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Kumari Line of Andorian Escorts

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  • dova25dova25 Member Posts: 475
    edited February 2013
    patrickngo wrote: »
    quit fretting over "survival" and come back to the REAL fighting ships-Birds of Prey(tm).and here be why:
    Turn rate, baby. Turn Rate. The Kumari's base turn rate is 16-ish, a Hegh'ta's turn rate is 20-that's both without buffs, and with a BoP, you can actually pack enough AP's to match or exceed him regardless of gear.
    Stay out of his nose-arc, only decloak when you're READY to strike, this Kumari ship's going to go DOWN, like a Five Dollar Bar Girl on Monday night.
    Really-we're NOT going to be able to 'tank' it, but we can 'turn it' and WE have BATTLECLOAK.
    It's going to be FUN, man. F-U-N FUN, and yeah, there are going to be better drivers out there, better shots with better gear-so what? the challenge and the Glory come from defeating SUPERIOR opponents-or at least, superior gear, so bring out your Hegh'ta, dust it off, and start parsing how you can structure to take advantage of the obvious weaknesses the Kumari presents-like it's turn rate, lack of 'survival' stations, (or good Sci/engie stations-no DEM, EWP, high-end debuff beams or strong buffs to hull, power,engines or shields...) and begin plotting your campaign of terror!
    ('cuase I am. I want to fight one of these TRIBBLE NOW...)
    seriously-it has fundamental vulnerabilities-and they're OBVIOUS vulnerabilities-someone as mediocre as myself might actually be able to take one on SOLO....

    I haven't piloted bops except the starter kdf bop.My fleet will probably unlock the 4 tactical console bop in 2 months ? hopefully.I don't have a heghta in this moment .
    I would have bought the b'rel but only if it would had 4 tac consoles.
    I shall adapt of course and first step is by making kdf premades (I was against them before as being unfair and PVP wrecking but now kumari it is like a declaration of war made by cryptic against kdf).Buy a karfi ? buy a brel ? use the vo'quv again ?I shall figure something after I shall fight a couple of them.
    "There already is a Borg faction, its called the Federation. They assimilate everyone else's technology and remove any biological or technical distinctiveness and add it to their own."
    I refuse to be content https://www.youtube.com/watch?v=FwI0u9L4R8U
  • maicake716maicake716 Member Posts: 0 Arc User
    edited February 2013
    inktomi19 wrote: »
    Honestly, cruisers which can't mount DHCs effectively could probably all use SA. In the same vein: it wouldn't be the end of the world if every science vessel used aux to power it's weapons.

    Both of those ship classes are weak right now, except for the Vesta and the Oddy. In neither case is it because of how they compare to other specific ships. If other cruisers and science ships were modified according to lessons learned from the Oddy and Vesta, that would probably be a good thing.

    I'm less certain about the Kumari, because 4 DHCs were already good enough.

    Comparing an aux powered cannon to a cruiser getting SA is like apples to oranges. A vesta can't make full effective use of its duel heavies while a cruiser with SA is getting free bonuses.

    Science ships got SA in the first place because they hve only 6 weapon slots. It was never stated why the sci oddy got it. It never should have, that was te first mistake in their long line of mistakes involving their ships they've released.

    The next escort might get it too, what's really to stop them? Really? I'm actually surprised this Andorian science variant doesn't have it.


    And these deployables weapon cannons these ships gets, am I the only one who realizes its like a free 6th weapon slot foreword?
    mancom wrote: »
    Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
    Science pvp at its best-http://www.youtube.com/user/matteo716
    Do you even Science Bro?
  • twamtwam Member Posts: 0 Arc User
    edited February 2013
    Any Klingon that can cloak will easily stomp these Andorian cannonships, just by being able to line up a side/hind alpha strike.

    The ships that can't cloak generally have the ability to sit out most anyone can throw at it, for a while - we'll be fine.

    To be honest, I can't wait to rain on some new ship parades, preferably using a variety of different ships, just because we can. I'm particularly eager to fight them in my B'rels and my Negh'Var, but it might be funny to bring out my mirror Vo'quv to pvp for this one too - just because I'll weather the storm and slap them around when they're still recuperating from the disappointment.
  • broken1981broken1981 Member Posts: 0 Arc User
    edited February 2013
    wast33 wrote: »
    i guess some say it's caused by energy drain from beams (+the fact that bo drains all weapons energy).
    so the 8th does minor damage. no clue how a ship with 5 dhc will behave.
    on the other hand: eptw+batts+...
    may i'm wrong and others can enlighten this ;)

    something about getting half the firing cycle
    Join Date: Dec 2007Originally Posted by BROKEN1981
    I can throw [Fireworks] at you and hope you catch on fire and burn to death lol
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited February 2013
    The new Kumari could almost be compared to a Smilidon.. Vicious against larger slower targets, but easy to beat against faster and more agile targets.

