The Vor'kang itself seems like a fine ship with good looks and numbers but its console is a bit lackluster. Even with nearly max skills into it and getting the final AOE leap it struggles to take out a frigate and sometimes just fails to leap from the first target even though others are in range. The first strike does next to nothing, the second nicks shields, the third can knock out a Frigate's facing, and the last can take them down to quarter hull through shields.... But that is a FRIGATE... I'd expect it to murder Frigate Critters with ease. The Hargh'peng is more deadly with its AoE than the Isometric Charge is even on its final leap.
Bottom Line: Vor'kang is a good ship but its console really could use a bit more Omph in the damage it deals.
The damage is lackluster yes, especialy in PvP for which it was designed ...
But then i had some luck and toke out a 3 Bird of Pray formation in a LG KA run with a single shot of the isometric charge.
the third shot of the console took a borg probe down to about half strength. seems decent enough to me for the expense of a console and i did not even have it maxed out.
You can increase the damage done by the console by maxing out the deflector skills, which works well for most shield stripping ships if they are using Tach beam III
You can increase the damage done by the console by maxing out the deflector skills, which works well for most shield stripping ships if they are using Tach beam III
The ship we were using it on was piloted by a person with near max in all three skills listed for the Console. As an additional weapon it is pretty pathetic most of the time. For how iffy it is to even get all of its shots off it can hardly kill the weakest PvE ships (which is sad because we all know how strong those are) and in PvP it would seem utterly worthless. I am sure whatever console you gave up could have been used better with something else in a PvP match. If this was honestly meant to healp against a Fed Ball even three or four ships firing this off would be unlikely to impress. A Torpedo Spread II would be more reliable and more damaging.
If not flat out buffed for added damage then added side-effects like system shutdowns due to their ship being hit with such strong EMP on the final leaps could help to make up for its lack of damage... I am getting flashbacks to the Saucer all over again.
The final attack of the three for the Isometric Charge is equivalent to the basic damage from the Gurumba's Javelin or the two shots of the Spinal Lance combined. If the Isometric Charge is insufficient, then by extension all of the top-tier beam weapons will need to be reviewed.
We will continue to collect data and monitor these, and if it becomes clear there needs to be an adjustment we will certainly consider it.
The final attack of the three for the Isometric Charge is equivalent to the basic damage from the Gurumba's Javelin or the two shots of the Spinal Lance combined. If the Isometric Charge is insufficient, then by extension all of the top-tier beam weapons will need to be reviewed.
We will continue to collect data and monitor these, and if it becomes clear there needs to be an adjustment we will certainly consider it.
Do you feel the Spinal Lance and Javelin are similarly underpowered?
The thing is though you can't really compare it to the javelin or the phaser lance, getting the last damage from the isometric charge is VERY situational where the Javelin and lance always do that damage, also its almost impossible to get the iso to hit the facing you need it to due to the way it jumps, I agree with what Shinkuu said about a system disable being added ( its somthing i suggested in the origional thread when the ship was being tested on tribble). Also when you compare the usefullness of this console against the antimatter spread one that was included with the fed ship it just feels weak and badly balanced as things stand at the moment.
The final attack of the three for the Isometric Charge is equivalent to the basic damage from the Gurumba's Javelin or the two shots of the Spinal Lance combined. If the Isometric Charge is insufficient, then by extension all of the top-tier beam weapons will need to be reviewed.
We will continue to collect data and monitor these, and if it becomes clear there needs to be an adjustment we will certainly consider it.
i think its damage levels are fine, for a basically free extra damaging ability on top of what your ship can already dish out.
oh and beams and cannons do need review, my ship shouldn't be shooting 5-8 of them, i should be shooting 1 beam or volley with the power of 5-8. weather out of arrays or banks, star trek ships almost never shoot more then 1 or 2 shots at a time, any youtube clip will show this. hopefully eventually there will be time to adjust stuff like this so ship combat finally has a star trek look.
