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T 6 Vor'cha review

icsairgunsicsairguns Member Posts: 1,504 Arc User
Like most I was excited to see this iconic ship make its way to T 6 . that's until I bought it. watch the short video please before you buy.
It is a beautiful ship and handles just like the T5u but it has one overwhelming weakness.

https://youtu.be/gv_ctn5bZBY

Trophies for killing FEDS ahh those were the days. Ch'ar%20POST%20LoR.JPG


Comments

  • sinn74sinn74 Member Posts: 1,149 Arc User
    The low hull seems to be a bug (it appears that it's not scaling up past 50).

    I kind of agree with you, but kind of don't.

    I tried the fleet version out on 3 Klingons- TAC, SCI, and ENG.

    The ENG is a weapons/light tanking basic FAW build with arrays and omnis, and I thought it was OK. Nothing spectacular, but nothing horrible. The Temporal gimmick was ok, since it beefed up (slightly) the survivability, and the turn rate loss was no big deal.

    The SCI is weapons/epg with torpedoes, and I thought it was decent at that. The temporal spec is great for basically more offensive science skills if you want them, so that was nice. About what youd expect from something with 3 sci console slots. The gimmick was fine, since the support option only tanks energy weapons (IIRC).

    The TAC was the big disappointment. Weapons/weapons. I won't run CSV1 since the nerfening, and I don't AUX2BAT, so I didn't like it all all for cannons. Not as bad if you're running CRF, though. If the LT TAC was a LT SCI instead, it would've been GREAT. The LTC universal could've been used as another TAC, so CSV2 x2, APB1 x2. It's ok with beams, I suppose, but I like cannons. The gimmick really doesn't seem worth it as a TAC at all, but that might just be me. CMD Temporal seating means you can throw on a Recursive Shearing 3, which is nice.

    Solid B. It's a Vor'cha, it's relatively versatile, it's not the garbage I was expecting. Switching the LT TAC seat to SCI would've helped it for pretty much every build, I think (Would've been an A instead of a B, easily), but it could have been far worse. Hated it with cannons (CSV specifically), just hated it.

    Just my $0.02
  • where2r1where2r1 Member Posts: 6,054 Arc User
    Power slide???
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • icsairgunsicsairguns Member Posts: 1,504 Arc User
    where2r1 wrote: »
    Power slide???

    yeah a tork has a wicked ability to keep its main guns DHC on target as it flies past it . as the back end swings around letting the nose pivot and stay on target better than any other Ship I have flown in the game. the t4 and mirror universe versions cant do it. the t6 can but to a lesser degree than the t5u. maybe sinn is correct and things just are not scaling as they should but as it stands now something is just off with it.


    Trophies for killing FEDS ahh those were the days. Ch'ar%20POST%20LoR.JPG


  • where2r1where2r1 Member Posts: 6,054 Arc User
    What is the inertia rating???
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • ichaerus1ichaerus1 Member Posts: 986 Arc User
    where2r1 wrote: »
    What is the inertia rating???

    30 I believe. Not low like the Negh'var/Negh'tev line, so no Attack Pattern Tokyo Drift for you!
  • where2r1where2r1 Member Posts: 6,054 Arc User
    Well...I got Lock Trajectory on my BoP. :) :::giggles:::

    I was able to get some time to go on You Tube and watch your video this morning on my BIG Computer...so I can read the tiny words on the screen....which is imposs on my Kindle. LOL!

    I believe you are looking at the special abilities backwards. You are looking at the negative values...look at the entire package instead.

    When configured for Offensive: +Engine Power, +Flight Speed, +Turn Rate. -20% Hull HEALS
    When configured for Defensive: +Max Shield Power, +Incoming Hull Heals. -Turn, -Speed
    When configured for Support: +Max Aux Power, +Exotic Damage, +Control Expertise. -Weapons Damage

    Rethink it....

    Do you need increased Hull Healing when you are on Offensive? No, you want more speed and turn...THERE is your "Power Slide" right there.

    Do you need turn and speed when you are on Defense? Wouldn't you rather have more shield power and higher hull heals?

    Do you need weapons damage if you want to use exotic and control abilities? No, you want more Aux. You want more Exotic Damage and Control Expertise.

    It is not a one trick pony....it is capable of using multiple set ups.

    What you may wish to compare is: HOW DOES the T-6 Vor'Cha perform in each of the individual categories. Does it outperform the Fleet Tor'Kaht in similar situations?

