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DEVS READ: Please fix the Raptor's turn axis.

maltinpolarmaltinpolar Member Posts: 5 Arc User
edited September 2012 in Klingon Discussion
I don't know if this is a problem with all raptors or just the Qin but, seriously, this ship's turn axis is annoyingly set way too far back. In my opinion, it's the only thing that prevents it from being the perfect strike ship.

I thought I was the only one who feels that there is something wrong with how awkwardly the Qin Raptor turns. Then I come here and find out that this issue has been brought up before (several times by the looks of this "archived" thread) and yet nothing has been done after more than a year.

Cryptic, please fix this. Thanks!
Post edited by maltinpolar on

Comments

  • misterde3misterde3 Member Posts: 4,195 Arc User
    edited September 2012
    Since it's considered a bug by Cryptic

    http://sto-forum.perfectworld.com/showpost.php?p=4116403&postcount=31

    I think it's high time.
  • travelingmastertravelingmaster Member Posts: 0 Arc User
    edited September 2012
    Yeah, it's been brought up by myself and other forum regulars. And, in all honesty, it's an obvious problem to anyone who tries to fly raptors against Fed escorts or other KDF escort-level ships. Maybe the devs will deal with it at some point in the future. . .we'll see. In the meantime, I just won't be flying the Qin raptor or the fleet Raptors (assuming they have the same pivot problem). There's nothing it can do that can't be done BETTER by either the BoPs, the Guramba, or a escort-built Vorcha.
    My PvP toon is Krov, of The House of Snoo. Beware of my Hegh'ta of doom.
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited September 2012
    Its high past time the Qin was fixed.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • jnohdjnohd Member Posts: 5 Arc User
    edited September 2012
    Agreed... though I still think it needs more love than just a pivot fix... particularly the underwhelming Fleet Qin.
    Wampaq@Jnoh, Fleet Leader: ..Bloodbath and Beyond [SIGPIC][/SIGPIC] 'Iw HaH je Hoch!
    ALL HOLDINGS FINISHED! - Starbase 5-5-5-5 || Embassy 3-3-3 || Mine 3-3-3 || Spire 3-3-3
    A laid back KDF fleet welcoming independent, casual, & part-time players and groups. Roms & alts welcome.
    Send in-game mail to Wampaq@Jnoh, visit our recruitment thread and FB page for more info.
  • amidoinitrightamidoinitright Member Posts: 163 Arc User
    edited September 2012
    It's been broken since Beta. But it's A klingon ship, so it will never get fixed.
    [SIGPIC][/SIGPIC] Time played in game. as of 9/12/12 (on my mains) Total 2907 hours.K'zoontite has been on active duty for 34 days, 3 hours, Bot Fly has been on active duty for 55 days, 4 hours, Poppa Capp has been on active duty for 4 days, 12 hours, B'zooka has been on active duty for 12 days, 22 hours,Tater(fed) has been on active duty for 14 days, 10 hours,
  • corsair114corsair114 Member Posts: 276
    edited September 2012
    +1'ing this thread for great justice.
  • caymonjgcaymonjg Member Posts: 0 Arc User
    edited September 2012
    Have you filed an in game bug report? I know that sounds like a stupid question, but if you file one, and then you have everyone who complains about it file one. they are going to end up with alot of bug tickets for an issue and THAT will get noticed alot more likely than a forum thread.

    those tickets have to be read by someone, where this thread might be missed. So that should be the new motto. "if it's broken, report it with a bug report".

    And everytime you see someone complaining about it, have them submit a ticket on it. Squeeky mouse gets eaten by the targ.
  • thesnyndicatethesnyndicate Member Posts: 44 Arc User
    edited September 2012
    Our turn rate will be much slower if they share leech console with feds and drain effects are cancelled while feds maco shield will keep on boosting them +10power.

    Just saying thats its more important to keep leech console on KDF only rather just fixing just one ship's turn rate or axis bug.

    And it will be worst turn on all ships we fly not just raptor which already suffers from low turn rates if u ask me and thats the reason i prefer fleet scourge destroyer and i recommend it instead of a fleet raptor.
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited September 2012
    One rumor I heard is that teh Qin is designed over a cruiser frame and thats why its pivot point in so far back, becuase the raptor once once refered to as a cruiser-like vessel.