If the "base damage" oif the Guramba's javelin weapon is equal to the two shots from the spinal lance then why is the former a guaranteed hit weapon with much greater damage potential while the latter is not?
Do you feel the Spinal Lance and Javelin are similarly underpowered?
those pure damage abilities aren't underpowered, its the massive degree you can buff and resist that is overpowered. the difference between buffed and unbuffed is enormous, so is the damage you can spike, and the damage you can heal. all of that should be toned down dramatically, so again it feels more trek like.
i remember how fun the low level pvp was, when i could get a game, it felt so much more natural, no one was immortal, and no one could take you out in 1 pass, and there was next to no spam and yoyo damaging and healing. i greatly miss that, if end game pvp was more like that, it would be more trek and more fun
i think its damage levels are fine, for a basically free extra damaging ability on top of what your ship can already dish out.
oh and beams and cannons do need review, my ship shouldn't be shooting 5-8 of them, i should be shooting 1 beam or volley with the power of 5-8. weather out of arrays or banks, star trek ships almost never shoot more then 1 or 2 shots at a time, any youtube clip will show this. hopefully eventually there will be time to adjust stuff like this so ship combat finally has a star trek look.
Completely situational, actually. I will agree that when fighting against a single target (or focusing a single target), ships should fire volleys (i.e. Galaxy class firing a single high-power beam) instead of 5-8 weapons at once.
However, there are situations where firing a bunch of weapons is useful. For example, fighting a carrier's minions.
Completely situational, actually. I will agree that when fighting against a single target (or focusing a single target), ships should fire volleys (i.e. Galaxy class firing a single high-power beam) instead of 5-8 weapons at once.
However, there are situations where firing a bunch of weapons is useful. For example, fighting a carrier's minions.
every other phaser example shows single high power shots, because 1 full power shot hits a lot harder then several weak shots. examples like that were there are several weak shots exist because 1 full power shot for each of them would be overkill. just shows how versatile arrays are.
The final attack of the three for the Isometric Charge is equivalent to the basic damage from the Gurumba's Javelin or the two shots of the Spinal Lance combined. If the Isometric Charge is insufficient, then by extension all of the top-tier beam weapons will need to be reviewed.
We will continue to collect data and monitor these, and if it becomes clear there needs to be an adjustment we will certainly consider it.
The damage of the last hit is not a problem.
The problem is in how the charge operates,
Flight time is on the long side, which gives the additional targets time to move out of range of the jump.
If a jump destroys a target, for example a mine, the charge stops there.
You need at least 3 targets in range and close together.
All this is making the charge a very very situational weapon.
Compared to the Lance or Javelin which is point at bad guy and fire, hit or miss type of deal instead.
The charge works much better in PvE against the groups of 3 frigates encounters, Red Alerts etc
And somehow the charge makes no sense in how it operates, where does it gets the extra power from for each jump? Why does it jumps in the first place?
Maybe if it works like this: It its a target and destabilizes the taregts power systems, have them fluctuate and create a charge in the shield, then like a lightning jump to other targets, maybe all 3 extra targets at once.
Do you feel the Spinal Lance and Javelin are similarly underpowered?
I feel the maneuverability drags the value of the lance down and lacks synergy with the ability to equip cannons. (I know, standard reasoning right now says not to bother with the cannons.)
I can definitely see where some sacrifice is called for given the G-X perks but my 4 RCS console solution makes me the Don Quixote of Starfleet, tilting at windmills. There needs to be a more reasonable maneuverability sacrifice for the Galaxy-X. Would be nice for the Galaxy as well but unlike the Garamba, the G-X abilities have no synergy with eachother. We get taxed for having all those perks but nobody gets the benefits of all of those perks with a single build/loadout; it's akin to one of the more underpowered hybrids in classical MMOs... Like vanilla WoW Druids. The Garumba is more like a TBC Boomkin Druid by comparison.
those pure damage abilities aren't underpowered, its the massive degree you can buff and resist that is overpowered. the difference between buffed and unbuffed is enormous, so is the damage you can spike, and the damage you can heal. all of that should be toned down dramatically, so again it feels more trek like.
i remember how fun the low level pvp was, when i could get a game, it felt so much more natural, no one was immortal, and no one could take you out in 1 pass, and there was next to no spam and yoyo damaging and healing. i greatly miss that, if end game pvp was more like that, it would be more trek and more fun
This
Just decrease the efficiency of buffs and debuffs.
