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Atrox question

igorvalentineigorvalentine Member Posts: 0 Arc User
edited January 2013 in Federation Discussion
Hi all! I have a crazy idea for the Atrox. Could I put 3 RCS consoles on it to drive it like an RSV or other science vessel?
Post edited by igorvalentine on

Comments

  • mandoknight89mandoknight89 Member Posts: 1,687 Arc User
    edited January 2013
    No. The Atrox will still turn like a bus. If you're using Mk XII RCS accelerators, it might turn like one of the more agile cruisers, but each RCS console does very little for a ship of its size.
  • xigbargxigbarg Member Posts: 0 Arc User
    edited January 2013
    RCS is effected by the both turn rate % and diminishing returns. So an escort would oddly benefit more from it while cruisers still suffer. However, you can still use RCS + Aux to Dampeners. If your a tac captain, you can also couple that with Alpha Pattern.
    [SIGPIC][/SIGPIC]
  • igorvalentineigorvalentine Member Posts: 0 Arc User
    edited January 2013
    xigbarg wrote: »
    RCS is effected by the both turn rate % and diminishing returns. So an escort would oddly benefit more from it while cruisers still suffer. However, you can still use RCS + Aux to Dampeners. If your a tac captain, you can also couple that with Alpha Pattern.

    Hm, would this give the effect that I am looking for? I'm just curious. I think it would be pretty neat to get it to fly like an RSV.

    Or is the ship so big that it would need a turn rate of 25 degrees to feel like an RSV?
  • kimmymkimmym Member Posts: 1,317 Arc User
    edited January 2013
    You're never going to get an Atrox to feel that fast.

    All of the speed boost powers run off of base turn (save for saucer sep and multi-vector, but they do not apply here) So even if you run 3xRCS, Aux2ID, and pop AP:A you still aren't going to feel agile.

    The exception is maneuvering in reverse. If you want to get your carriers nose on something, practice popping evasive maneuvers and throwing her into reverse. Once you get used to it you will be able to consistantly get facing when it matters.

    The other part of the equation is Inertia. The Atrox has a similar turn to some other ships, but her Inertia is a killer. Even if you can get her turn rate up to something not dreadful she will still handle like a beast, because her natural tendency is to keep moving in the direction her force is carrying her. Inertia is the reason when you come out of full impulse you keep going for another 7km. Inertia is the real reason turning around takes so bloody long. The ship is heading in one direction at full tilt and you need to convince all that mass that it wants to be moving in another...

    Save your money and either load damage resist or use the slots for your universals.
    I once again match my character. Behold the power of PINK!
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    Fleet Admiral Space Orphidian Possiblities Wizard
  • xigbargxigbarg Member Posts: 0 Arc User
    edited January 2013
    Dropping to half/quarter impulse will also help when turning.
    [SIGPIC][/SIGPIC]
  • dlmysticdlmystic Member Posts: 34 Arc User
    edited January 2013
    i drive my atrox like its a 1970's muscle car. You dont turn it on a dime and give you 9 cents change. You power slide throw it in reverse and then when the nose hits the oposite way you hit second and take off :P
  • kimmymkimmym Member Posts: 1,317 Arc User
    edited January 2013
    Hehe, that is the other, slightly more difficult way of turning. It is certainly pretty to watch, tho.
    I once again match my character. Behold the power of PINK!
    kimmym_5664.jpg
    Fleet Admiral Space Orphidian Possiblities Wizard
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