Lt. Commander
Join Date: Dec 2007
Posts: 120
# 91
01-30-2010, 05:25 PM
Quote:
Originally Posted by PokeTheBunny
What about another option. Since the gripe seems to be the ability to snag loot or anomolies, why not give the T4 cruiser something like shuttles that can be used to grab anomolies/loot within a certain range (50-80k?) Make them launchable only in non-combat and make them weak enough to die if baddies are near where they are grabbing?

I dunno...just a thought, Sorry if it was mentioned earlier, I just couldn't slog through the entire thread

--Poke
Its not just that, its also hampering cruisers ability to tank, you cant just tank on one side in this game because rerouting shield power doesnt keep up at all, another things is it takes a cruiser 5 times longer to get anywhere a science vessel could go if it has to make a turn

There's no simple fix for this, cruisers plain and simple need a turn rate buff with no compensations
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 92
01-30-2010, 07:02 PM
Its not just loot people - looting is bad but trying to follow your group is even worse - manauvers a Science ship can do without thinking take an age - and no-one is going to wait a full minute before moving on for you to catch up

There are 2 soloutions - either make sure no ship has less than 7 turn rate (this includes the Klingon Carrier) or make Turn Rate consoles add Directly too Turning - Percantage boosts dont help unless you have a sufficently large number for the percentage to work with - 20% of 12 (the Tier 4 Science ships turning) is 2.4 while 20% of 5 is 1 - so the same console that is supposed to help Cruisers helps everyone else more...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 93
01-30-2010, 11:17 PM
Quote:
Originally Posted by marty4286 View Post
How about we ask the devs to make shuttles of use? Out of combat, any ship can launch a shuttle that you pilot to pick up loot or scan for anomalies. They are fast and nimble but don't have a full impulse feature (so that you don't just hang back and send them to ninja-scan all the anomaly samples). If it or your main ship get into combat at all, you lose control of the shuttle and go back to piloting your ship
I like this Idea. Maybe something like the runabout that could maybe take a couple hits.

Without full impulse though id rather use evasive maneuvers on my cruiser to line up with anomalies.

If our loot is us only why not increase the range we can pick it up?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 94
01-31-2010, 12:24 AM
The Tier 1 Cruiser is fine.

The Tier 2 Cruiser is fine.

The Tier 3 Cruiser is also fine.

The Tier 4 Cruiser turns like a brick even with triple turn rate consoles, combat engines with turn speed, evasive maneuvers and attack pattern alpha.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 95
01-31-2010, 01:04 AM
Light Cruisers are okay at 11.4.

The Cruisers are okay, but I feel they could use a slight tweek to 9 or 10.

The Heavy Cruisers really need to be either a 9 or a 10, not 7.

The Galaxy's need to be a 9.

The Sovereign's need to be an 8.


While Cryptic is improving that, they also need more massive Hull and Shield HPs to show they have larger warp cores and can sustain shields longer than they do now. Give Cruisers more HPs, while giving the Science ship better resists to certain weaponry.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 96
01-31-2010, 01:21 AM
Quote:
Originally Posted by Azurian View Post
Light Cruisers are okay at 11.4.

The Cruisers are okay, but I feel they could use a slight tweek to 9 or 10.

The Heavy Cruisers really need to be either a 9 or a 10, not 7.

The Galaxy's need to be a 9.

The Sovereign's need to be an 8.


While Cryptic is improving that, they also need more massive Hull and Shield HPs to show they have larger warp cores and can sustain shields longer than they do now. Give Cruisers more HPs, while giving the Science ship better resists to certain weaponry.
I don't know about that much of an increase.
Most of us seemed to feel that a turn rate of 7 was about right as the T3 Cruiser felt not only manageable but fun to play as well.

T2 = 9
T3 = 8
T4 = 7
T5 = 8 (it is a smaller more agile ship class afterall)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 97
01-31-2010, 04:15 AM
Quote:
Originally Posted by Verkruk View Post
I don't know about that much of an increase.
Most of us seemed to feel that a turn rate of 7 was about right as the T3 Cruiser felt not only manageable but fun to play as well.

T2 = 9
T3 = 8
T4 = 7
T5 = 8 (it is a smaller more agile ship class afterall)

I will agree with these numbers. I don't know how many times I have caught myself staring at the "evasive maneuvers" icon (which was almost always on cooldown anyways) just to turn around and pick up some loot after a fight...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 98
01-31-2010, 04:28 AM
Yes, lets up the turn rate of the cruiser, and make them the only viable option, then there would be no need to go anywhere near the crappy galss cannon escorts or the middle of the lane science vessels then and we can all fly around in complete armoured tanks with great turn rates and fire power. Totally agree with this thread 100%. Lets make the game completely "I WIN" for everyone.

/signed.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 99
01-31-2010, 05:32 AM
Quote:
Originally Posted by Seveer
Totally agree with this thread 100%. Lets make the game completely "I WIN" for everyone.

/signed.
beside those who want to fly sth else than a cruiser
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 100
01-31-2010, 07:09 AM
Quote:
Originally Posted by Seveer
Yes, lets up the turn rate of the cruiser, and make them the only viable option, then there would be no need to go anywhere near the crappy galss cannon escorts or the middle of the lane science vessels then and we can all fly around in complete armoured tanks with great turn rates and fire power. Totally agree with this thread 100%. Lets make the game completely "I WIN" for everyone.

/signed.
we arnt asking to turn faster than a freaking escort we just want to be able to turn a little bit faster at tier 4 - even if they up the galaxy to 7 like we are suggesting the Escort will still be over twice as fast at turning

actually READ the proposals and dont knee jerk react to thinking we want cruisers spinning on the spot - we dont we relise the yhave to be the slowest turners but we think the devs went too far
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