    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • icsairgunsicsairguns Member Posts: 1,504 Arc User
    where2r1 wrote: »
    Well...I got Lock Trajectory on my BoP. :) :::giggles:::

    What you may wish to compare is: HOW DOES the T-6 Vor'Cha perform in each of the individual categories. Does it outperform the Fleet Tor'Kaht in similar situations?

    id say for the way I play no it does not. and I even said in the video for me and the way I play.

    if I wanted to play a science toon this can work but in that case id get the kamarang and that is what my science Klingon uses.

    engineer maybe this would work any thing to help boost their poor performance.

    But for my tac toon not this ship. it works don't get me wrong but the t5u is better imo because I can get the bonus you describe with out having to give up anything. and with free ship modules in the works the only reason to get the zen versions are the traits.

    I don't know it just seems like they watered it down to much for the extra expense. basically all you got was one extra science bridge officer ability and unless they fix it a much lower hull rating. with the engineer console moved to the science console slot. and the commander engineer turned into a specialty officer, which may work well for some just not me.

    But the dps guys are saying its a decent ship, but they are equipping beams and doing the typical FAW spam . and to me if your gonna do beams you might as well be an alien and not a Klingon.
    Trophies for killing FEDS ahh those were the days. Ch'ar%20POST%20LoR.JPG


  • where2r1where2r1 Member Posts: 6,054 Arc User
    edited September 2018
    I believe cannons work OK for DPS, now, too. Cannon Scatter Volley.

    But back to topic at hand. You are dissing on a T6 ship for BEING a T6 ship.

    You like the ships with no mutations going on, no pile on/fill bar clickies.....stay with T5 level ships.
    Because the T6s have those "extra" mechanics attached. Look at "the talent" they add to the T6s when they come out before spending.

    All those extra clickies and Specialization seats and an extra console slot for universals...I admit it, I can't keep up. I decided to stay in my T5s..and I am not upgrading to T-5U.

    Long gone are the days where Ships are straight forward. The "improvements" is all Specializations and fill in the bar/pile it on stuffs.
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • where2r1where2r1 Member Posts: 6,054 Arc User
    Except, ColdNapalm....wasn't all this in the information that came out before the ship sold?
    Temporal seating, the fill-the-bar buttons, right? That was another reason why I decided against buying, right now.
    I wanted to study about Intelligence specialization....not interested in Temporal.

    I think my biggest problem, though is: I did not learn anything for the time I spent on his video.
    Didn't show how it worked.

    I need to see how people use this stuff. That is how I learn....by seeing.
    What time I have, I need it to work to gather intel about the game.

    I will cast my vote by walking from this topic and the You Tube channel.
    I have to go to see the doctor, anyways.
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • icsairgunsicsairguns Member Posts: 1,504 Arc User
    if they fix the hull issues soon ill use the ship with my engineer but much like patrinkngo said for a tac this is not the ship at least for me. and if they don't fix the issues then where2r1 your argument about its stats being stated wont hold water. as its clearly not AT THIS POINT IN TIME displaying the stats as stated in the ships description.
    Trophies for killing FEDS ahh those were the days. Ch'ar%20POST%20LoR.JPG


  • ichaerus1ichaerus1 Member Posts: 986 Arc User
    Low hull, and I was hoping that there would be a Hull Material 4 option with the zen store purchase.
  • icsairgunsicsairguns Member Posts: 1,504 Arc User
    hull 4 the black one. it is ther but its tricky to get it to stick , I guess another glitch for me I had to do no ship mods and choose default skin color the ship to get it to take..... then go back in and make any mods to ship ( make it look like a vorcha) save it again. back out again then go back in and choos windows and paint scheme for it take the hull type 4
    Trophies for killing FEDS ahh those were the days. Ch'ar%20POST%20LoR.JPG


  • ichaerus1ichaerus1 Member Posts: 986 Arc User
    icsairguns wrote: »
    hull 4 the black one. it is ther but its tricky to get it to stick , I guess another glitch for me I had to do no ship mods and choose default skin color the ship to get it to take..... then go back in and make any mods to ship ( make it look like a vorcha) save it again. back out again then go back in and choos windows and paint scheme for it take the hull type 4