    Bugs, and BoPs will easily take down a Kumari beause they can just maneuver behind it.

    Carriers and Cruisers how ever will be the best targets for a Kumari.
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
  • inktomi19inktomi19 Member Posts: 142 Arc User
    edited February 2013
    maicake716 wrote: »
    Comparing an aux powered cannon to a cruiser getting SA is like apples to oranges. A vesta can't make full effective use of its duel heavies while a cruiser with SA is getting free bonuses.
    If you play the Vesta like it was a battlecruiser you can line up it's cannons fine; it can't dogfight with escorts, but it can put canons on target. For PvP I usually don't use cannons at all on it because I want to use subsystem targeting and transphasics, and one cannon isn't enough anyway. But I've used the cannons a few times and the damage is adequate. You could probably just let all weapons use aux on science ships and not cause the end of the world -- if 3 DHCs are okay(which they are) then 2-6 beams would be fine too.

    The pets on the Vesta get a little silly, but that's more because of the tractor beams. If you replace the runabouts with fighters then they are easy to ignore.
    Science ships got SA in the first place because they hve only 6 weapon slots. It was never stated why the sci oddy got it. It never should have, that was te first mistake in their long line of mistakes involving their ships they've released.
    Cruisers are currently having the same problem that science ships had when they were given SA -- their beams weren't adequate to knock down shields.

    When the game was released, a science vessel with 4 beams and 2 torpedoes could wear down shields eventually, but by the time science ships were given SA things had progressed to the point that even with 6 beams they weren't able to scratch most ships. Since then, things have progressed to the point that 8 beams have the same problem.

    The science Oddy is powerful compared to other cruisers, but it's compensating for a deficiency in the class. Even with SA it's not doing serious DPS, it' just puts out respectable damage.
    The next escort might get it too, what's really to stop them? Really? I'm actually surprised this Andorian science variant doesn't have it.
    Escorts don't have any problem doing damage. That's why I'm a little more concerned about the Kumari getting 5 slots forward -- there was no need for it.
    And these deployables weapon cannons these ships gets, am I the only one who realizes its like a free 6th weapon slot foreword?
    A lot of people realize it, but it's hard to say what the effect is going to be. With 5 forward slots, drain might actually be a problem -- the devs acted like they thought it would be. Though the devs also seem to think that drain effects current DHCs when it really doesn't because they fire rapidly (before drain is accounted for) then have a long break during which they recharge -- during the part of the cycle where drain would be an issue, DHCs aren't firing anyway.
  • inktomi19inktomi19 Member Posts: 142 Arc User
    edited February 2013
    webdeath wrote: »
    The new Kumari could almost be compared to a Smilidon.. Vicious against larger slower targets, but easy to beat against faster and more agile targets.

    Bugs, and BoPs will easily take down a Kumari beause they can just maneuver behind it.
    BoPs can have trouble with the escorts that currently turn at 16 due to the deficit in hull and shield strength. Their mobility isn't enough to *always* stay behind an escort.

    Then again the Kumari looks like it will be more fragile than current escorts.
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited February 2013
    inktomi19 wrote: »
    BoPs can have trouble with the escorts that currently turn at 16 due to the deficit in hull and shield strength. Their mobility isn't enough to *always* stay behind an escort.

    Then again the Kumari looks like it will be more fragile than current escorts.

    I agree with the Tac one.

    The Sci and Engi ones might be tricky.

    Especially the Sci one with the Embassy Consoles.
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
  • whamhammer1whamhammer1 Member Posts: 2,290 Arc User
    edited February 2013
    You know, this ship actually could make the Gal-R useful, this ship is going to need a heal ship in tow.
  • skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited February 2013
    havam wrote: »
    QFT.

    @Naz, dunno i see a pattern that started with the oddy came to the vesta, and now has the kumari. In neither case the paper stats had anything to offset them in practice. Each one was just as bad as feared. Obsoleting most ships of their class.....don't even get me started on the kdf.