Now chances are this will make PvE lovers cry, but there is a rather obvious solution to that, which is having separate skills for pvp and pve
If they buff the GalX turnrate it will become the iwin ship and nobody wants that.
It's just fine where it is.
It is true though that it feels like spinal lance is doing less damage after season 4 update compared to what it did... I used to crit for up to 44k x2, now i'm happy if i manage to get it to do 2 shots for 10k each... (with tractor beam on and target completely still)
This
Just decrease the efficiency of buffs and debuffs.
Now chances are this will make PvE lovers cry, but there is a rather obvious solution to that, which is having separate skills for pvp and pve
all they would have to do is decrease the hitpoints and damage of the npc's and they wouldn't notice. separating the skills is a copout, laziness and an admittance to failure. the same results can be had by not separating the skills, and putting in the work that is needed to get it right.
all they would have to do is decrease the hitpoints and damage of the npc's and they wouldn't notice. separating the skills is a copout, laziness and an admittance to failure. the same results can be had by not separating the skills, and putting in the work that is needed to get it right.
GW is considered to be the game with (one of) the best PvP gameplay, and they have split skills.
I do agree though that splitting skills would hurt PvP in the long run because n00bies would not be happy with learning their skills all over again.
This
Just decrease the efficiency of buffs and debuffs.
Now chances are this will make PvE lovers cry, but there is a rather obvious solution to that, which is having separate skills for pvp and pve
Yes. I used to be against splitting PvE and PvP skills, as it's the easy way out, and it's creating a barrier to entry to PvP. But I believe the barrier to entry in PvP is already so large that it's irrelevant what we add onto it (and changing the skills can lower it again), and the easy way out is not a valid reason to not fix a problem. It's not like we have to kill puppies to do it, or do other immoral things.
splitting the skills also implys you need skills to play pve. it would end up being even more boring, but you almost completely don't. even if us pvp players nerf every skill in half its still more then you need to sail through pve.
the 3 most fundamental things this game need to improve space gameplay and trekness is
1 toneing down the buffing, resisting, spike damage and yoyo healing. further refining of station powers, how about some always on passive powers too?
2 huge spam reduction, and that includes the number of energy weapons fire from your ship at a time. also ship type roles and station setups that match canon more then traditional mmo classes like tank, dps healer, etc.
3 pve overhaul, with npc's that have player health, damage, and # of station powers. the ai should be programed to buff stack, react to damage by healing, and even retreating when damaged or call in reinforcements. destroying an enemy ship should be rare, unless its a ship from a faction your at war with.
do all this and those spinal lances, javelins and Isometric Charges will fit in just right! see, im on topic kinda
If they buff the GalX turnrate it will become the iwin ship and nobody wants that.
It's just fine where it is.
It is true though that it feels like spinal lance is doing less damage after season 4 update compared to what it did... I used to crit for up to 44k x2, now i'm happy if i manage to get it to do 2 shots for 10k each... (with tractor beam on and target completely still)
I'm not saying BUFF THE TURNRATE. I'm saying, give us the ability to trade something for it. Taking, say, hull down by 80% and turnrate up by 80% should cost one console instead of costing 4 just to take the turnrate up 5 degrees.
The Garumba kinda has a tradeoff mechanic built in.
It makes no sense to have cannons equippable on something without creating a context where it makes sense to do so.
There should be a reason to include every strategy or skill available in the game.
Do you feel the Spinal Lance and Javelin are similarly underpowered?