    What ever the reasoning for its poor design it needs to be fixed. I'm finding its poor turn is disruptive to my friends and fleet in STO and it makes me wish to play less.:P
    Leonard Nimoy, Spock.....:(

    R.I.P
  • jnohdjnohd Member Posts: 5 Arc User
    edited September 2012
    Even if it is intended to be built around a cruiser frame (which I suppose makes sense, relating the pivot point to the nacelles?), then make up for it in other ways:
    More turn rating

    significantly higher hull

    or (my favorite) moving a single weapon slot from the rear to the front on all models.

    or some combination of these.

    Its simply not as competitive as is should be. The Higher hull would go well with the depiction of the Raptor in Sleeping Dogs (ENT), the additional slot in the front would fit right in with the description in STO's ship vendor for the Raptor class, noting its deadly front arc.

    Devs: Jump onto Redshirt, gear up some Escorts and Raptors and see for yourself. Tweak some of the above and see if it balances. Just... do something.
    Wampaq@Jnoh, Fleet Leader: ..Bloodbath and Beyond [SIGPIC][/SIGPIC] 'Iw HaH je Hoch!
    ALL HOLDINGS FINISHED! - Starbase 5-5-5-5 || Embassy 3-3-3 || Mine 3-3-3 || Spire 3-3-3
    A laid back KDF fleet welcoming independent, casual, & part-time players and groups. Roms & alts welcome.
    Send in-game mail to Wampaq@Jnoh, visit our recruitment thread and FB page for more info.
  • aveldraaveldra Member Posts: 0 Arc User
    edited September 2012
    I don't really care anymore if they bother to fix it, the Bop is way more fun anyways. :P
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited September 2012
    I still care.

    If a KDF player chooses to fly the Qin and said player does not cycle ApO or use (2) RCS consoles they get very much out turned by every fed escort and even if they do use those two mentioned ideas they still get outturned by every fed escort.

    The DPS output between a Qin and a fed escort may be the same, or at least comparable but without a way to turn overcome the f@#$ed pivot point the Qin can not use its DPS ability in a dogfight.

    Now a KDf player can choose to buy the Fleet Somraw and enjoy a better turn pivot and the near same DPS output but thanks to Twitter the Aquarius may now turns as well any BoP making the KDF Raptor choice the bad choice again in a dogfight.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • dassemstodassemsto Member Posts: 792 Arc User
    edited September 2012
    Just to clarify why the pivot point is an issue:

    - The pivot point as a seperate factor does not influence the movement or turnrate of a ship.
    - Making a full turn takes just as long as the turnrate indicates.
    - Having the pivot point far back gives the raptor a unique look when maneuvering.

    The problem is:
    - The placement of the gun mounts in relation to the pivot point.
    - The distance of the gun mounts from the pivot point.
    - This effectively narrows down the forward firing arc.

    A related problem may be:
    - The placement of the thrusters in relation to the centre of the mass
    - If so, this would reduce the Raptors ability to utilize inertia to make fast turns.
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited September 2012
    I thought the issue was the Pivot too far in the back meant that when attempting to turn the fore part of the ship moves a slow wide path to bring weapons to bear on target while the rear part of the ship doesn't move at all.

    Much like holding a pencil by the eraser and attempting to bring the tip to target the front pivots on on the rear while the average fed escort seems to pivot more towards the center line and when the fore part moves the rear part does as well lessening the time to turn and making for tighter turns within the vessels on body length.

    I would gladly keep the poor pivot on the Qin if they compensated it for its poor design with a 5th tac console or even a 4/4 weapon set up.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • lordmalak1lordmalak1 Member Posts: 4,681 Arc User
    edited September 2012
    Well, TBH I've never noticed a problem with the Qin's pivot (or the Pach for that matter), as I see it the further back the pivot point is from the nose the faster the nose rotates around that axis. I actually prefer the pivot point closer to the neutral balance point (because of all the years flight simming).

