Lt. Commander
Join Date: Dec 2007
Posts: 120
# 71
01-30-2010, 03:21 PM
Quote:
Originally Posted by Xaintrix
Yes I'm interested in some more factual feedback. I'm curious at the Aux Power levels people are running out of combat. I have a special power profile for transit which is basically max engines and auxillary. Really helps a lot.
I was running a base setting of 65/60/25/50 before abilities/gear and still turned like a stick in a bucket of cold molasses whether I was at 25% impulse or 100%

I haven't tried higher than 50 base aux in combat. Out of combat I tried 100 aux to turn around for loot and did not notice much change in turning over a setting of 50.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 72
01-30-2010, 03:21 PM
Honestly rather than fixing the turn rate they really need to figure out a method of tractoring or beaming in loot. We have tractors and transporters and it's just ridiculous to have to make us travel so close to accomplish anything.

That would solve the woes without having to muck with how a T4+ cruiser should feel in combat.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 73
01-30-2010, 03:23 PM
Quote:
Originally Posted by Anatoly
Thats right, you have to parallel park your starship.
Had to steal this for my signature. Too funny, and sad but true.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 74
01-30-2010, 03:23 PM
It's really be nice if people actually, I don't know, READ the posts before responding...
The issue isn't combat maneuverability, it's out of combat that is the problem.
A Galaxy turn rate of 5 is abysmal and needs to change.

The Galaxy class Starship was the flagship of the Federation, and was supposed to be the pinnacle of technology. Are we to expect that the Galaxy, backbone of the fleet, is nearly twice as slow as the Negh'var?

All those posting on here, THINK for a minute. The starting ship, the Miranda class, has a turn rate more than twice as fast.
Do you honestly think that is fair and balanced?
Can you imagine trying to turn around and pick some loot up when you're facing the opposite direction in a ship that slow?
Do you think your friends would get annoyed that they have to wait arouind every time you need to turn around?
Do you really think that the Galaxy should only have a turn speed 1 point above the Klingon Carrier, when the Carrier is, what, nearly 3 times the size of the Galaxy?

No one EVER said that the Cruiser ought to turn like an Escort, or even a Science vessel.
All that is being requested is a simple increase for the Galaxy class turn rate so that flying one is more enjoyable and less of an exercise in anger management.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 75
01-30-2010, 03:25 PM
Quote:
Originally Posted by Kaellorien
I have and I am saying this again:

If you dont like the cruiser built, fly something else.

Simple.
This type of sentiment makes no sense to me. So, I'm going to envision what this would be like. Let's say I've spent all this time planning out talent trees and putting points to cruiser at each tier level of skills. Now, I've spent weeks/months of time (depending on how much you can play) to get to Captain level. Suddenly, I notice that because I chose the ship that I have, most things in game takes 2-3 times longer to do. I stop grabbing my loot because my friends don't want to wait 3 minutes in between every pack of ships in our missions for me to catch up. I start dropping all of the quests that don't involve combat, but just flying around scanning things. I've finally realized that my ship must never have been meant for things like exploration. Then, I just drop quests all together, and do only fleet missions, because at least then I get to spend most of my time DOING things. This gets old quickly, and so after months of playing, I feel like I'm being forced to make the choice of rerolling and picking a different ship, or of keeping my character and piloting a ship that I didn't want to pilot as much.


Quote:
Originally Posted by claydermunch View Post
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!
If cruisers are forced to keep horrible turnrates, then they should make cruisers' Impulse Engines give 6x the impulse flight speeds of the other ships. After all, cruisers are the ones with more power and more powerful engines.




Senbotsu and Axterix, I very much appreciate your logical and scientific reasonings. So, I'll throw my own 2 cents in . I agree with Sen that simply because we're in space, it wouldn't take too much more power to turn our cruiser than to turn another ship. I'll also agree with Ax that we have the technology to overcome the difficulties in mass. I'd add to this that because the cruiser should have engines that are so much more powerful than the other ships, and because the sheer size of the ship means you can add extra turning thrusters all over the place on all sides, that theoretically its turn rate should be pretty close to that of the other ships. In fact, the only thing that would limit our turn rate is whether the people at the front of the ship are losing their lunch from the sudden sideways acceleration (which, they shouldn't since there are inertial dampeners or whatever).