Don't know the numbers behind the game, but it's definately not hitting like a Lance shot. Tribble was definately overpowered, but Holodeck is way underpowered.
I like the new skin, think the weapon is a waste & I'm skilled in def, defd & ops. Not worth giving up a slot for it; maybe if they made it a device, otherwise it's a waste.
so last night i decided to get the vor' kang.......i mixed it with torkat nacelles and vorcha neck and it looks pretty damm awesome so thank you dev team for that.......but.......and this is a big but.......the isometric charge is horible to me and was a waste of space verry valluble enginering space.....although veryy efective against 4 fighters(a broadside is just as effective) elsewhere in the game especially pvp its realy a uncontrolable weapon that leaves way to much open to chance and 9 out of ten was a wast to fire......no it wouldt be so bad if i didnt have to wait 2 minutes for it i think thats what the cool down is....if it was every 30 secs that would be cool considering its a chance weapon and that would give you more of a chance any ways thats how i feel about it.....gorn pee
Comments
But then i had some luck and toke out a 3 Bird of Pray formation in a LG KA run with a single shot of the isometric charge.
[19:20] Your Isometric Charge deals 57898 (45513) Electrical Damage to Adduelit Frigate.
The ship we were using it on was piloted by a person with near max in all three skills listed for the Console. As an additional weapon it is pretty pathetic most of the time. For how iffy it is to even get all of its shots off it can hardly kill the weakest PvE ships (which is sad because we all know how strong those are) and in PvP it would seem utterly worthless. I am sure whatever console you gave up could have been used better with something else in a PvP match. If this was honestly meant to healp against a Fed Ball even three or four ships firing this off would be unlikely to impress. A Torpedo Spread II would be more reliable and more damaging.
If not flat out buffed for added damage then added side-effects like system shutdowns due to their ship being hit with such strong EMP on the final leaps could help to make up for its lack of damage... I am getting flashbacks to the Saucer all over again.
We will continue to collect data and monitor these, and if it becomes clear there needs to be an adjustment we will certainly consider it.
Do you feel the Spinal Lance and Javelin are similarly underpowered?
The thing is though you can't really compare it to the javelin or the phaser lance, getting the last damage from the isometric charge is VERY situational where the Javelin and lance always do that damage, also its almost impossible to get the iso to hit the facing you need it to due to the way it jumps, I agree with what Shinkuu said about a system disable being added ( its somthing i suggested in the origional thread when the ship was being tested on tribble). Also when you compare the usefullness of this console against the antimatter spread one that was included with the fed ship it just feels weak and badly balanced as things stand at the moment.
i think its damage levels are fine, for a basically free extra damaging ability on top of what your ship can already dish out.
oh and beams and cannons do need review, my ship shouldn't be shooting 5-8 of them, i should be shooting 1 beam or volley with the power of 5-8. weather out of arrays or banks, star trek ships almost never shoot more then 1 or 2 shots at a time, any youtube clip will show this. hopefully eventually there will be time to adjust stuff like this so ship combat finally has a star trek look.
those pure damage abilities aren't underpowered, its the massive degree you can buff and resist that is overpowered. the difference between buffed and unbuffed is enormous, so is the damage you can spike, and the damage you can heal. all of that should be toned down dramatically, so again it feels more trek like.
i remember how fun the low level pvp was, when i could get a game, it felt so much more natural, no one was immortal, and no one could take you out in 1 pass, and there was next to no spam and yoyo damaging and healing. i greatly miss that, if end game pvp was more like that, it would be more trek and more fun
I don't have the Gurumba but I do feel like lately the spinal lance on my Gal-X is packing less punch than it used to
Completely situational, actually. I will agree that when fighting against a single target (or focusing a single target), ships should fire volleys (i.e. Galaxy class firing a single high-power beam) instead of 5-8 weapons at once.
However, there are situations where firing a bunch of weapons is useful. For example, fighting a carrier's minions.
http://en.wikipedia.org/wiki/File:USS_Voyager_battle.jpg is canon support for firing many weapons at once.
every other phaser example shows single high power shots, because 1 full power shot hits a lot harder then several weak shots. examples like that were there are several weak shots exist because 1 full power shot for each of them would be overkill. just shows how versatile arrays are.