    :D

    ...Of course, IF the turn rate is calculated based on distance from the ships fulcrum to it's nose EVERY model ship will appear to turn differently from other models, but it's only a visual cue thats off. IF the Qin is build on the cruisers contact points then it should turn the same as a cruiser, but as long and narrow as a Raptor is a cruiser SHOULD turn faster as it's wider and the engines are further apart (I forget if sublight maneuvering is tied to thruster location or impulse location).
    KBF Lord MalaK
    Awoken Dead
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    Now shaddup about the queues, it's a BUG
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited September 2012
    lordmalak1 wrote: »
    Well, TBH I've never noticed a problem with the Qin's pivot (or the Pach for that matter), as I see it the further back the pivot point is from the nose the faster the nose rotates around that axis. I actually prefer the pivot point closer to the neutral balance point (because of all the years flight simming).

    :D

    ...Of course, IF the turn rate is calculated based on distance from the ships fulcrum to it's nose EVERY model ship will appear to turn differently from other models, but it's only a visual cue thats off. IF the Qin is build on the cruisers contact points then it should turn the same as a cruiser, but as long and narrow as a Raptor is a cruiser SHOULD turn faster as it's wider and the engines are further apart (I forget if sublight maneuvering is tied to thruster location or impulse location).

    I believe it is built on a Cruiser frame as it turns like a cruiser and nothing like an Escort or even an escort Carrier. Both of which turn quickly on thier own axis(pivot) to bring weapons to bear to target unlike the Cruisers which turn slower as befits a larger vessel that is more designed for the broadside attack.

    What ever changes where made for the fleet Somraw are much better and it turns better than the base Qin. I hope the fleet Qin is simirally tweaked.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • mrsnesbitmrsnesbit Member Posts: 18 Arc User
    edited September 2012
    I don't know how much moving the pivot point would change the raptor's agility but I'd
    actually prefer keeping the raptor less agile than fed escorts and either make it a bit tougher
    or give it increased top speed. The first option would make it unique in many senses, it would
    be more distinguishable from either Fed escorts and in extension BoPs and it would fill the
    gap between escorts and cruisers (someone once compared the raptor to the A10 Warthog,
    I loved that comparison). 2nd option is only there because raptors (especially the Qin)
    remind me of the Lockheed Blackbird :D (no big plane fan, I just kinda like these 2)
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited September 2012
    I agree with the OP, the Qin needs to have its pivot point/gun placement issues sorted out.

    An improvement to this ship would be an added incentive to buy the fleet version.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited September 2012
    misterde3 wrote: »
    Since it's considered a bug by Cryptic

    http://sto-forum.perfectworld.com/showpost.php?p=4116403&postcount=31

    I think it's high time.

    then, and now, i want this addressed. ya i remember that post saying that now.
  • daratdarat Member Posts: 0 Arc User
    edited September 2012
    I mentioned some time ago that the Qin raptor appeared to match the D7's pivot points in pitch and yaw (roll may be off too, not sure). After mentioning this on these forums, I logged back in to my tac officer that is in a Qin, sat in sector space, pitching the ship up and down, as well as left and right.

    My observations from doing that and recalling the feature episode mission "Night of the Comet" observations are thus:

    The Qin raptor is sitting on the pivot point flight mesh of a D7 or similiar flight mesh, the position of the model on this mesh is set significantly forward, as well as underslung (consider the Qin model builds up, where the D7 builds down).
    This positioning gives the appearance of the pitch and yaw being controlled by, for lack of better explanation, a pair of wheel barrow handles attached on top of the nacelles and haveing a lot of lead (dead?) weight in the nose section and being forced to manhandle the ship into position.


    Overall, dropping the nose onto the target is super fast, pulling or swinging the nose onto the target takes far longer than it should.


    In addendum, I feel the true turn rate of the Qin varies according to what your doing, if your pitching the nose up, or turning left/right I feel it's turn rate is more like 13, but, if your pitching the nose down it's rate is closer to 17.


    The solution in theory is simple enough, align the model to the mesh so that the X axis is lower down in the hull, and the Z axis is further forward in the hull. In practice it could be so difficult to put in place that for all intense and purposes it may require a completely new sector/system flight mesh for the model to sit on (fed escort mesh may work, but not something I could be sure of).

    Please note: This is a collection of my thoughts on this matter based upon my own personal observations from the game itself, and is in no way accurate.
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