    TRIBBLE you too cryptic

    The way it can make obsolete all other previous ships is my biggest concern. If it was Fed cruiser that had shifted a weapon forward... not that big a deal, but an escort?

    And this is just happening as fleets start to get to T4 and T5 shipyards, so all the grinding for Fleet AEs and Fleet HECs was for nothing.

    I understand that whoever is in charge of ships has a mentality that each new ship has to top the last one in power to generate sales, but all this does is embitter the players that decide to invest in the long grinds.

    Is STO already a full churn game? I honestly do not know, anyone notice a high turnover rate of players?
  • skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited February 2013
    rakija879 wrote: »
    I expect the next 3 pack ship release will be a carrier with 5 aft weapon slots :D

    You forgot about the 4 launch bays lol!
  • drkfrontiersdrkfrontiers Member Posts: 2,477 Arc User
    edited February 2013
    havam wrote: »
    NOt all ships in this game are escorts, so this things DHC will have plenty of time on target. Hell with a recluse healer backing it up even the tac version will become nigh indistructible.
    1x Tac kumari
    1x Sci Kumar
    2x Vesta
    1xRecluse

    great now lets look at the Kdf counter:
    1x Recluse
    .......

    I agree - and put that into the hands of a experienced premade and I can tell you now - there are going to be 150% increase overnight in warp-outs. And the numbers in PvP will drop significantly.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited February 2013
    Not counting "special" abilities...if you weren't going to use the weapons nor consoles.

    Kumari vs. Fleet Tactical:

    -800 Hull
    5/2 instead of 4/3 weapons
    +35 Crew
    -1 Turn

    X, X, X, X
    X, X, X
    X, X

    X
    X, X

    vs.

    X, X, X, X
    X, X, X
    X

    X, X
    X, X

    Charal vs. Fleet Patrol:

    -1900 Hull
    -.09 Shield Mod
    5/2 instead of 4/3 weapons
    -115 Crew

    X, X, X, X
    X, X, X

    X, X
    X

    X, X

    vs.

    X, X, X, X
    X, X, X

    X, X
    X, X
    X

    Khyzon vs. Fleet Advanced:

    -1900 Hull
    -.09 Shield Mod
    5/2 instead of 4/3 weapons
    -65 Crew
    -1 Tac Console/+1 Sci Console

    X, X, X, X
    X, X, X

    X
    X, X
    X, X

    vs.

    X, X, X, X
    X, X
    X

    X, X
    X, X, X

    Course, that's via STOwiki - not sure if it reflects the recent changes to hull/shields for Fleet vessels (if they were included in those changes)...so anyway...
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited February 2013
    So what do you think is a good point to move on the Dil/Zen Exchange? Notice how it's been creeping up (@94) since the announcement of the Andorian Escorts and the release of the specs?

    It's another form of gambling, eh?

    Do you move just before they're released at the height of speculation that they'll be that good - or - do you risk waiting until folks have actually used them? Taking that chance that they're complete fail and having the market crash vs. that chance that they're oozing ooobersauce and it will continue to climb for a period of time?

    I've already made some small transactions here and there as it's climbed...curious to see where it will go.

    edit: Yes, playing the D/Z Exchange is a form of PvP...muahahaha. Course, only the big guys can do actual manipulation there.
  • radkipradkip Member Posts: 0 Arc User
    edited February 2013
    So I'm trying to think of how you could make the best of the bridge officer layout on the Tac version.

    Commander: Tactical Team I, Attack Pattern Beta I, Attack Pattern Omega II, Cannon Rapid Fire III
    Lt. Cmdr: Tactical Team I, Attack Pattern Beta I, Cannon Rapid Fire III
    Lt.: Beam: Target Weapons I, Beam: Target Engines II
    Ensign: Emergency Power: Shields I
    Lt. Eng: Emergency Power: Shields I, Auxiliary to Battery I

    Fore Weapons: 5x DHC
    Aft: Beam Array, Turret

    A ship like this without hull heals and powerful shield heals will be very squishy, but this is a team game right? :P

    Now my experience with space is limited, so I'm pretty sure there's a glaring problem or two (or twenty) with this idea. I'd love to test it out myself, but I doubt I'll be getting the ship. Saving up for the Vesta currently, although... I'm mostly an escort flyer, and this does look a hell of a lot better... choices.
    Joined: January 2010

