Captain
Join Date: Jun 2012
Posts: 1,389
# 41
02-15-2013, 07:40 PM
Quote:
Originally Posted by thegrimcorsair View Post
Tactical Andorian Escort

Fore: 5 Weapon Stations
Rear: 1 Weapon Stations (maybe 2)

Consoles:

1 Eng
4 Sci
5 Tactical

Turn Rate: 16 base

Impulse modifier: .18

Inertia: 25


Now, to go do something constructive, like throw watermelons off a freeway overpass.
You do know that in STO, the higher the inertia value, the faster to react the ship is? Most cruisers have around 30 inertia score. Escorts get over 60. (Hegh'ta BoP has 80, I think.)

Oh, and I hope this doesn't get 5 forward weapons slots.

But with expected universal Lt. Comm. and Ensign slots, there will be some interesting builds to try for the non 1000 day veterans and/or Lifetimers (and with 10 console slots).
TOIVA, Toi Vaxx, Toia Vix: Bring in the Allegiance class
Toi'Va, Ti'vath, Toivia: Design that long overdue Tier 5 C-Store Raptor
Tae'Va, T'Vaya, To'Var: Give us Asylums for Romulans

Don't make ARC mandatory! Keep it optional only!

Last edited by toiva; 02-15-2013 at 07:44 PM.
Career Officer
Join Date: Nov 2012
Posts: 2,762
# 42
02-15-2013, 09:11 PM
I know one thing about this ship:

It will be so gruesomely overpowered it might actually break the game. It will be the ship for PvP and STFs. There will be so many people complaining about the awesomeness of this thing it will probably implode the forum under the sheer weight of rage posts. And everyone else will be complaining that they spent all this time grinding fleet marks to teir their starbase up so they could buy a fleet defiant so they could square off against the nigh-unobtainable bug ship and now this thing comes along and blows them both away... Everyone who can't afford to shell out $25-$50 worth of zen will hate this thing and also hate anyone who actually does have one.

I will have to get one for precisely that reason. The envious hatred others feel toward me gives me a warm feeling inside.

Last edited by sander233; 02-15-2013 at 09:13 PM.
Commander
Join Date: Jun 2012
Posts: 282
# 43
02-16-2013, 12:58 AM
I would be happy if this made me jump out of my bug, even if I do have to drop $50!!!
Captain
Join Date: Nov 2012
Posts: 3,048
# 44
02-16-2013, 01:07 AM
It seems cryptic really is thinking a 5th forward weapon slot is a good idea. {face palm}

As much as I would be glad to see the bug get a really tempting alt.... if they are indeed going 5 fore 2 rear for the weapons.... this is as big as a stupid mistake as the Dual Commander Defiant would have been.

At least they gave us that monstrosity to test for a few weeks on Tribble... and then for the first and I think the last time... they agreed with everyone that was saying it was a Terrible idea... and pulled it. (I remember being in tribble kerrat with the devs insta popping the old cubes with the dual commander... it felt like I had the Konami code code keyed up) ...... Hmmm thinking about that for a sec, doffs do so much the same thing now... no wonder the balance of the game is so pouched.

I doubt they back track this time.... unless this thing turns like a cruiser this is going to be a really bad idea.
/channel_join Tyler Durden
Captain
Join Date: Nov 2012
Posts: 544
# 45
02-16-2013, 03:59 AM
Quote:
Originally Posted by toiva View Post
You do know that in STO, the higher the inertia value, the faster to react the ship is? Most cruisers have around 30 inertia score. Escorts get over 60. (Hegh'ta BoP has 80, I think.)
Was thinkin' they'd make it basically like a faster moving and turning Vor'cha.
Commander
Join Date: Jun 2012
Posts: 318
# 46
02-16-2013, 04:32 AM
Oh, that inertia was intentional. Well, all hail the powerslide then. I've pulled some real good 360s in my Vor'cha so maybe some 1080s possible with that setup there?
Starfleet Veteran
Join Date: Jun 2012
Posts: 597
# 47
02-16-2013, 04:44 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
well its another 3 pack, so you know what that means. its gunna have the vet ship's station setup, i guess if i want a fleet level vet ship i'll need to get it here.

that duel port on the side worries me, it looks like it could fire sideways DHCs. unless the game converted to haveing all ships have side weapons, just 1 ship having them would be really stupid.
Q: (whamhammer1) If it is true that the game?s space combat engine cannot handle more than four weapons per side (front/rear)?


Dstahl: Let me stop you right there. We have a ship coming that breaks this rule, so it is not true.
Lieutenant
Join Date: Jan 2013
Posts: 86
# 48
02-16-2013, 04:54 AM
In b4 8 Forward slots, can fit cannons, 0 rear.

Or 4 slots for cannons + an extra slot for a launcher/mines. Most likely, would make the most sense.
Captain
Join Date: Jun 2012
Posts: 1,389
# 49
02-16-2013, 05:53 AM
Quote:
Originally Posted by thegrimcorsair View Post
Was thinkin' they'd make it basically like a faster moving and turning Vor'cha.
The Vor'cha has an inertia score of 30. This andorian "escort" would powerslide unlike anything else in the game. lol

Oh, and it seems the hegh'ta has only 60, less than the advanced escort's 70. Strange.

Maybe that's actually a not so bad idea. If it were to have 5 forward weapon slots (and could equip cannons), a very low inertia (and turn rate) score could keep it somewhat in check. It would be unbeatable in blasting through STFs, though.
TOIVA, Toi Vaxx, Toia Vix: Bring in the Allegiance class
Toi'Va, Ti'vath, Toivia: Design that long overdue Tier 5 C-Store Raptor
Tae'Va, T'Vaya, To'Var: Give us Asylums for Romulans

Don't make ARC mandatory! Keep it optional only!
Commander
Join Date: Jul 2012
Posts: 363
# 50
02-16-2013, 07:57 AM
Low inertia and high turn rate would bring this close to newtonian physics with the ship needing to halt and then accelerate to actually turn. This would be very interesting. If ship has inertia of... 5? and turnrate of 100 then switching off engines and going 180deg would make you fly backward, right? And if you wanted to turn 180 you would need to turn 180, go full power, decelerate to 0 and then accelerate to full?

Would be soooo coool.
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