    New update after seeing this: Tested it. Type 4 hull won't apply to the Tor'kaht, Vorkang, or Vorcha parts. Only to Vor'ral parts. If you have a kitbashed mix, it reverts to one of the other types for hull material.
  • sinn74sinn74 Member Posts: 1,149 Arc User
    The low hull thing got fixed (already, this has to be a record!), and it's a completely different animal now. Went from 76k-ish hull to 101k-ish on one of my Klingons (the only one I've checked), so there's that.
  • icsairgunsicsairguns Member Posts: 1,504 Arc User
    ill have to check it out again today. yesterday it was still not fixed. my tork currently runs at 107k hull so hopefully this would end up a bit more...… ichearus my fleet has a t4 fleet pvp fight and I have the type 4 hull on the the t4 vorcha. the t5 mirror vorcha the fleet tork, and the new ship. ill get some in game shots and show you. but really like I said its tricky to get it to stick. and not get the little red error message. but it can be done .
    Trophies for killing FEDS ahh those were the days. Ch'ar%20POST%20LoR.JPG


  • icsairgunsicsairguns Member Posts: 1,504 Arc User
    ok here is a short video. on the hull type 4, working on 4 different vorcha versions and the t6 hull being better but still not fixed completely. same gear as t5u and its still 8k less hull and the modifiers seem to be off also as the acc critd and crith are all different. actually all on the t6 are lower than the t5u except the crith … anyways here is the video. Enjoy.


    https://youtu.be/Svk2ZWBKBcg
    Trophies for killing FEDS ahh those were the days. Ch'ar%20POST%20LoR.JPG


  • ichaerus1ichaerus1 Member Posts: 986 Arc User
    I tried getting it to work, but sadly it's not wanting to cooperate with me. However, here's my build so far with one T6 Fleet Vor'cha. I'm using a tac character for this.

    Boff Layout:

    Commander Engineer: Engineering Team 1, Aux2Bat 1, Emergency Power to Weapons 3, Aux2ID 3
    Ensign Engineer: Emergency Power to Engines 1

    LTC Sci: Polarize Hull 1, Hazard Emitters 2, Transfer Shield Strength 3(At some point I'll have a combination of Polarize Hull, Hazard Emitters, Science Team trained on my sci boff)

    LTC Tac: Tactical Team 1, CRF 1, Attack Pattern Omega 1
    LT Tac: KLW 1, CRF 1

    Console loadout:

    Engineering slots: Temporal Time Shifter, Dynamic Power Redistributor Module, Protomatter Field Projector, Conductive RCS Accelerator(Turn)

    Sci Slots: Subspace Jumper, Temporal Disentanglement Suite, Sticky Web

    Tac Slots: Vulnerability Exploiter(Tetryon)x4. Yes, I know that I need to scrounge up some Tetryon Vulnerability Locators soon.

    Ship stuff under the hood: All at UR quality currently.
    Deflector: Iconian rep for now. Working on colony holding to unlock the deflector from that.
    Engine: Prevailing Innervated Engine
    Warp Core: Iconian rep
    Shield: Iconian rep

    Weapons:
    Fore: Wide Arc Tetryon DHC with Ac/Dmg, CrtDx3, Dmg for the mods. It's an old wide arc cannon, from before re-engineering. The Arc mod was baked in, without me sacrificing a mod for it, but I can't re-engineer the DHC.
    Long ranged Tetryon Burn Cannon from lobi store, Destabilizing Tetryon DHC with CrtDx3 mods(it's currently a mk 11 VR), Destabilizing Tetryon Dual Cannons with CrtDx4, CrtD/Dmg for the mods.

    Aft: Antichroniton Infused Tetryon turret, Resonating Tetryon turretx2, Competitive Wargames turret. I plan on swapping out the competitive turret and the resonating turret in exchange for a trio of either Tetryon turrets with the Pen mod, or for a trio of Destabilizing Tetryon turrets. Unsure yet.

    Traits:
    Personal Space traits(I play aliens for the extra trait option): Self-Modulating Fire, A Good Day to Die, Last Ditch Effort, Operative, Helmsman, Give Your All, Cannon Training, Deft Cannoneer, Failsafe Scrambler, Accurate

    Ship Traits: Emergency Weapons Cycle, Coldhearted, Stay At Your Posts, Harrying Maneuvers(I still have a trait slot to unlock, which will possibly go to Advanced Firing solutions one day)

    Ship Reputation Traits: Advanced Engines, Precision, Active Hull Hardening, Advanced Targeting Systems

    Doffs: 2xTechnician at VR quality, 1x Technician at Rare quality(All 3 are for Aux2Bat), 1x Anti-Matter Specialist(for the boosts to Aux2ID), 1x Energy Weapons Officer(the one that can give stacking crit chance).

