Lt. Commander
Join Date: Dec 2007
Posts: 120
# 41
01-30-2010, 01:12 PM
Quote:
Originally Posted by cocoa-jin View Post
Cruisers are anchors of the fleet...take som etime and skill up for more maneuverability...but if you really want to circle-jerk...get an Escort class vessel.
Who are you kidding lol take some time and go lvl up cruisers to t4, get all the "right" skills, and then come back and post.

Quote:
Originally Posted by cocoa-jin View Post
Recognize, accept, improve and, most importantly, work within the strengths of the vessel. Put your "wants" a side for a minute and acknowledge the needs and strengths of your ship, recognized and embrace its role...then wrap your tactics around that knowledge, adapt yourself and your command style around it...not the other way around.
really? thats like saying ok now that weve released sto well never add new content to this game cuz its good how it is.
theres always room for improvment, and theres no better way than to have input first.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 42
01-30-2010, 01:13 PM
For you

Quote:
Originally Posted by cocoa-jin View Post
Cruisers are anchors of the fleet...take som etime and skill up for more maneuverability...but if you really want to circle-jerk...get an Escort class vessel.

Recognize, accept, improve and, most importantly, work within the strengths of the vessel. Put your "wants" a side for a minute and acknowledge the needs and strengths of your ship, recognized and embrace its role...then wrap your tactics around that knowledge, adapt yourself and your command style around it...not the other way around.

Your ship is made of rigid alloys, fixed wiring, etc. Even with all the mods you can do, its just not that flexiable...but you are! You have to bend to ship and thats when it will perform for you...maybe even surprise you.
and you

Quote:
Originally Posted by Metaride View Post
I think the problem might be that you increase the cruiser you need to increase the other two. An escort class should be roughly double a cruisers and escorts have 15 turn rate, So a cruisers probly should be around 7 at best. (So this may be a little more than the current stats?)

Anyway you can get more turn rate by increasing the Auxilary power, some people I know complain about the slow turn but have thier power set to weapons/shields so Aux is only at 25. When balanced you get double the turn rate. Even escorts turn like a pig when at 25 aux power.

The thing is cruisers are designed in a way that turn rate isnt too important during combat equal guns foward and back, though I think thier shield management needs improving, spamming the shield is not really a viable thing I would think that you should be able to set power to foward shields and the ships computer shunts all power to that shield and keeps at it until you set it to balance them or switch shields.. would make the shields far more efficient.
because you both appeared to have read the first post and ignored everything else, I resubmit you to this:

Quote:
Originally Posted by sevensided View Post
The only cruiser that needs a turn rate increase is the Galaxy. The rest have high enough turn rates so that the various extreme measures you can take to make them turn better actually work. Turn rates of 8 and 7, which is what the Tier 2 and tier 3 have, respectively, are fine. They are high enough that the percentile bonuses that you get from +turn rate consoles and from increasing your AUX actually have enough of an effect to be noticed. They are also low enough that Escorts and BoP (and just about every NPC if they were smart enough) can still dictate combat to a cruiser.

However, once you hit turn rate 5, which is what the tier 4 has, those percentile bonuses are not large enough, and your gameplay enjoyment suffers. It is NOT COMBAT RELATED, but rather everything else you must do when flying takes an inordinate amount of time in comparison to anything else you could fly (excluding the VoQuv, which I also think needs a turn rate buff).

Truthfully, if you are having issues in a cruiser combat wise, then you really are not utilising it correctly. However, because we spend so much time flying in this game, and because Tier 4 is a large portion of our game time, anything out of combat becomes a chore. I suppose its because there are no flashing lights and damage numbers to keep track of.

A turn rate of 7 on the Tier 4 cruiser well help alleviate the out of combat flying, and is still slow enough to not make the tier 4 cruiser an uber ship. After all, the tier 3 has a turn rate of 7- would you call that an uber ship?

Alternatively, giving all ships an increase turn rate out of combat would also suffice, however, this would cause more problems, particularly in PvP as a lot of positioning and flying is done out of combat.

Alternatively, giving all ships a +2 to turn rate would also work, although that risks making the tier 2 and 3 cruisers too maneuverable, as well all the Battlecruisers (which have turn rates of 11,10,9 currently).

