culture and completely inarticulate about Adam Two.
Captain
Join Date: Jun 2012
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# 52
10-15-2012, 12:56 PM
Quote:
Originally Posted by cryptkeeper0 View Post
The percentages are rounded off and are not exact.
6 * 1.783 = 10.7

14 * 2.186 = 30.6
Quote:
Originally Posted by bitemepwe View Post

List what Engine you use, hOw much you have in the SS Impulse Engines skill, Any RCS consoles, etc.
Impulse speed as well, please.
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Posts: 5,964
# 53
10-15-2012, 01:17 PM
the impulse mod just effects your movement speed, not turn rate. inertia just effects how much you slide around, not your turn rate.
______________________________________
Quote:
Originally Posted by lordlalo View Post
I just wanted to say, I've never seen a more disturbing avatar
the pvp build and help thread
gateway links(should actually work now) -->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Republic Veteran
Join Date: Jun 2012
Posts: 428
# 54
10-15-2012, 01:39 PM
[quote=bitemepwe;6101781]
Quote:

List what Engine you use, hOw much you have in the SS Impulse Engines skill, Any RCS consoles, etc.

I have a fully skilled TacToon with 9's in SS Impulse, 6's in Engine performance, using the Borg Engine and absolutely no RCS consoles and I see only a 26.7 at best in my KDF Peg.

The OP may be basing his desires on a Bug in the system.
I have the borg engine, no RCS consoles, engine performance is maxed, impulse thrusters at 3, 9 in warp core potential and efficiency Other then that I have nothing modifying turn rate or even engines. I'm also a fully speced engineer.

Oh fudged a little on the numbers, I forgot my operation oddy had +5 engine power so i redid with tac oddy and got 10.5 instead. 6 *1.75 =10.5

if you want to know 31.1 turn rate at 125 engine power for chimera 14 * 2.22 = 31.1 rounded off.




As i said both were tested with 120 engine power but at balanced which my engine power is at 75 in both.

25.7 turn rate chimera at 75 engine power
9.2 turn rate tac oddy at 75 engine power

6 *1.53 = 9.2
14 * 1.84 =25.7

impulse speed this is at max impulse before full impulse.

23.26 tac oddie at 75 engine power
31.43 tac oddie at 120 engine power

29.73 chimera at 75 engine power
41.59 chimera at 120 engine power

Last edited by cryptkeeper0; 10-15-2012 at 01:53 PM.
Captain
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# 55
10-15-2012, 02:17 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
the impulse mod just effects your movement speed, not turn rate. inertia just effects how much you slide around, not your turn rate.
Wiki says inertia affects your turn rate. Do you have a source that says otherwise?
http://www.stowiki.org/Playable_starship#Stats

If I divert more power to my engines, my impulse speed goes up as does my turn rate. I know this, as I've observed it countless times. Is there anything that will increase impulse speed on it's own, without boosting turn rate? The only skills I can think of are Attack Pattern: Omega and Evasive Maneuvers, but both of those skills also affect turn rate.

Seems to me, that impulse speed is related to turn rate. Since impulse modifier seems to affect the impulse speed, it seems to me like it would also affect turn rate.
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# 56
10-15-2012, 02:32 PM
Quote:
Originally Posted by shookyang View Post
Wiki says inertia affects your turn rate. Do you have a source that says otherwise?
http://www.stowiki.org/Playable_starship#Stats

If I divert more power to my engines, my impulse speed goes up as does my turn rate. I know this, as I've observed it countless times. Is there anything that will increase impulse speed on it's own, without boosting turn rate? The only skills I can think of are Attack Pattern: Omega and Evasive Maneuvers, but both of those skills also affect turn rate.

Seems to me, that impulse speed is related to turn rate. Since impulse modifier seems to affect the impulse speed, it seems to me like it would also affect turn rate.
a low inertia score works against you when you want to turn, the ship wants to keep going the direction it was going, so its slides a bit. this does not effect the rate at which the ship rotates, the turn rate.

and yes, your turn rate goes up when your speed went up, but thats because you increased your engine power, thats increased turn rate and speed. you should see your turn rate not go up wile your speed goes up if you swap between a fleet SPDx3 engine and any other.
______________________________________
Quote:
Originally Posted by lordlalo View Post
I just wanted to say, I've never seen a more disturbing avatar
the pvp build and help thread
gateway links(should actually work now) -->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Captain
Join Date: Aug 2012
Posts: 3,553
# 57
10-15-2012, 04:00 PM
Quote:
Originally Posted by cryptkeeper0 View Post
What do cruisers have hull ? Not really becuase there is no hull items except maybe consoles and they don't really count.... *snip snip*

*snip snip*
or they could add a hull item like structural integrity field that adds a percentage of hp increase to your hull and possible other bonuses and with cruisers greater hull strength they gain the largest increase.
...
I really feel like slapping you right now. I really do. Hull tanking is VERY important. ESPECIALLY to cruiser pilots. And what do cruisers have? The most engineering consoles out of any ship. The highest possible defenses out of any ship. They also have the most weapons out of the 3 ship classes. And if you tell me my 4 neutronium consoles don't count, I have 45% defenses that say otherwise.