    Pilot/Miracle Worker hybrid currently.

    So far, I've clocked it at 240 inertia, around 140 turnrate. I know I need a bunch of stuff to work on, which I'm currently doing. But this is what I have so far. The ship handles really well, and I do have ways to keep it alive, even if it doesn't have over 100k hull. I look forward to hearing what you guys think. I know @where2r1 has seen me fly it a little, here and there.

    My other alt that flies the same ship uses a Withering Disruptor version. I will say that the ship looks good when kitbashed and sporting the Aegis Shield/Aegis Deflector/Sol Engines for visuals, or the Lukari Shield/Comp Deflector/Breen engine combination for visuals. Or the Reman shields.
  • ichaerus1ichaerus1 Member Posts: 986 Arc User
    coldnapalm wrote: »
    ichaerus1 wrote: »
    I tried getting it to work, but sadly it's not wanting to cooperate with me. However, here's my build so far with one T6 Fleet Vor'cha. I'm using a tac character for this.

    Boff Layout:

    Commander Engineer: Engineering Team 1, Aux2Bat 1, Emergency Power to Weapons 3, Aux2ID 3
    Ensign Engineer: Emergency Power to Engines 1

    LTC Sci: Polarize Hull 1, Hazard Emitters 2, Transfer Shield Strength 3(At some point I'll have a combination of Polarize Hull, Hazard Emitters, Science Team trained on my sci boff)

    LTC Tac: Tactical Team 1, CRF 1, Attack Pattern Omega 1
    LT Tac: KLW 1, CRF 1

    Console loadout:

    Engineering slots: Temporal Time Shifter, Dynamic Power Redistributor Module, Protomatter Field Projector, Conductive RCS Accelerator(Turn)

    Sci Slots: Subspace Jumper, Temporal Disentanglement Suite, Sticky Web

    Tac Slots: Vulnerability Exploiter(Tetryon)x4. Yes, I know that I need to scrounge up some Tetryon Vulnerability Locators soon.

    Ship stuff under the hood: All at UR quality currently.
    Deflector: Iconian rep for now. Working on colony holding to unlock the deflector from that.
    Engine: Prevailing Innervated Engine
    Warp Core: Iconian rep
    Shield: Iconian rep

    Weapons:
    Fore: Wide Arc Tetryon DHC with Ac/Dmg, CrtDx3, Dmg for the mods. It's an old wide arc cannon, from before re-engineering. The Arc mod was baked in, without me sacrificing a mod for it, but I can't re-engineer the DHC.
    Long ranged Tetryon Burn Cannon from lobi store, Destabilizing Tetryon DHC with CrtDx3 mods(it's currently a mk 11 VR), Destabilizing Tetryon Dual Cannons with CrtDx4, CrtD/Dmg for the mods.

    Aft: Antichroniton Infused Tetryon turret, Resonating Tetryon turretx2, Competitive Wargames turret. I plan on swapping out the competitive turret and the resonating turret in exchange for a trio of either Tetryon turrets with the Pen mod, or for a trio of Destabilizing Tetryon turrets. Unsure yet.

    Traits:
    Personal Space traits(I play aliens for the extra trait option): Self-Modulating Fire, A Good Day to Die, Last Ditch Effort, Operative, Helmsman, Give Your All, Cannon Training, Deft Cannoneer, Failsafe Scrambler, Accurate

    Ship Traits: Emergency Weapons Cycle, Coldhearted, Stay At Your Posts, Harrying Maneuvers(I still have a trait slot to unlock, which will possibly go to Advanced Firing solutions one day)

    Ship Reputation Traits: Advanced Engines, Precision, Active Hull Hardening, Advanced Targeting Systems

    Doffs: 2xTechnician at VR quality, 1x Technician at Rare quality(All 3 are for Aux2Bat), 1x Anti-Matter Specialist(for the boosts to Aux2ID), 1x Energy Weapons Officer(the one that can give stacking crit chance).

    Pilot/Miracle Worker hybrid currently.

