Captain
Join Date: Jun 2012
Posts: 749
# 1 RCS Accelerators need a rework
11-01-2012, 07:17 PM
Of many things needing a new perspective, RCS acceleratos is one of them. In the old days they were fine, but with all the new ships with turn rates 5 or below, a new perspective is needed. After a lot of thought, I came up with 2 options:

A-Rework the Turn Bonus, and remove the Consoles from Marks I-VI.
I would say that at least a 5% increase on the RCS from VII-XII would benefit.

B-Change the percent into a Solid number, and limit them to one per ship.

Opinions?
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,495
# 2
11-01-2012, 08:20 PM
I kinda think they're good the way they are. Cruisers (obviously the slowest turning ships) shouldn't be able to be made to turn greater than a stock science or escort. By doing that you're making the cruiser in to something it was never designed to be.

My opinion extends to all ships. No ship of one class should ever be able to match the forte of another class. Science and cruisers should never have the DPS and turn of an escort and cruisers and escorts should never be able to out-aux or have a greater shield capacity than a science.
Commander
Join Date: Jul 2012
Posts: 486
# 3
11-02-2012, 12:30 AM
A cruiser that gives up its engineering slots is giving up damage resistance to turn faster; thus, this would hardly make cruisers OP or anything. I mean, sure, they'd turn a bit faster, but engineering console slots are precious things, especially on a cruiser, IMHO; I hate to have fewer than 3 to start with, on any type of ship.

Even then, a system of harsh diminishing returns could be put in place, to make even a second console almost pointless...or enable the same feature as the universal consoles, so that only one could be equipped on each ship, so that cruisers would never out-turn science/escort ships (except the slower-turning science ships, of course).
Captain
Join Date: Aug 2012
Posts: 1,738
# 4
11-02-2012, 12:53 AM
Quote:
Originally Posted by burstdragon323 View Post
Of many things needing a new perspective, RCS acceleratos is one of them. In the old days they were fine, but with all the new ships with turn rates 5 or below, a new perspective is needed. After a lot of thought, I came up with 2 options:

A-Rework the Turn Bonus, and remove the Consoles from Marks I-VI.
I would say that at least a 5% increase on the RCS from VII-XII would benefit.

B-Change the percent into a Solid number, and limit them to one per ship.

Opinions?
-----------------------------

It should be a number not a %

Percent only helps those with a good turn rate
I'n the first place.
Jellico....Engineer.....Stargazer KDF Tac
Saphire.. Science.....Ko'el Rom Kdf Tac
Leva........Tactical.....Mailu KDF Sci

JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
Commander
Join Date: Jun 2012
Posts: 347
# 5
11-02-2012, 01:27 AM
Quote:
Originally Posted by jellico1 View Post
-----------------------------

It should be a number not a %

Percent only helps those with a good turn rate
I'n the first place.
I think that is the point of them..

If they added a flat value of say.. or 3 .. right.. you could slot 3-4 of em on an oddy.. and it would move as swiftly as an escort, and slotting them on escorts would them then well.. just plain stupid fast on the turn. I think in this particular case, "Working as intended" is fine. They're designed as such to give a boost to an existing stat, while not breaking the ship out of it's role.
Captain
Join Date: Jun 2012
Posts: 2,976
# 6
11-02-2012, 01:33 AM
maybe adding an inertia % value to it, so the drifting is less. maybe that would already make cruiser hndling a lot easier.

but, myself i think they are "working as intended"
Go pro or go home
Captain
Join Date: Jun 2012
Posts: 749
# 7
11-02-2012, 01:36 AM
Quote:
Originally Posted by fiberteksyfir View Post
I think that is the point of them..

If they added a flat value of say.. or 3 .. right.. you could slot 3-4 of em on an oddy.. and it would move as swiftly as an escort, and slotting them on escorts would them then well.. just plain stupid fast on the turn. I think in this particular case, "Working as intended" is fine. They're designed as such to give a boost to an existing stat, while not breaking the ship out of it's role.
Which is why I said that if they changed it to a solid number system for them, limit them to one per ship. The main point is to give Heavy Cruisers (Galaxy for Example) and Carriers (Atrox, Vo'Quv) a small increase to turn.

For example, the Mk XI Rare console could give +2 turn to Cruisers and +3 to Heavy Carriers. That would give the Galaxy and Atrox/Vo'Quv a turn of 8, thus making them more viable, but not game breaking.
Commander
Join Date: Jun 2012
Posts: 347
# 8
11-02-2012, 01:41 AM
Quote:
Originally Posted by burstdragon323 View Post
Which is why I said that if they changed it to a solid number system for them, limit them to one per ship. The main point is to give Heavy Cruisers (Galaxy for Example) and Carriers (Atrox, Vo'Quv) a small increase to turn.

For example, the Mk XI Rare console could give +2 turn to Cruisers and +3 to Heavy Carriers. That would give the Galaxy and Atrox/Vo'Quv a turn of 8, thus making them more viable, but not game breaking.
using 2 white mk xiis/green mk xis/blue mk x's/etc will already accomplish that. As somebody posted above, by design you force to sacrifice a little bit of survivability for maneuverability.
Empire Veteran
Join Date: Jun 2012
Posts: 461
# 9
11-02-2012, 02:45 AM
Quote:
Originally Posted by burstdragon323 View Post
Of many things needing a new perspective, RCS acceleratos is one of them. In the old days they were fine, but with all the new ships with turn rates 5 or below, a new perspective is needed. After a lot of thought, I came up with 2 options:

A-Rework the Turn Bonus, and remove the Consoles from Marks I-VI.
I would say that at least a 5% increase on the RCS from VII-XII would benefit.

B-Change the percent into a Solid number, and limit them to one per ship.

Opinions?

cruisers have a different role compared to escorts and sci vessels. Cruiser are tanks and support ships, their primary weapons are beam array so they do not need a high turn rate.
Moreover they have usually 4 devices slots, so you have enough space to use batteries and deuterium surplus. Also cruisers have a lot of eng slots, so you can use one or two AtD to improve your turn rate.

If you need a better turn rate, you should work on your build and/or your boffs skill... non only your ship's equipment.

Moreover an rcs console with absolute number will be owerpowered for cruisers and carriers and underpowered for escorts (who absolutely need speed and turn rate).
Captain
Join Date: Jul 2012
Posts: 2,192
# 10
11-02-2012, 03:12 AM
RCS consoles should provide a flat bonus to BASE turn rate of ships.

Quote:
Originally Posted by eurialo View Post
Moreover an rcs console with absolute number will be owerpowered for cruisers and carriers and underpowered for escorts (who absolutely need speed and turn rate).
This game is pretty much DPS online anyway. A console that won't be that great for escort won't surely change that. Beside console slots are precious.
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