Career Officer
Join Date: Jun 2012
Posts: 101
# 111
09-09-2013, 11:54 AM
I like the Ar'kif.

I prefer the Ar'kala costume as it has cleaner lines (especially the neck and the wings) and less engines. Had the same problems with costumes as others have pointed out.

Don't think I would use the console or the quads. There's just too much penalties to power levels. I'll wait for someone to do the math, but don't expect to use the set.

Couldn't do a proper combat testing as my romulan engineer couldn't claim the ships (tried several transfers). My kdf aligned tac could but has no plasma gear (weapons & consoles) to make the testing worthwhile.
Career Officer
Join Date: Jun 2012
Posts: 534
# 112
09-09-2013, 11:55 AM
Thanks for the response @borticus. Some people did complain about the boff slots but they're perfect, keep it as is. And the quads, well they are what they are.

One question you did miss though was about the lack of reman skins for the ships. This may just be because it's on tribble but hopefully they won't be forgotten about for the final release.

Also i do hope that there will be a fleet version at release as well.

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U.S.S. Gipsy Danger | U.S.S. Gunstar | U.S.S. Oswin
R.R.W. Coronatus | R.R.W. Valar Morghulis
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,054
# 113
09-09-2013, 12:15 PM
Speaking of quad cannons; are we ever going to get fleet versions of these? Possibly with different modifiers, like [ACCx2] [DMGx2] and [ACC] [DMGx3].
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U.S.S. Endeavour NCC-91771 - Nebula-class
Commanding Officer: Captain Pyotr Ramonovich Amosov
Dedication Plaque: "Leave nothing unattempted" - James Cook
Captain
Join Date: Jun 2012
Posts: 2,766
# 114
09-09-2013, 12:38 PM
The fed and Klingon quads are not getting any fleet versions, so it would be weird if the romulan ones got them.

But fleet Quads would be great, especially fleet Quad Antiproton cannons with Crth X4 modifiers. I would love that, even with a limit of 1.
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
Captain
Join Date: Aug 2012
Posts: 13,060
# 115
09-09-2013, 02:08 PM
Quote:
Originally Posted by webdeath View Post
I'm wondering if anyone also tested it with the Romulan console that gives you Singularity Charges while being attacked and activating the beam..
Quote:
Originally Posted by virusdancer View Post
Hrmm, I've got the Singularity Stabilizer from the T'varo which builds +2 SC/s for 15s. Also has a PWO(Torp+SC) with an 8% chance to get +10 SC when firing torps. Let's see what happens...and lol, yep - was able to build SC while firing the Focused Beam, thus extending the uptime...
Quote:
Originally Posted by virusdancer View Post
Based on another thread...should the Focused Beam lockout Singularity Charge gain?
Quote:
Originally Posted by borticuscryptic View Post
Yes, it is intended to lockout SingCharge while being actively fired. Elsewise, it could theoretically be fired indefinitely.
So I decided to go back and test this some more...and you can see that you're gaining charge while firing. It drops, it bumps, it drops again. The bumps are little more than speedbumps, I wasn't able to gain enough charge for it to fire forever - but you can see where the second countdown slows (maybe it's imagination, but you can see the charge gain on the Singularity Ability window).

That's on a toon with:

Trait - Singularity Specialist
DOFF - PWO(Torp+SC)
Console - Singularity Stabilizer

I can't test what it would be like with the following:

Trait - Singularity Specialist
DOFF - 3x +SC DOFFs
Console - Singularity Stabilizer
Console - Singularity Inverter
Core - w/ [SingA]

Wanted to do separate tests with the Stabilizer, with the DOFF, with both...and if nothing comes up, I'll take a look at that later for just the Stabilizer and just the DOFF.

With the Stabilizer only running for 15s (adding 2/s), the DOFF having an 8% chance for the +10 charge (not sure if there's a proclock), it's not a case of infinite Beam...but it raises the question of going beyond the 20s - whether the formula for damage is open ended or if the total possible damage is calculated, then the amount of damage to be done for each passing second is calculated...with the former, by contrast, it would be the base damage boosted as time went along (with the possibility of going beyond that 20s resulting in more damage than intended).

