so, I was one of the very firsts who bought themselves a vesta (literally, I was fortunate enough to get in the minute after the relaunch
), and I so far really like it.
but in my fleet we have discovered a major flaw. the hangar reload time. now this should be affected by aux power. and guess what? the vesta is designed for max aux power
however the aux power barely touches the reload timer of the danubes (I got 0,9 difference between min and max aux power with the stock rare danubes, and my fleetmate had the same with the advanced ones).
this is really annoying, since other ships can get 10-20 seconds off of the reload time of hangars, with low aux levels
since I saw no mention of this, I assume this is a bug, but would like to know if any of you have this problem out there.
Comments
Go figure ... That's what you get when you have 3x weapons draining aux power. Not to mention all the rest of you science abilities and throw in a hangar.
LTS, here since...when did this game launch again?
the tests we did were only in orbit against a heavy escort carrier's time, not in fight, so there was no drain, whatsoever
10k DPS Vesta threads: 1; 2
it is simply because the Armitage is less OP than the Vesta. owait they are the same league. I mean not with the Vesta's weekness (strictly imo)
10k DPS Vesta threads: 1; 2
If the Vesta was OP the Bug ship would be on god mode.
yeah, I will do that, I just wanted to know if other ppl had this problem (which they do), or if there is a known solution
imo it is a bug, since the hangar already sends each ship one by one out, so there should be no need for reload time punishment
10k DPS Vesta threads: 1; 2
Not only do the crafts take an absurd amount of time to launch due to this silly animation (seriously, ~4 seconds between each craft), but the recharge timer is truly long. I wasn't sure if that's because of the Runabout nerf, but I'm noticing the same thing with Peregrines - no amount of non-used Aux power shortens the cooldown, so in the end it's like not having a hangar at all. ~1min recharge time between runabouts with 125 Aux is just silly when compared to, let's say, ~18 seconds Widow Fighters from the Recluse (pitty I can't use those).
yeah. my problem is, that I have not seen it anywhere confirmed.
plus they should go either with the silly one by one deploy system, or with the aux having no effect on the CD (but as I said, it has, 0,9 seconds between 50-115 aux power)
10k DPS Vesta threads: 1; 2
It's not so much deploying fighters 1 by 1 than that the deploy animation on the Vesta is too damn long. The 'mitt also deploys 1 by 1, except that ship just barfs out the fighters from the front launch bay.
I've never seen an Atrox in combat or taken time to watch a Karfi/Recluse/Voquv, so I don't know what their launch anims look like.
For fighters, pew,pew,pew,pew,pew,pew out the front of an Atrox and they have a team of 6 in a couple of seconds.
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Just saying, but perhaps because the ship has so much going for it already, the devs felt that the slightly reduced launch time was balanced?
Saying that, the launch and cool-down timers on the hanger in the Vesta do not change regardless of fighter/shuttle being used or the strength/weakness of Aux power.
I am at a point now where I do not even use the hanger because the timers make them useless.
Thanks. Picked up the advanced peregrines and the advanced runabouts. So far peregrines are rocking. They doing around 1200 dps. Total I'm doing 4 to 5k dps when you combine my dps with the peregrines and survivability is amazing. I'd say as good if not better than my engineer in a cruiser hehe. I gotta keep moving when tanking on him. On my sci captain in the vesta I just sit in front of the tac cubes and fire away and cycle my 2 hazard emitters 2 transfer shield strengths and 2 empts and use scattering field 3 and the vesta's 3 abilities when necessary and only time I even lose any health is when one of those invisible torpedoes hits me and drops me to about 50% hull while my shields are still full LOL.
thank you
https://twitter.com/PWE_BranFlakes/status/269590924437381122
Honestly there is balancing and then there is nerfing and this falls flat into the nerf department. The Vesta can not take a hit, it can deal damage (extreme amounts of it), but its by all definitions a paper cannon. I even tried Advanced Shield Support Drones, didn't work out.
