Career Officer
Join Date: Dec 2012
Posts: 176
# 41
03-12-2013, 11:38 PM
Quote:
Originally Posted by chandlerashari View Post
Lol look at this giy lololol look at this guy,

Yr not gonna find a fleet thats NOT gonna usethose abbrviations, especially in text chat.

What do you think this thread is about anyway?
That's why they are all amateurs. I have found people who don't use those abbreviations at all, and the game is better for it, as is anything on the net. If people can't type that fast, how can I ever trust their gaming skills? They are slow to me then.

Also next time you address me - speak English. I honestly don't understand your first "sentence" at all.

Last edited by madblooddoll; 03-12-2013 at 11:42 PM.
Career Officer
Join Date: Jun 2012
Posts: 3,442
# 42
03-13-2013, 02:40 PM
Beams should get either an Acc buff or a beam rapid fire boff ability. I see these things miss all the time but since you only get a few shots per cycle it's a greater loss of dps compared to 2 dhc shots missing. Or a beam rapid fire to put it on par with cannons.

Something has to give
Lieutenant
Join Date: Sep 2012
Posts: 51
# 43
03-15-2013, 03:32 AM
I am shocked people are worried about cannons being "canon" when it looks like Star Fleet was taken over by the Dominion hehe. As someone else in another thread pointed out nothing in this game is canon heh.
Commander
Join Date: Dec 2012
Posts: 257
# 44
03-15-2013, 07:43 AM
Quote:
Originally Posted by edalgo View Post
Beams should get either an Acc buff or a beam rapid fire boff ability. I see these things miss all the time but since you only get a few shots per cycle it's a greater loss of dps compared to 2 dhc shots missing. Or a beam rapid fire to put it on par with cannons.

Something has to give
What? beams have 270 degree firing arc you get plenty of shots off. And its not like escort park right behind you and blast away (ok I do that sometimes, but that is on the rest of your group not doing anything about it). They have narrow firing windows when they travel around at full speed. It seems like they never stop firing because turrets have 360 degrees of tickling ability.
Captain
Join Date: Sep 2012
Posts: 4,197
# 45
03-15-2013, 08:06 AM
Quote:
Originally Posted by alopen View Post
What? beams have 270 degree firing arc you get plenty of shots off. And its not like escort park right behind you and blast away (ok I do that sometimes, but that is on the rest of your group not doing anything about it). They have narrow firing windows when they travel around at full speed. It seems like they never stop firing because turrets have 360 degrees of tickling ability.
escort class turn rate means that narrow firing arcs only mean anything against another escort that can do the same thing to evade the incoming fire. against a cruiser its just a stomp.

my adv escorts base turn 17, the smaller heavy cruiser has a base turn of 8. with buffs i can 180 in less than 2 seconds with a turning circle thats the same as my ships length.

turning dhc firepower from 'limited' to 'sustained'.
simply speaking, when you have a game feature, or combination of features, that are breaking expected limiting factors in other areas of play, its called an exploit.
even if it is claimed to be 'working as designed'.
Cryptic.
Figure out and address the players path of least resistance to reward. this one thing is THE consistent factor undermining all your efforts. be that crafting, raids or starbase projects.
Captain
Join Date: Jun 2012
Posts: 855
# 46
03-15-2013, 08:17 AM
Quote:
Originally Posted by skollulfr View Post
my adv escorts base turn 17, the smaller heavy cruiser has a base turn of 8. with buffs i can 180 in less than 2 seconds with a turning circle thats the same as my ships length.
And this is why turn rates should be based on ships SIZE. Not artificially inflated/defleated based on "class", with Escorts getting boosted turn rates, and Cruisers getting shafted turn rates (and Science somewhere in the middle). Science Vessel (Nova) is just around 180 meters in length (compared to the Advanced Escorts 400+), and yet, it has a lower turn rate than the Advanced Escort.

Turn Rate: Based on size
Inertia: Based on mass
Overall speed: Based on available engine power

In STO; neither of the above applies. My lowly Fleet Science Vessel Retrofit, should be able to run circles around an Advanced Escort. It does not.

Last edited by meurik; 03-15-2013 at 09:20 AM.
Lt. Commander
Join Date: Jun 2012
Posts: 227
# 47
03-15-2013, 08:45 AM
Yeah if anything they have botched the heck out of turn rates in this game.

Watch TNG or Voyager, both the Galaxy/Galaxy-X and the Intrepid move around like nimble little ships, not like the space barges we have in this game now.
Commander
Join Date: Jun 2012
Posts: 326
# 48
03-15-2013, 09:35 AM
Fixing beams is a totally seperate topic from cannons are not canon. There have been varriations of phaser cannon weapons on starfleet ships since the NX class ships. Archer had even recomended improved weapon systems on the NX-02.

Fixing beams has to happen in one of a few ways. I think the easiest way is to increase the fireing arc of the weapon baised on the ship type. Archer's Enterprise had for all practical purposes turrets on the ship, Kirk's Enterprise if you look at the hull had several beam arrays mounted in many directions. from pictures of the original model it looks like a dual beam array mounted forward, right, left, then a single beam array in the rear of the ship. Torp launchers facing forward. Depending on what tec. guide to the ship you look at there are numerous numbers of torpedo launchers, 6 being the one that seems most even handed to me. Later fed ships moved to the phaser beam array strips. The Enterprise D had a massive strip style phaser array on the saucer. Look at how far around the ship it wraps. It is stopped from a 360 weapon by the main shuttle bay. http://davemetlesits.deviantart.com/...test-128623267 The Defiant had an actual 360 fire arc on the phaser beam array on the ship surrounding the bridge on top of the cannons. http://www.youtube.com/watch?v=uhLwMjK374c look around the 2 min mark. Different ships need to be just that. open up the beam array to be a weapon that depends on the firing arc specified by where on the ship and type of ship it is placed on. The ability to place double beams in the rear of the ship should also be a change made to the weapons.
Career Officer
Join Date: Sep 2012
Posts: 3,777
# 49
03-15-2013, 11:10 AM
Quote:
Originally Posted by induperator View Post
Cannons are not canon
The U.S.S. Defiant was equipped with pulsed phaser cannons and used them to great effect. This makes cannons canon within the Star Trek IP.
Lt. Commander
Join Date: Jan 2013
Posts: 134
# 50
03-15-2013, 11:30 AM
Look. The only thing you need to know about cannons... is that some people in this game need an extra helping hand to be "good" at it. Cannons are that helping hand.

They won't get changed, because this game's "pro PVPers" absolutely need a weapon system that's more effective than the rest, or they won't believe they're good at PVP. That belief is what keeps the ******* buying bug ships. I mean, why experiment with an unconventional build when you can just equip the same thing every beanhead beside you did, and pretend it's your skill working all that magic, not a completely broken weapon system that lets you kill anyone else in seconds.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 01:10 PM.