Quote:
Originally Posted by Beele View Post
You can point into manouvre and there's engines that let you turn better.

It's like driving a car....you can't make 90 angle turns as good at 100mph as you can at 10mph. When I'm in combat, I play around with my ship's speed...that pretty much solved most of my problems, and resulted in better dps to boot.
Actually, it's not like driving a car at all, because it's in space. Your X axis velocity is unrelated to your Y and Z axis velocities, which are all unrelated to your amount of spin. Think of that Battlestar Galactica flight simulator (I forget what it's called) where you can pilot the fighters (awesome experience by the way, although way too confusing of an experience to actually have in an MMO). You could build up some incredible speeds, turn around, and be going in those incredible speeds backwards, or upside down, or have your belly pointed in the direction you're going.


Quote:
Originally Posted by Tepeu
yes i read it, but if you made that reply after reading my reply then u clearly didnt read it and understand it.

if you want to turn quick to pick up loot just hit the evasive maneuvers button.
I agree, using this is a must. However, I'm of the belief that Evasive Maneuvers should be things that you use in combat, not just to get from Point A to Point B, even though I do always save my Evasive Maneuvers for out-of-combat necessities.




So in conclusiong, I think a Turn Rate of 8 would be fine, just cause due to game balances cruisers do need to have a lower turn rate to compensate for our benefits. A turn rate of 7 would be acceptable. Lower than that, and you get people like me: glad to know from my experience in beta that I should just pick a different ship to start with.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 76
01-30-2010, 03:25 PM
Nice rant. Again I think everyone needs to think outside the box more. We basically need a better system to fetch loot, and the technology exists in the world we play in to justify methods otherwise not suitable for other genres like fantasy.

We got tractors, we got transporters - let us use them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 77
01-30-2010, 03:28 PM
Quote:
Originally Posted by Xaintrix
Honestly rather than fixing the turn rate they really need to figure out a method of tractoring or beaming in loot. We have tractors and transporters and it's just ridiculous to have to make us travel so close to accomplish anything.

That would solve the woes without having to muck with how a T4+ cruiser should feel in combat.
While the distance at which you loot could stand to be improved, even the feel of combat isn't right.

The tier 2 cruiser feels fine in combat. Slow, bit sluggish, other things run circles around it, but still okay. The tier 4? Way too freaking slow to turn.

And, of course, there's plenty of out of combat turning that isn't loot related where it just doesn't work well. For example, turning towards the next enemy group. Might not sound like much, but if in something like a fleet action or just group play, the slow cruiser turn rate is a big factor. You spend a lot of time trying to head in the right direction, while others are already there.

Besides, I've yet to see anyone make an even halfway decent case that comes close to justifying why a turn rate of 5 or 6 is in anyway justified. It adds nothing of value to the game for any ship to turn that slow.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 78
01-30-2010, 03:28 PM
Quote:
Originally Posted by Forgotten-Nemesis View Post
Wait until you use one yourself. It's like a sprinting obese man suddenly trying to change direction.
I take offense to that. As an obese man I can suddenly change direction pretty damn good while sprinting. Most the time anyway, and when I can bounce off an object to give me a boost.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 79 Cruiser Turn Rate.
01-30-2010, 03:32 PM
I hear ya' on the turn rate, got to run a Cruiser for a lil' in OB, made me go back to the Maranda everyonce in awhile just to stop being mad about not being able to turn, making it pointless to try and stay on a target long enough to do any good, Sure I take hella damage, and all the pretty beams are all that, while I can not defend myself unless someone accidently crosses my path.
Kinda makes ya' wanna go Escort just to have a lil' fun in the fight,....... prolly will,.....
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 80
01-30-2010, 03:34 PM
I know what we should do...we should trade Cruisers turning rate with escorts. and a cruisers shields witha science ships. That would be so awesome. Then we would not need escorts and science ships anymore. Oh wait no no I want my Science ship to get a cruisers hull hp's and an escorts damage potential, yeah then that would be perfect. Other wise make sure that your equally balanced in the aft as you are in the fore,
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 07:18 PM.