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  • edited February 2013
    This content has been removed.
  • shookyangshookyang Member Posts: 1,122
    edited February 2013
    patrickngo wrote: »
    CRF1 and CRF 2 have shorter cooldowns than CRF3
    What? Since when? Mine has always been at 30 seconds with shared cooldown of 15 seconds.
  • radkipradkip Member Posts: 0 Arc User
    edited February 2013
    Cannons and turrets 'sip' power, with 5 weapons up front you really, really do NOT want to be drinking deeply or you'll get a brown-out. Torpedoes 'sip' power as well, with the right Duty officers, you can keep up a fairly sustained barrage of HY's to go with your CRF's.
    I was thinking that, but since you're going to be a squishy TRIBBLE anyways, why not drop an engineer console or two for the power transfer speed consoles? Or does that not work? I haven't had the chance to extensively test it out.

    Also yeah, my RF3 is currently sitting at a 30 second cooldown. Are you sure you specced all 9 points into it? I've done 8 before and wondered wtf was happening. :P
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  • edited February 2013
    This content has been removed.
  • radkipradkip Member Posts: 0 Arc User
    edited February 2013
    I mentioned a beam array on the aft weapons, paired with a lonely turret.
    Joined: January 2010

    Fanfiction! ZOMG! Read it now!
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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited February 2013
    maicake716 wrote: »
    Comparing an aux powered cannon to a cruiser getting SA is like apples to oranges. A vesta can't make full effective use of its duel heavies while a cruiser with SA is getting free bonuses.

    i almost need to get a vesta just to show that with 12 turn it could. its a sci ship, its got access to more movement control then anything. though it would proboly only be worth using DHCs with a tac captain, it might be to much of a tweener between a sci ship and a MVAM to work for a sci captain well.
  • redrickyredricky Member Posts: 1,004 Arc User
    edited February 2013
    radkip wrote: »
    So I'm trying to think of how you could make the best of the bridge officer layout on the Tac version.

    Commander: Tactical Team I, Attack Pattern Beta I, Attack Pattern Omega II, Cannon Rapid Fire III
    Lt. Cmdr: Tactical Team I, Attack Pattern Beta I, Cannon Rapid Fire III
    Lt.: Beam: Target Weapons I, Beam: Target Engines II
    Ensign: Emergency Power: Shields I
    Lt. Eng: Emergency Power: Shields I, Auxiliary to Battery I

    Fore Weapons: 5x DHC
    Aft: Beam Array, Turret

    A ship like this without hull heals and powerful shield heals will be very squishy, but this is a team game right? :P

    Now my experience with space is limited, so I'm pretty sure there's a glaring problem or two (or twenty) with this idea. I'd love to test it out myself, but I doubt I'll be getting the ship. Saving up for the Vesta currently, although... I'm mostly an escort flyer, and this does look a hell of a lot better... choices.
    Aux2Batt just doesn't have a place on this ship. APB doesn't have a place in PvP, and this thing needs help defensively so APD is what should be there.

    The Tac version is a trap anyway. You can't get 100% EPTS uptime (by whatever method you prefer) and 100% tractor immunity uptime. If you load up on 5 tac consoles and you're an hero so you take the 3 special consoles you've got 2 left. RCS, Neuts, shield cap, embassy hull/shield heal (is the Tachyon console boosted by flwc?), crits.

    This thing is going to pop the moment APO wears off. Healers who keep it alive should get an accolade. Premades should run the gamma console for team movement debuff immunity I guess.

    Rear weapon slot should be tractor beam mines since it can't slot a hold. IDK if that even works with a dispersal pattern but at least there's room for one.

    Seriously, in pugland this thing is going to get 1 kill and then become target numero uno. It will get held or turned and burned.

    Now the Sci version, I could pug with that I think. I still have questions that won't be answered any time soon, like:

    -How effective is the Imma Firin My Tachyon console? Do Flwc and PI come into play?

    -How easily do the floatie lazors pop? Can they be targeted directly or only through AoE? Because the 3 piece bonus is only effective if they're alive. If AMACO drops me from their target are the floaties going to die instantly when they're picked up as the target or fall off at the first mine explosion?