    So far, I've clocked it at 240 inertia, around 140 turnrate. I know I need a bunch of stuff to work on, which I'm currently doing. But this is what I have so far. The ship handles really well, and I do have ways to keep it alive, even if it doesn't have over 100k hull. I look forward to hearing what you guys think. I know @where2r1 has seen me fly it a little, here and there.

    My other alt that flies the same ship uses a Withering Disruptor version. I will say that the ship looks good when kitbashed and sporting the Aegis Shield/Aegis Deflector/Sol Engines for visuals, or the Lukari Shield/Comp Deflector/Breen engine combination for visuals. Or the Reman shields.

    So...you made a A2B build and slotted one A2B and wondering why it doesn't work...k. I mean you do realize that A2B builds requires two copies of A2B...right? Also A2B build...so why you you double slotting CRF?!? And if you are using cannons, CRF should be slotted as CRF 2 in the LTC slot. Or CSV...which actually works better with cold hearted actually. And use APB 1 in the now empty LT tac slot and distributed targeting 2 in the other.

    1. I never said that Aux2Bat slotted in my build didn't work. I was referring to the Hull Material Type 4 not working, continuing from my previous posts for applying it to my ship's appearance. I should have clarified that.
    2. I currently slot double CRF twice, because it's not a pure Aux2Bat build. I use Aux2ID, and APO for the mobility/turnrate, and damage resists. Right now, APO gives me more than APB does. Aux2ID gives me another defensive tool that lasts for 23 seconds at a time.
    3. I'm not going for an AoE build with this. Single target. That's why CRF instead of CSV. If I'm going for single target, other than a "wider arc," how would CSV work better with Coldhearted for me? Especially with the accuracy hit? Aux2ID and APO for mobility(and with the Stay At Your Posts traited, Aux2ID also helps w/ my cooldowns).
    4. Firing modes increases the mobility kick when I'm using the Prevailing Innervated Engines. That's why I doubled up on CRF twice. I don't have the JH bug ship, or the funds for it, to extend CRF.

    Has this clarified things, or raised more questions for you?
  • icsairgunsicsairguns Member Posts: 1,504 Arc User
    anyways I have amend my 1st review of the Vor'ral now that the hull issues are fixed its only slightly lower in value to the t5u torkaht for a tactical toon. but for science and engineer it is much better. and I am now using it on many of my toons. so for me final verdict

    for a tac it gets rating of 7 just because its for some reason less durable and functional than the T5U

    for a science well im gonna go on a limb and say a 9 just really haven't found a flaw in it, but cant go all way because something I cant place is just a little off. but its no biggie.

    for an engineer a 8 unless you don't use any science boff at all then its a killing machine.
    Trophies for killing FEDS ahh those were the days. Ch'ar%20POST%20LoR.JPG


  • ichaerus1ichaerus1 Member Posts: 986 Arc User
    Ok. Went and decided to test out the advice that @coldnapalm offered. Instead of the Aux2Bat/Aux2ID combo from before, I loaded up Aux2Bat twice, ripped out the Stay At Your Posts trait(swapped the Intel specialization trait into its place). And stopped doubling down on CRF twice. I still use APO1 to give me a mobility boost along with other spikes. Yes, I'm going single target, to practice more and more for PvP. I've already got a BFaW sensor linked phaser build, and a CSV build.

    However, @coldnapalm was wrong on a few things. APO1 lasts about 15 seconds for everything across the board. And it gives me the mobility I like. Kemocite Laced Weaponry and Distributed Targeting aren't firing modes, so they don't kickstart the Competitive Engines mobility spike. But Beam Overload does. So I pulled out the Antimatter Specialist Doff and the crit stack doff, and stuck a pair of VR Suliban Energy Weapons Officer doffs(the ones that work off BOL), along with the Nukara set DBB into the ship, along with BOL2.

    The two Aux2Bats helps a lot, so I thank you for that. I figure if I was to ever use Aux2ID again, maybe with Aux2SIF, or a second Aux2ID, I would probably use the Stay At Your Posts trait. I don't have a lot of stuff, as I haven't spent a lot on myself in the game for a long time(The Vor'ral was the first purchase for myself since the Master Worker ship bundle a while ago).

    My review for it, with what I have: Still agile, still light on the hull. I'm using DPRM and the Protomatter console from the Space Dorito as OH ****! buttons, just in case. Not totally sold on the Borrowed Time clicky, or using the Temporal mechanic stuff. And I don't use Recursive Shearing 3.
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