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Career Officer
Join Date: Jun 2012
Posts: 3,400
So, with the new RCS changes it might be nice to know how this skill actually functions (i.e. math under the hood) and why it seems to gain no benefit from the new RCS changes on tribble.

Obviously, it would be nice to have a dev weigh in, but also interested in player opinions on the issue or information others might have as to the actual calculation behind this skill.

The only thing I have to go off of is this.

Cryptic Studios Team
Join Date: Jun 2012
Posts: 201
# 2
04-23-2013, 11:01 AM
Without getting into too much detail about the behind the scenes math, you're correct that the RCS changes did not impact Starship Impulse Thrusters skill. That being said, we're evaluating that skill and some other similar modifiers separately, and may be making changes to those as well.
Career Officer
Join Date: Jun 2012
Posts: 270
# 3
04-23-2013, 11:15 AM
Awww you can trust us with math!
Empire Veteran
Join Date: Jun 2012
Posts: 803
# 4
04-23-2013, 11:50 AM
Still makes me wonder, why not toke the change to rework the RCS console into a flat bonus.
Instead giving all ships a % bonus, that again benefits escorts more then cruisers.

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Career Officer
Join Date: Jun 2012
Posts: 3,400
# 5
04-23-2013, 12:19 PM
Quote:
Originally Posted by archoncryptic View Post
Without getting into too much detail about the behind the scenes math, you're correct that the RCS changes did not impact Starship Impulse Thrusters skill. That being said, we're evaluating that skill and some other similar modifiers separately, and may be making changes to those as well.
That's interesting news, thank you for the information.

Quote:
Originally Posted by ocp001 View Post
Awww you can trust us with math!
Yes, you can!

We love math, so maybe when Archon isn't grinding away on the big expansion we might get a breakdown on the whole of ship speed/turn rate (Engine, Engine power, RCS, Starship Impulse Thruster, Base Turn, etc.)

Captain
Join Date: Jun 2012
Posts: 3,203
# 6
04-23-2013, 01:34 PM
Quote:
Originally Posted by archoncryptic View Post
Without getting into too much detail about the behind the scenes math, you're correct that the RCS changes did not impact Starship Impulse Thrusters skill. That being said, we're evaluating that skill and some other similar modifiers separately, and may be making changes to those as well.
Whatever changes need to be done MUST include the Starship Impulse Thrusters skill as well as level and quality of the console and ships base turning rate. It would also help to have the bonus inversely applied so the least maneuverable ships receive a greater bonus.

PLEASE do NOT change the consoles to award a flat bonus or additive stacking.
KBF Lord MalaK
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Captain
Join Date: Feb 2013
Posts: 5,355
# 7
04-23-2013, 01:48 PM
Quote:
Originally Posted by archoncryptic View Post
Without getting into too much detail about the behind the scenes math
You should consider giving more detail about the behind the scenes math to the people testing the work that's been done. It would probably help assist you in the long run.
Captain
Join Date: Jun 2012
Posts: 989
# 8
04-23-2013, 02:43 PM
Quote:
Originally Posted by ocp001 View Post
Awww you can trust us with math!
But, but...they said there would be no math
Lt. Commander
Join Date: Jul 2012
Posts: 127
# 9
04-23-2013, 02:49 PM
So I just did a quick comparison (nothing in depth).

My Fleet Cha (It?s not a Tor Khat!) gains +1.1 to its turn rate with 1 RCS console and around 63 engine power.

Anybody got stats for fed cruisers?
Captain
Join Date: Jun 2012
Posts: 1,116
# 10
04-23-2013, 05:30 PM
on holodeck with out a RCS my dreadnought has a turn of 9 with 58/25 engine power with one console it goes up to 10.1 and 2 is 11.1 3 is 12.2

on tribble with out a RCS it's 9 with 58/25 engine power with one RCS it goes up to 11.1 and 2 is 13.2 and 3 consoles is 15.3

going form 9 to 11.1 though is a night and day difference as i can actually change direction in a reasonable amount of time now

Last edited by gpgtx; 04-23-2013 at 05:34 PM.
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