The damage of the last hit is not a problem.
The problem is in how the charge operates,
Flight time is on the long side, which gives the additional targets time to move out of range of the jump.
If a jump destroys a target, for example a mine, the charge stops there.
You need at least 3 targets in range and close together.
All this is making the charge a very very situational weapon.
Compared to the Lance or Javelin which is point at bad guy and fire, hit or miss type of deal instead.
The charge works much better in PvE against the groups of 3 frigates encounters, Red Alerts etc
And somehow the charge makes no sense in how it operates, where does it gets the extra power from for each jump? Why does it jumps in the first place?
Maybe if it works like this: It its a target and destabilizes the taregts power systems, have them fluctuate and create a charge in the shield, then like a lightning jump to other targets, maybe all 3 extra targets at once.
I feel the maneuverability drags the value of the lance down and lacks synergy with the ability to equip cannons. (I know, standard reasoning right now says not to bother with the cannons.)
I can definitely see where some sacrifice is called for given the G-X perks but my 4 RCS console solution makes me the Don Quixote of Starfleet, tilting at windmills. There needs to be a more reasonable maneuverability sacrifice for the Galaxy-X. Would be nice for the Galaxy as well but unlike the Garamba, the G-X abilities have no synergy with eachother. We get taxed for having all those perks but nobody gets the benefits of all of those perks with a single build/loadout; it's akin to one of the more underpowered hybrids in classical MMOs... Like vanilla WoW Druids. The Garumba is more like a TBC Boomkin Druid by comparison.
This
Just decrease the efficiency of buffs and debuffs.
Now chances are this will make PvE lovers cry, but there is a rather obvious solution to that, which is having separate skills for pvp and pve
It's just fine where it is.
It is true though that it feels like spinal lance is doing less damage after season 4 update compared to what it did... I used to crit for up to 44k x2, now i'm happy if i manage to get it to do 2 shots for 10k each... (with tractor beam on and target completely still)
all they would have to do is decrease the hitpoints and damage of the npc's and they wouldn't notice. separating the skills is a copout, laziness and an admittance to failure. the same results can be had by not separating the skills, and putting in the work that is needed to get it right.
GW is considered to be the game with (one of) the best PvP gameplay, and they have split skills.
I do agree though that splitting skills would hurt PvP in the long run because n00bies would not be happy with learning their skills all over again.
the 3 most fundamental things this game need to improve space gameplay and trekness is
1 toneing down the buffing, resisting, spike damage and yoyo healing. further refining of station powers, how about some always on passive powers too?
2 huge spam reduction, and that includes the number of energy weapons fire from your ship at a time. also ship type roles and station setups that match canon more then traditional mmo classes like tank, dps healer, etc.
3 pve overhaul, with npc's that have player health, damage, and # of station powers. the ai should be programed to buff stack, react to damage by healing, and even retreating when damaged or call in reinforcements. destroying an enemy ship should be rare, unless its a ship from a faction your at war with.
do all this and those spinal lances, javelins and Isometric Charges will fit in just right! see, im on topic kinda
There are definitely times I feel like the spinal lance lacks a bit of punch.
I'm not saying BUFF THE TURNRATE. I'm saying, give us the ability to trade something for it. Taking, say, hull down by 80% and turnrate up by 80% should cost one console instead of costing 4 just to take the turnrate up 5 degrees.
The Garumba kinda has a tradeoff mechanic built in.
It makes no sense to have cannons equippable on something without creating a context where it makes sense to do so.
There should be a reason to include every strategy or skill available in the game.
Don't know the numbers behind the game, but it's definately not hitting like a Lance shot. Tribble was definately overpowered, but Holodeck is way underpowered.
Yeah, it's fine where it is.
Is it fine where it is with a dual heavy cannon build?