Starfleet Veteran
Join Date: Jun 2012
Posts: 1,417
# 181
12-05-2012, 10:30 AM
Quote:
Originally Posted by alexindcobra View Post
AMEN, Brother!!!!!!!
That's exactly why I use an Excelsior hull, and she has definite advantages in combat over her Vorcha counterpart.
Career Officer
Join Date: Jul 2012
Posts: 391
# 182
12-06-2012, 06:20 AM
As shown in the TV series and movies the bigger the ship the more firepower, How about a built in ability for all cruisers, which really should have the best and largest torpedo tubes on a starship, a ability for torpedo high yield 4 or torpedo spread 4. Not a console but a built in ability. Or even a FAW/EPTW similar to the lotus on the Chimera which when used gives a 10% increase of firepower spread over a 30-45 sec period with a 1 min cool down. Basically giving the cruiser a punch but not over powering it too much. Basically spike damage.
Career Officer
Join Date: Nov 2012
Posts: 6
# 183
12-06-2012, 09:51 AM
If I wanted to destroy NPCs super quickly I would play a tac. My game play fits best to the cruiser as I like to support dps in a team, offer a fair amount of aggro to aid a tank (but understand when not to steal aggro), I can heal, I can buff, and I can solo (just takes a bit longer ). I look at the situation such as this... I complete my objective, I stay alive, and I help my friends stay alive so mission accomplished in my books.
Career Officer
Join Date: Jun 2012
Posts: 1,751
# 184
12-06-2012, 10:55 AM
Quote:
Originally Posted by supergirl1611 View Post
As shown in the TV series and movies the bigger the ship the more firepower....
Which show was this ? The only "Big Ship" that was shown to be an absolute damage dealing beast was the Galaxy-X in the last episode of TNG. Otherwise when the Federation wanted to "diplomatically" show off what it had in firepower they'd send the Defiant to patrol a system near an unfriendly or rival power.

That said, actual cruiser and even ship power is pretty much impossible to gauge based on the show, since half or more of the "alien ships of the week" seemed to able to incapacitate or otherwise negate the enterprise's combat abilities.

Last edited by skyranger1414; 12-06-2012 at 10:57 AM.
Captain
Join Date: Aug 2012
Posts: 3,677
# 185
12-06-2012, 06:25 PM
Quote:
Originally Posted by supergirl1611 View Post
As shown in the TV series and movies the bigger the ship the more firepower, How about a built in ability for all cruisers, which really should have the best and largest torpedo tubes on a starship, a ability for torpedo high yield 4 or torpedo spread 4. Not a console but a built in ability. Or even a FAW/EPTW similar to the lotus on the Chimera which when used gives a 10% increase of firepower spread over a 30-45 sec period with a 1 min cool down. Basically giving the cruiser a punch but not over powering it too much. Basically spike damage.
Um... Um... What?

Torpedo Spread 3 and Torpedo High Yield 3 are devastating. You time them correctly, you can whip out an entire creep wave in one hit, or even leave a Tac Cube reeling... And you want cruisers to have a built in Torpedo Spread 4/Torpedo High Yield 4!?!?!?!?!?! Explain how that's even remotely balanced and not overpowered? Add on to that, you lose NOTHING for having it? And having your second ability, with 50-75% up-time? Maybe if it was 25-33% up-time it wouldn't be OP, but 50-75!?!?!?!

I am trying to decide if this is a troll post, in which case, well played... Or if it's serious, in which case... *facepalm
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.
Why the Devs can't make PvE content harder. <--- DR proved me wrong!
Empire Veteran
Join Date: Jun 2012
Posts: 6,845
# 186
12-06-2012, 08:11 PM
Quote:
Originally Posted by momaw View Post
KDF battlecruisers are in a whole other category compared to Federation cruisers. A turn rate buff may not seem that significant, but agility is the difference between engaging with some of your weapons from 8km and engaging with all of them from 1km. If you have two cruisers with equal loadout, skills, and abilities, and one has a turn rate of 10 and the other has a turn rate of 6, the more agile cruiser will do more damage on average. A lot more.
Your first sentence explains the reason for sumation in the last sentence.

A BattleCruiser is not Cruiser and mobility has always been one of the key factors in any combat.
Leonard Nimoy, Spock.....

R.I.P
Empire Veteran
Join Date: Jun 2012
Posts: 6,845
# 187
12-06-2012, 08:19 PM
Quote:
Originally Posted by supergirl1611 View Post
As shown in the TV series and movies the bigger the ship the more firepower, How about a built in ability for all cruisers, which really should have the best and largest torpedo tubes on a starship, a ability for torpedo high yield 4 or torpedo spread 4. Not a console but a built in ability. Or even a FAW/EPTW similar to the lotus on the Chimera which when used gives a 10% increase of firepower spread over a 30-45 sec period with a 1 min cool down. Basically giving the cruiser a punch but not over powering it too much. Basically spike damage.
Size does not equate to firepower. A single flea infected with a microscopic bacteria can kill millions
In a futuristic settong like startrek where high energy sources abound size is not neccassarily an issue iether.

The Defiant for example used that high energy power source to pack as much firepower as the Enterprise in a small heavily armed package
Leonard Nimoy, Spock.....

R.I.P
Captain
Join Date: Jun 2012
Posts: 1,489
# 188
12-07-2012, 08:45 AM
Energy density doesn't have much to do with it. Defiant has a lot of firepower for its size because unlike a cruiser it DOESN'T have: extensive scientific and medical facilities; large-scale replicators; comfortable passenger capacity in the hundreds; significant cargo bays; significant spare parts and self repair capability.

Defiant is basically the power core of a cruiser strapped to a couple guns and engines and wrapped in a layer of armor. It fights well because that's all it can do. The fundamental inequality of the game's design is that it completely ignores anything that isn't fighting. If the game were more sensibly designed with non-combat gameplay which only cruisers and science ships could do really well at, people wouldn't be so annoyed. You take a fighting ship into a war zone; that's just common sense. But you take a science ship on a research mission, and you take a cruiser when you need the capacity to move, make, or modify a mission payload. If a science ship could outperform anything else on a particle-gathering mission to the same degree that escorts outperform everything else on combat missions, then every ship role should have happy captains.

But combat is a lot easier to design and program. So we are forced into the role of making every ship type perform equally well in a combat environment. Which is absurd but necessary.
Rihannsu
Join Date: Jun 2012
Posts: 1,737
# 189
12-07-2012, 09:18 AM
Quote:
Originally Posted by bitemepwe View Post
Size does not equate to firepower. A single flea infected with a microscopic bacteria can kill millions
In a futuristic settong like startrek where high energy sources abound size is not neccassarily an issue iether.

The Defiant for example used that high energy power source to pack as much firepower as the Enterprise in a small heavily armed package
Should i start worrying about the mayan apocalypse, your avatar has a whole new meaning all of a sudden
Joined 06.10
PvP 2010-2011
PvP 2012-2013
Empire Veteran
Join Date: Jun 2012
Posts: 6,845
# 190
12-07-2012, 10:42 AM
Quote:
Originally Posted by havam View Post
Should i start worrying about the mayan apocalypse, your avatar has a whole new meaning all of a sudden
I would think its only important if you are a Mayan, as thier end came a long time ago and what was left was absorbed by those that came later.

Besides, the mayans did not have a leap year so is thier calender acurate to the modern roman based calender? I thought the day of apocalypse came and went for them already.
Leonard Nimoy, Spock.....

R.I.P
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