    If the floaties aren't seriously badass I would probably just run it as an AE or a Steamrunner with an extra fore slot.
    _______________
    CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
    Norvo Tigan@dontdrunkimshoot: hell ya, maybe
  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited February 2013
    i almost need to get a vesta just to show that with 12 turn it could. its a sci ship, its got access to more movement control then anything. though it would proboly only be worth using DHCs with a tac captain, it might be to much of a tweener between a sci ship and a MVAM to work for a sci captain well.

    My Tac/Vesta is having a blast with CSV, GW 3 and EWP.

    The 12 turn rate is nice, but it's a tad too slow for effective DHC use... until APA pops up (or you're using the Tachyokinetic Converter).
  • badname834854badname834854 Member Posts: 1,186 Arc User
    edited February 2013
    OMG NERF!!!!!


    /amidoingitrite?

    //not trolling, just saying lets wait for it to be out before we deploy the "Whaaaaaaambulance".
  • radkipradkip Member Posts: 0 Arc User
    edited February 2013
    Rear weapon slot should be tractor beam mines since it can't slot a hold. IDK if that even works with a dispersal pattern but at least there's room for one.
    Do those even work? Every time I've tested them with someone who has no points into... I think it's countermeasures, their impulse value doesn't even budge with them flying right into them. Unless they've gotten fixed in the past two months, that is.
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  • inktomi19inktomi19 Member Posts: 142 Arc User
    edited February 2013
    redricky wrote: »
    The Tac version is a trap anyway. You can't get 100% EPTS uptime (by whatever method you prefer) .
    You can get a single copy of EPtS to have 100% up-time if you use 3 damage control engineer doffs.

    I'm not sure that would save the tactical version, but there it is.
  • redrickyredricky Member Posts: 1,004 Arc User
    edited February 2013
    inktomi19 wrote: »
    You can get a single copy of EPtS to have 100% up-time if you use 3 damage control engineer doffs.

    I'm not sure that would save the tactical version, but there it is.
    That shouldn't be the case with 3 separate 35% chances for a 30% reduction, but we all know doffs like to proc in batches. Is it really reliable? I thought you had to have 2 copies of EPTx so you were pretty sure to pick up a proc when you cycle them.

    And re: tractor mines, honestly I was just throwing them out there since there's not even the remote possibility of a hold on that thing, I've never actually used them.
    _______________
    CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
    Norvo Tigan@dontdrunkimshoot: hell ya, maybe
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited February 2013
    Well, I've tried 2 purple Damage Control doffs with 2 separate EPTX powers and I had plenty of rolls where I wouldn't get jack.

    I doubt it will get much better with just one EPTX.
    [SIGPIC][/SIGPIC]
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited February 2013
    Welp since everyone else is doing it:

    Fore Weapons: 4x Dual Heavy Cannons, 1x Wing Cannons or 5x Dual Heavy Cannons

    Aft Weapons: 2x Mines, or 1x Mine, 1x Torpedo


    Tactical Team 1, Attack Pattern Delta 1, Cannon Rapid Fire 2, Attack Pattern Omega 3
    Tactical Team 1, Dispersal Pattern Beta 1, Cannon Rapid Fire 2
    Torpedo HY 1 or Tactical Team 1, Dispersal Pattern Beta 1

    Emergency Power to Shields 1
    Hazard Emitters 1, Transfer Shield Strength 2

    Doffs: 3x (If possible) Emergency Power to X cool down reducer, 2x Brace for Impact

    There.. Now it has abit more survivability, has the bite of it's 5 Fore Weapons, no Weapon drain from it's Aft weapons to hurt you when doing a full Alpha strike, and you even have ways to deal with Spam. Pew pew, kill bad guys. :D
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
  • nayukannayukan Member Posts: 19 Arc User
    edited February 2013
    redricky wrote: »
    That shouldn't be the case with 3 separate 35% chances for a 30% reduction, but we all know doffs like to proc in batches. Is it really reliable? I thought you had to have 2 copies of EPTx so you were pretty sure to pick up a proc when you cycle them.

    I only experimented with 2x purple (35%) and 1x blue (30%) Damage Control Doffs, combined with two EPtX powers. While I sure can't provide you with any logs, there for sure is no 100% guarantee the system works. I'd say it works in maybe eight out of ten activations. With just one EPtX power however, the numbers should drop noticeably. The key here of course is, like you already said, those Doffs won't stack, but rather add another roll chance per Doff. So even in pure theory you won't get a 100% uptime, especially not with just one EPtX.
    Captain Faeron - USS Mistral Sea - Ambassador class support cruiser
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