Lieutenant
Join Date: Apr 2013
Posts: 63
# 321
04-22-2013, 06:34 AM
Quote:
Originally Posted by dalnar83 View Post
But a 45 degree weapons have higher dmg to compesante the supposedly harder aiming. Now let's be serious, anyone in escort has trouble to stay 100% of the time on target ?
Yes. Especially on Klingon escorts with a low turnrate and on Romulan escorts and destroyers. Have you flown the Mogai? This ship turns like a brick. I don't mind having no turnrate on beam boats, I don't need to move in this case, but on ships with DHCs this is far more critical. In a Mogai, you can't heal, you can't tank, you don't have 270? weapons. If you don't have those damn frigates in your firing arc you're useless! On the contrary a heal boat will do well even with 5.5 turnrate.

Oh, and the lvl 2 and lvl 3 singularity abilities are great! I hope these powers won't be tuned (=nerfed). It's really worth the -10 in all subsystems.
Career Officer
Join Date: Jun 2012
Posts: 987
# 322
04-22-2013, 06:44 AM
Quote:
Originally Posted by havam View Post
Thank you archon I'm not sure about the buff to cruisers and carrieres, but as long as escorts get a buff out of this all seems fine and WAD.

Just to be crystal clear, i can still hammer away at a single shield facing with my escorts without having to waste any effort against a cruiser after this change right?

EptS gap will happen, right?
I like the sarcasm in that post.
Starfleet Veteran
Join Date: Jun 2012
Posts: 243
# 323
04-22-2013, 06:47 AM
Quote:
Originally Posted by dalolorn View Post
Warp Shadow seems to briefly confuse enemies, but that's all. Not quite enough to save you in PvP, and I don't think it'll work as anything other than a getaway method in PvE.
I found Warp Shadows to be excellent for dealing with the problem of drawing too much aggro. I and one other Mogai took on a flagship group for a roaming encounter in Iota Pavonis; I didn't notice the level for the other player, but it was 7 levels above me. The group of Mogais with the flagship kept ripping us to pieces, killing us almost too fast for us to inflict any damage on the Mogais, especially if the flagship got into firing range too. Finally, I remembered Warp Shadows; I hopped in and fired, burning all my heals and resists, and as they started wearing off, I popped Warp Shadows, losing all aggro. I was able to keep pressure on an injured enemy, and by the time the Shadows disappeared and the perfect cloak dropped, my skill cooldowns were low enough that I was able to survive through another round of that; the additional uptime helped ENORMOUSLY in thinning the enemy enough to clear the group; I don't think the heal from Quantum Absorption could have pulled that off. We were able to get enough Mogais down during that time to reduce the enemy's firepower to manageable levels. It was a lot of work, but we were able to take down the flagship (we did have another 2-3 people hop in right at the end though, which helped)
Captain
Join Date: Jul 2012
Posts: 1,939
# 324
04-22-2013, 06:49 AM
Quote:
Originally Posted by frtoaster View Post
Am I correct in assuming that you basically just removed the penalty of -3 that is added to the base turn rate before turn bonuses are applied? If that is the case, will the change affect all sources that modify turn rate, not just RCS accelerators? Currently, I think the following are affected by the -3 penalty:

1. RCS accelerators
2. Tachyokinetic Converter
3. Engine [Turn] modifier
4. Engine power
5. Skill "Starship Impulse Thrusters"
I'm hoping that all those are fixed. Now why it took so long I have no idea but better late than never I suppose.
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Captain
Join Date: Jun 2012
Posts: 1,535
# 325
04-22-2013, 07:28 AM
Quote:
Originally Posted by bareel View Post
I'm hoping that all those are fixed. Now why it took so long I have no idea but better late than never I suppose.
If they fixed it the way I think they fixed it, then the implications are greater than just a buff to RCS accelerators. I think you would be able to push the turn rate of a JHAS (unbuffed) to over 70 deg/sec. I'm not sure though; we will have to wait to see what the exact change is.
Lieutenant
Join Date: Mar 2013
Posts: 73
# 326
04-22-2013, 07:54 AM
Quote:
Originally Posted by havam View Post
Thank you archon I'm not sure about the buff to cruisers and carrieres, but as long as escorts get a buff out of this all seems fine and WAD.

Just to be crystal clear, i can still hammer away at a single shield facing with my escorts without having to waste any effort against a cruiser after this change right?

EptS gap will happen, right?
Excuse me? Escorts need buffs?

It's great to see that slow moving ships might actually FINALLY get a buff. Escorts don't need a turn rate buff. Cruisers certainly do. There's a growing number of Engineer Captains that i've noticed, flying Escorts rather than Cruisers. Escorts can do pretty much anything a Cruiser can, and they do it better. The only loss is Engineering Console slots, which could be countered with high defense and shield healing procs.
Empire Veteran
Join Date: Jun 2012
Posts: 959
# 327
04-22-2013, 08:13 AM
Quote:
Originally Posted by antrenos View Post
Excuse me? Escorts need buffs?
Havam was being sarcastic.

Escorts don't need to turn better, ffs.
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Commander
Join Date: Aug 2012
Posts: 325
# 328
04-22-2013, 08:37 AM
I am hoping that the D'Deridex is not the one choice for Commander level ship. So far I have really liked the Bridge Layout, turn rate etc. of the first two ships. To have to switch into a ship with a terrible turn rate and a bridge layout that doesn't favor either sci or tac careers would be a drag.

I realize the D'Deridex is an iconic Romulan ship, but I play mostly tac and sci career, and the starter ship T2 and T3 ships are an awesome blend of tac and sci abilities.

Please give us a similar ship for Commander.
Cryptic Studios Team
Join Date: Jun 2012
Posts: 201
# 329
04-22-2013, 11:10 AM
Quote:
Originally Posted by virusdancer View Post
Out of curiosity, would this also affect the Tachyokinetic Converter?

edit: Also, there was concern expressed in the OPvP channel by one of the guys that read this - in regard to how this boost will affect KDF/Romulan Battle Cruisers and their ability to use DHCs vs. Fed Cruisers that cannot. Wasn't my concern, but the guy raised it there and I didn't see him post it here...so I figured I would. Thanks.
Yes, the Tachyokinetic Converter will get the same buff. I think I'm getting a little too far off-topic here, though, so I'm going to leave further discussion of turn rate consoles and such to other threads.
Captain
Join Date: Jun 2012
Posts: 1,442
# 330
04-22-2013, 12:00 PM
I know that in Canon, these ships are large but I am finding that particularly in sector space they are very difficult to maneuver around other players and their ships.
They who can give up essential liberty to obtain a little temporary safety, deserve neither liberty nor safety. - Benjamin Franklin
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