As for your second comment, there ARE items that increase your SIF skill. Deflectors? If you want more of them, you use positron deflectors. And if you do it right, you can also end up with additional shield strength with the proper deflector. Soooo... yeah. I hate to ask this, but have you ever actually built a tank cruiser, and if so, did you read any of the build threads?
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Tired of Wasting EC and Time trying to get Superior Romulan Operative BOffs? Here's a cheap and easy way to get them, with an almost 100% chance of success.
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Captain
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# 58
10-15-2012, 05:28 PM
Quote:
Originally Posted by bitemepwe View Post
What was wrong with my idea on the 1-2 point buff?
I thought it fair, more nimble but not overboard, add in skills and whatnot for better turns.
Viola.
The only problem I see with it Roach is that the inertia factor will still keep the cruisers with numerically lower inertia factors at a stronger disadvantage than cruisers with higher number inertia factors and the will still be complaining. The inertia factor seems to act more as an exponential multiplier than a linear number multiplier, so people thinking linear returns will not be happy with the results. It will actually make the turning gap worse between the Galaxy (or Ody') vs. Excel' . Other than that it's fine.
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# 59
10-15-2012, 06:14 PM
Quote:
Originally Posted by hereticknight085 View Post
...
I really feel like slapping you right now. I really do. Hull tanking is VERY important. ESPECIALLY to cruiser pilots. And what do cruisers have? The most engineering consoles out of any ship. The highest possible defenses out of any ship. They also have the most weapons out of the 3 ship classes. And if you tell me my 4 neutronium consoles don't count, I have 45% defenses that say otherwise.

As for your second comment, there ARE items that increase your SIF skill. Deflectors? If you want more of them, you use positron deflectors. And if you do it right, you can also end up with additional shield strength with the proper deflector. Soooo... yeah. I hate to ask this, but have you ever actually built a tank cruiser, and if so, did you read any of the build threads?
Wow do you just read in what you want a person to write ? I meant that they don't matter becuase A. I wasn't talking about resistances which are important, but they are important for everyone not just tanking cruisers. Yes they have 8 weapons possible firing all at once though 8 phaser arrays don't work to well... Due to power drain and power level caps out at 125.

Though that is good otherwise no one would have torpedo bays. Cruiser have one more engineering console with regards to most escorts and cruisers... With diminished returns that extra resistance doesn't turn out to be much I'm afraid... And with skill rotations you can easily make up what little you could loose with one console, considering most attack patterns have damage resistance and hull heals do... And omega even increases your chance to not even get hit... Shield resistances are still more important... Which can only really buffed by skills and shield power. As your hull is your last line of defense of course you want to be able to survive any burst damage to it , if you haven't seen a escort do it then you haven't seen very many good escort pilots with their supposed handicap of one console not counting fleet ships or oddy all of which have 10 though I know one of the fleet escorts has the same as your average cruiser.

Um while it is true it increases the SIF skill... engines and shield have more then just one way of increasing them. Shields have the base shield * the shield mod along with the skill, along with consoles that straight up increase hp. Engines have the engine and consoles that buff both turn rate and speed( if you include engine power)
Hull has the skill and I'm drawing a blank on any console or otherwise that buffs the base hp of your ship without buffing via skill.... and I use the maco deflector it provides a nice buff to sif and shield systems.

I'm not really going to answer that as while I do look for information to better my tanking I typically go through fleet channels and pure number calculations myself. But its honestly not as if buff the hull hp of cruisers will make them unstoppable... Escort already have the edge of being able to completely outmaneuver us and force us to use only 4 of are supposed 8 weapon advantage...

Last edited by cryptkeeper0; 10-15-2012 at 06:25 PM.
Captain
Join Date: Aug 2012
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# 60
10-15-2012, 06:23 PM
So basically your gripe is that there is no item that specifically says increases max hull by X% like field generators do for shields? Ok, I can see that. It would also be interesting if they had those, but in all honesty, I would rather take additional defenses over additional hull.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Tired of Wasting EC and Time trying to get Superior Romulan Operative BOffs? Here's a cheap and easy way to get them, with an almost 100% chance of success.
Why the Devs can't make PvE content harder.
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