Lt. Commander
Join Date: Dec 2007
Posts: 120
# 61
02-03-2010, 05:23 AM
Quote:
Originally Posted by Lugh View Post
The science ships need to be reduced to closer to cruiser levels of turning.

Escorts are fine.

Cruisers are what they should be .. slow ponderous HULKS that can take a beating.

Tier 4 cruiser - turn 5
Tier 4 science - turn 12
Tier 4 escort - turn 17

changing 5 to 7 isn't going to challenge the escorts mobility - they will still turn over twice as fast
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 62
02-03-2010, 05:53 AM
Quote:
Originally Posted by Moody View Post
Tier 4 cruiser - turn 5
Tier 4 science - turn 12
Tier 4 escort - turn 17

changing 5 to 7 isn't going to challenge the escorts mobility - they will still turn over twice as fast
Yeah but I want to be able to turn three times as fast
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 63
02-03-2010, 06:03 AM
Quote:
Originally Posted by Lugh View Post

Cruisers are what they should be .. slow ponderous HULKS that can take a beating.


Actually no, they can't take a beating anyway better than, say, a science ship can.

And said science ship does get about the same firepower, can move.... etc...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 64
02-03-2010, 06:07 AM
[EDIT - Ignore]
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 65
02-03-2010, 06:24 AM
Quote:
Originally Posted by claydermunch View Post
Actually no, they can't take a beating anyway better than, say, a science ship can.

And said science ship does get about the same firepower, can move.... etc...
A correct dude is You!

No, Cruisers atm are pretty weaksauce, starting right down there at the Conny.
It helps with the +2 guns on the Heavy, but then it takes the pounding to the face with the -2 turn rate for Galaxy, and doesn't get back up on it's feet again.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 66
02-03-2010, 06:39 AM
from my exp with a galaxy in OB i dont think cruiser need more turnrate.
  1. what they need is a change in device usability - seperate CDs not one global.
  2. an enhanced target fire option -> have a secondary target option
    • to cope with this an increased ability to use multiple beams when attacking different targets (attacking one target with more then 3 beams should still drain your power quickly)
  3. and have an increased shield regen (not shield overall str) depending on your shield power setting) at 75 =1.5 of normal regrate at that lvl, at 100 2x the normal regrate

to summarize this make them a true cruiser...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 67
02-03-2010, 06:59 AM
What really needs to happen, to at least mitigate the pain of the slow turning, is at least quadrupling the pickup range on loot.

Why is it so small?

You have to practically run the loot over and scoop it up. "Send Data out on the hull and grab it as we pass by"
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 68
02-03-2010, 07:48 AM
I entirely concur with the points made about cruiser turn rates made in this thread. I'm actually rather miffed this was an issue raised in Beta, that was clearly a design flaw, and never got anykind of feedback from Cryptic's Devs.

I would like:
  • To see player-used ships bottom out at a Turn Rate of 7 in this game. Anything lower is little fun to play. This would include the Federation Tier 4 and Tier 5 cruisers in addition to the Klingon Vo'Quv carrier (my concern is mainly the Galaxy-class... but I dfon't wish such poor turn speed on any player). As long as science vessels turn 50% faster and escorts 100% faster, there's no big threat of game balance there... and a potential considerable improvement to the fun experienced by those whom use the said vessels.
  • For the apparent downward spiral of cruiser turn rates to be considered. Federation cruisers are the only ship types whom have a feature that noticeably decline even while going through tier 'upgrades' - I believe the feedback provided so far for the Federation Exploration Cruisers should make it clear that it is not as viable as its predecessor.

We want to like our exploration cruisers, Cryptic. Please help us do so.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 69
02-03-2010, 08:10 AM
Quote:
Originally Posted by claydermunch View Post
Actually no, they can't take a beating anyway better than, say, a science ship can.

And said science ship does get about the same firepower, can move.... etc...
When it comes to taking a beating, compared to science vessels at Tier 5, cruisers have nearly 45% more hull, at least 100% more crew, 50-100% more engineering consoles, 4-5 more engineering abilities and access to Lt Commander and Commander rank engineering abilities. Science vessels have stronger shields.

Oh, and the cruisers have 25% more firepower, in terms of weapon slots.

There is a reason that cruisers turn so slowly.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 70
02-03-2010, 08:40 AM
Quote:
Originally Posted by Moody View Post
AUX does effect the tier 4 - as does Turn rate consoles and any buff that increases turn rate.

However they are all percentage boosts and a base of 5 to work with means that mostly you wont notice much of a change.

As I have mentioned tonnes before an increase of just 2 would make the world of difference as the Heavy Cruiser feels perfectly fine as a cruiser - it cant turn fast but its not a beached whale.

And would the people who can only contribute "So you want to turn like a escort?" please turn the other way and exit via the clearly marked doors - no-one is asking for the turn speeds escorts have... or even the turns speeds science ships have...
Turn rate consoles do nothing, tested that extensively last night with a 25% console, making multiple turns with a stop watch. Aux does a little, but requires such ridiculous amounts to do anything at all that, if I have enough Aux to make a difference, I can't shoot and have no shields.
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