Given the extension possible with my limited resources, it wouldn't be much either way - but it would be more than intended. Perhaps seen as nitpicking...and yeah, it is minor. Even with the "can't test" stuff above, it still would unlikely be infinite Beam...but how much longer could it potentially go...?

Will have to check just the Stabilizer and just the DOFF after it comes back up...
Commander
Join Date: Nov 2012
Posts: 454
# 116
09-09-2013, 02:10 PM
Quote:
Originally Posted by neok182 View Post
4) This ship is not part of the legacy pack so this question is not applicable. The legacy pack is done and over with. No future content will ever be part of it.
I was asking if people who HAVE the legacy pack can mix and match Ship parts and their refit variants not if these ships were being put in the pack


say... the Refit head on the D'Dera wings
Cryptic Studios Team
Join Date: Nov 2012
Posts: 487
# 117
09-09-2013, 02:21 PM
Minor note: We're updating the 2 piece set bonus to also give a bonus to Starship Energy Weapon Specialization skill. This way you receive a moderate bump in energy damage output even if you opt not to use all Plasma weapons.
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Survivor of Romulus
Join Date: Aug 2012
Posts: 2,318
# 118
09-09-2013, 02:23 PM
Quote:
Originally Posted by borticuscryptic View Post
Catching up over the weekend. Thank you, everyone, for your feedback and time spent testing this ship before it goes live.

While there are a lot of posts here discussion boff seating and the Quad Cannons, we don't have any specific responses to those concerns at this time. The best I can do for now is acknowledge that your feedback has been received.

As for a few other specific questions/concerns:



Yes, it is intended to lockout SingCharge while being actively fired. Elsewise, it could theoretically be fired indefinitely.




This is a text error, left over from an earlier iteration of the beam. We opted to go for scaling damage in lieu of a scaling debuff, because the debuff would synergize too well with multiple weapons (and/or multiple targets) firing on a single enemy.

In other words, this is intended to be used as a weapon, not a force multiplier.




We'll look into this. It may be by design, since this is a Republic-specific ship design.




What you're seeing here is a bug. The Sing Beam has been incorrectly categorized as a Beam Overload, and is gaining the benefit of certain Duty Officers you have equipped. This functionality will be removed before the ship goes live.

---

Once more, thank you all for your feedback. It's very much appreciated!
To be honest, the only real problem is the boff seating.

As it stands there is no reason to get this ship if you are a vet, and/or you have any of the other current (T'Varo, Dhelan, Mogai and Ha'Feh) warbirds.

Make it a Vesta clone, or the very least a Cmdr Science station, and you will have a place for it

Fed: Eng (Five) Sci (Maelrock) Tac (Shen) Rom: Sci (Mervek)
Quote:
Originally Posted by kitsune424 View Post
Here is your ticket to the USS Stupidity, Third class, four tacks on the chair, rules state you MUST sit on the chair, no standing, or hovering above the tacks, thank you have a nice day

Last edited by sunfrancks; 09-09-2013 at 02:26 PM.
Rihannsu
Join Date: Jun 2012
Posts: 579
# 119
09-09-2013, 02:34 PM
Quote:
Originally Posted by sunseahl View Post
I was asking if people who HAVE the legacy pack can mix and match Ship parts and their refit variants not if these ships were being put in the pack


say... the Refit head on the D'Dera wings
The answer is yes.

If you have the D'deridex and its D'rithau refit, you can mix and match the costume pieces to your heart's content.
Mhae ir-Virinat t'Rillas, R.R.W Temer
Republic Veteran
Join Date: Jun 2012
Posts: 465
# 120
09-09-2013, 02:38 PM
My feedback is change the console to instead of giving a flat bonus to weapons power and loss in another -20 power. Make it a passive based on singularity power with 10+ weapons power at max... This makes the console better overall imo. Along with giving the focused singularity beam which should scale in damage based on your singularity power, and when used drains your singularity power just like another singularity power.. and maybe a reduction in aux power for the increase in singularity charge when activated.

Becuase currently running overload mode is just to painful of a lose for romulan ships to take yes in fed ship or kdf ship the change would be negligible. But basically this console is asking for them to lose 20 power in shields when coupled with the singularity already power disadvantage.

just for 10 weapons gain and singularity charge increase..

Last edited by cryptkeeper0; 09-09-2013 at 02:49 PM.
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