LTS, here since...when did this game launch again?
thats stupid. I mean it is already nerfed with the animation, where it pops out one by one in a slow method.
and they just eliminated the aux effect on it too? (and the fun thing is, as I said earlier it is not eliminated, because you can get a difference from going min to max power, it is just not a full second).
basically this makes the use of peregrines useless in my eyes. they die fast, you cant replace them as fast as other carriers, and when you can, they come out slowly one by one (hell, I have seen them destroyed one by one before all three were out)
10k DPS Vesta threads: 1; 2
Sure thing, but First let me state that this build is primarily used for missions and STF's. I have done a little pvp with it, but hard to judge whether or not it can work as I usually pug pvp and always seem to end up against premades that just own everyone in sight quickly
My captain is a sci and the build I'm using is at:
http://www.stoacademy.com/tools/skillplanner/index.php?build=MyCannonbuild_0
I run the following weapons and gear currently until I get better gear:
3x Aux Phaser Dual Heavy Cannons Mk XII [Acc]x2 [Dmg]
3x Phaser Turret Mk XI [Acc] [Dmg]x2
4x Console - Tactical - Phaser Relay Mk XI
1x Console - Science - Field Generator Mk XI
1x Console - Engineering - RCS Accelerator Mk XI
1x Console - Universal - Assimilated Module
1x M.A.C.O. Resilient Shield Array Mk XII
1x Assimilated Subtranswarp Engines Mk XI
1x Assimilated Deflector Array Mk XI
1x Hangar - Advanced Peregrine Fighters or Hangar - Advanced Danube Runabouts depending on the situation or STF
And I run all 3 of the vesta consoles
For Duty officers I currently run
4 rare and 1 very rare duty officers. The Rare officer is a:
Flight deck officer that increases pet accuracy by 25% in intercept mode.
The 4 rae officers are:
1x Warp core engineer
1x Damage control engineer
1x Gravimetric scientist
1x Sensors Officer (Thinking of switching this for a second Damage Control Engineer)
My power settings I will be a little vague on cause what you set them at will depend on how many efficent BO's you have and whether your captain has efficient trait, but basically I set aux so that it's maxed at 125 then put all the rest of my power into shields.
With the above build and loadout I have done anywhere from 3.5k to much as 6k dps depending on what other members are in my group (with a good tac captain in group that uses his Tactical Fleet buff as often as possible to buff the group then dps is of course higher).
Feel free to offer your opinions on it or suggestions I'm open to improving on this build, but so far it's proving to be very effective for STF's.
Oh and for those that say the Vesta can't take a hit, I beg to differ. My engineer is a Regent takes heavy damage if he's standing still and gets torped and even sometimes dies if it crits for 60k+ as has happened many times, but my vesta with the above build can stand toe to toe with a tac cube from about 5k away and tank it like a champ and survive and dish out lots of dps while doing so .
Thats whats odd about the Vesta, some builds are huge DPS and power throwing monsters but cant last more than a few seconds of being looked at by a mob. Others are just dumb resilient. Vs Elite Dontra and swarms of npc's the setup I'm running the Vesta is at least 1.5 times to twice as durable as my excelsior. Against other things such as the gates antiproton beam or a hoard of spheres torp dots the ship is somewhat fragile. but as long as its not passing through the shields and your using a resilient shield this ship can get a beastly shield tank going. The real thing is this ship can do that and still do rather good dps at the same time.
Here is what I have so far, good dps and a stupid strong shield tanking cycle thanks to the 3 purple Tech duty officers and two shield distro officers as well. Also the keybind to cycle the epts eptaux and both batterys +distribute shields is so long you have to load it through the text file.
https://picasaweb.google.com/lh/photo/HmKB3GUYlzZhOmdYs7d44jv3UU1R4WiZ9X-pqQReTg8?feat=directlink
well, with this setup, you might wanna change the aux cannons. the turrets are losing lots of dps if you run low weapon power (easily 1000).
ofc you might wanna use aux or wep batteries to fix this easily
10k DPS Vesta threads: 1; 2
It's a shame considering the price of that ship, it's not even in the description. So basically we buy something completely nerfed and it's not even in the patchnotes! I think it's the last time i get robbed by ninja nerfs.
God, lvl 60 CW. 17k.
it is not a nerf. it is a hidden easteregg bonus feature
10k DPS Vesta threads: 1; 2