So increasing the turn rate of the Galaxy to 7 is the easiest and least wide effect method of solving the issue with minimal problems.


Quote:
Originally Posted by Dabonka
How about consoles that give turnrate in numbers instead of percentages? I mean a console that give 1.2 turnrate would help galaxy ALOT and not make escorts turn on a dime
That would also be a great idea. Possibly better than just buffing the Galaxy.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 43 Get Over It
01-30-2010, 01:16 PM
Ok seriously Im so sick of reading people QQing about the dam crusier turning rate, get over it, it is that way it is, you dont like it that go fly a escort ship then, the rest of us will enjoy the crusiers, they are big, of course it should take a long time to turn them around, big difference in size. its like asking a 18 wheeler to turn like a honda civic, cant be done.

End Transmission...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 44
01-30-2010, 01:16 PM
Cruisers should at most be 2 points of turn rate lower than the Battle cruiser counterpart.

The Galaxy's turn rate is just ridiculous. There is no reason for it to be that low.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 45
01-30-2010, 01:16 PM
For all you doubters. The turn rate of the Klingon Carriers, the biggest, slowest most defensive ship in the game has a turn rate of 4.
The Galaxy class has a turn rate of 5.

Only a difference of 1... How can you say the Galaxy class doesn't need a buff?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 46
01-30-2010, 01:17 PM
Quote:
Originally Posted by blueamdgamer View Post
Ok seriously Im so sick of reading people QQing about the dam crusier turning rate, get over it, it is that way it is, you dont like it that go fly a escort ship then, the rest of us will enjoy the crusiers, they are big, of course it should take a long time to turn them around, big difference in size. its like asking a 18 wheeler to turn like a honda civic, cant be done.

End Transmission...
No, it's like asking a 16 wheeler to turn like a 16 wheeler, not an Aircraft carrier!


derp end transmission derppppp
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 47
01-30-2010, 01:18 PM
I could have sworn I saw turn rate consoles with numbers not percents in CB and maybe OB
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 48
01-30-2010, 01:31 PM
I got to fly with the Galaxy 3-4 leves before OB ended. I didnt have the problem you guys seemed to have or rather it didnt irritate me as much, but might be cause i had my aux power on 40~50 and used evasive manuevers alot(thank god its not a bigger cooldown ).
For the consoles i were using.. all three were EPS's. (6 beam arrays and one turret)
But back to the topic.

I think that the best solution to this would be to use static numbers on the turn rate consoles instead of % as others have said. I for one havent seen a science ship or escort using those anyway, and doing static numbers instead of highering the % will stop them ships from getting ridicoulos alot of turn rate.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 49
01-30-2010, 01:34 PM
Quote:
Originally Posted by blueamdgamer View Post
Ok seriously Im so sick of reading people QQing about the dam crusier turning rate, get over it, it is that way it is, you dont like it that go fly a escort ship then, the rest of us will enjoy the crusiers, they are big, of course it should take a long time to turn them around, big difference in size. its like asking a 18 wheeler to turn like a honda civic, cant be done.

End Transmission...
no. we wont get over it.

This isn't real life, this is a GAME.


I remember the wormhole mission near bajor, me in a galaxy my friend in an intrepid. BEFORE I WAS ABLE TO EVEN TURN MY SHIP AROUND HE WAS ABLE TO TRAVERSE HALF THE FCKN MAP!


That simply is wrong and bad for gameplay if my mates have to wait up to a minute til my damn ship has made a turn in the right direction.



Fed t4 needs a turnrate buff, at least while out of combat.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 50
01-30-2010, 01:40 PM
I feel for you all... honestly I do... I gave up on the cruisers at T2... I tried the T3 cruisers... and said never again... NEVER AGAIN!!! I can't imagine what it would be like for you all with the T4 and T5...

Out of combat it was horrible... I couldn't stand turning out of combat to pick up stuff or do stuff... and that was just T3.

I even changed one of the power setting where I had 100% at aux and that didn't help much out of combat... slotted 2 turn consoles... blergh...

Now I'm bumping on my science vessel and going whee! Though my dps took a drastic hit... takes longer to kill things in a science vessel than it does with a cruiser *sobs*
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