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Season 7 Dev Blog #38

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  • lordagamemnonb5lordagamemnonb5 Member Posts: 0 Arc User
    edited February 2013
    trek21 wrote: »
    The key part being IF you can.

    I'm not a gameplay expert, but even I know that Escorts can't keep enemies in their forward arcs all the time. And if an enemy manages to get out of that arc, and get behind you (whether with cloak or other means), you're essentially toast.
    neoakiraii wrote: »
    if your first shot doesn't kill him, the next shot is going to kill you.
    ryan218 wrote: »
    The trick is getting behind those forward weapons. Escorts often have to pull straight-line strafing runs, so they sometimes end up flying over you. This means "Boom! Bye-bye Kumari!".

    Evasive maneuvers with conn doffs, rcs consoles and deutronium surplus and team work pretty much solves that problem (granted the last one needs a pre-made to make it work).
    How the Devs see Star Trek, apparently:
    Star Trek: The Original Grind
    Star Trek: The Next Grind
    Star Trek: Deep Space Grind
    Star Trek: Voyage to the Grind
  • thebumblethebumble Member Posts: 2
    edited February 2013
    Most people have characters on both sides. You're not playing some exclusive faction, stop roleplaying as this bitter Klingon lol.

    Blah, blah, blah..Both sides, blah, blah.

    Most people who make fun of the people playing KDF play Fed primarily, and slum on the Klingon side when their bored because they've whined on the forums about how they want everything the KDF has, then Craptic folded and gave it to them.

    Lets get that straight right off.

    As sad as it is that the KDF regularly spanks the Feds in PvP with ships that were originally released when STO launched, just think what would happen if they gave us REAL ships to fight with. Yea, that'd last a day and Craptic would yank them because the Feds would whine so bad.

    Its the nature of the beast..

    Well, in the Federations case, *****cat...
  • trek21trek21 Member Posts: 2,246 Arc User
    edited February 2013
    Evasive maneuvers with conn doffs, rcs consoles and deutronium surplus and team work pretty much solves that problem (granted the last one needs a pre-made to make it work).
    Maybe, but if you're avoiding an enemy, you're most likely not shooting any appreciable DPS either :D
    Was named Trek17.

    Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
  • ryan218ryan218 Member Posts: 36,106 Arc User
    edited February 2013
    Evasive maneuvers with conn doffs, rcs consoles and deutronium surplus and team work pretty much solves that problem (granted the last one needs a pre-made to make it work).

    Not really. If these people are on a team that are focusing on keeping that escort alive, then you have a team that can focus on killing that escort. Something that happens a lot when I play PvP (which is rare) is a single ship will get surrounded by the whole team and will get completely blitzed.
  • lordagamemnonb5lordagamemnonb5 Member Posts: 0 Arc User
    edited February 2013
    trek21 wrote: »
    Maybe, but if you're avoiding an enemy, you're most likely not shooting any appreciable DPS either :D

    Who said avoiding, go in guns blazing and when you pass the enemy hit evasive/deutronium turn around and you and your team mates will finish off the topic.

    Any semi-compotent premade team will pwn in PvP.
    ryan218 wrote: »
    Not really. If these people are on a team that are focusing on keeping that escort alive, then you have a team that can focus on killing that escort. Something that happens a lot when I play PvP (which is rare) is a single ship will get surrounded by the whole team and will get completely blitzed.

    That's true for a Pug, but necccesarily true for a premade.
    How the Devs see Star Trek, apparently:
    Star Trek: The Original Grind
    Star Trek: The Next Grind
    Star Trek: Deep Space Grind
    Star Trek: Voyage to the Grind
  • ryan218ryan218 Member Posts: 36,106 Arc User
    edited February 2013
    trek21 wrote: »
    Maybe, but if you're avoiding an enemy, you're most likely not shooting any appreciable DPS either :D

    There's that too.
  • trek21trek21 Member Posts: 2,246 Arc User
    edited February 2013
    Who said avoiding, go in guns blazing and when you pass the enemy hit evasive/deutronium turn around and you and your team mates will finish off the topic.

    Any semi-compotent premade team will pwn in PvP.



    That's true for a Pug, but necccesarily true for a premade.
    I never said they couldn't ;)

    I'm just saying, a lot can happen in PvP, and it may be a matter of seconds. You could turn around and finish off that enemy with the boosted turn-around you mentioned, but at the same time you could suddenly have all the other enemies focus exclusively on you, and suddenly you're in trouble (if you're not being blown up in an instant).

    And with this escort, it's gonna have a lot of trouble with the latter, even as it excels at the former.
    Was named Trek17.

    Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
  • lordagamemnonb5lordagamemnonb5 Member Posts: 0 Arc User
    edited February 2013
    trek21 wrote: »
    I never said they couldn't ;)

    I'm just saying, a lot can happen in PvP, and it may be a matter of seconds. You could turn around and finish off that enemy with the boosted turn-around you mentioned, but at the same time you could suddenly have all the other enemies focus exclusively on you, and suddenly you're in trouble (if you're not being blown up in an instant).

    And with this escort, it's gonna have a lot of trouble with the latter, even as it excels at the former.

    I run into that with my JHAS (DPS oriented, of course). Borg gear healing procs combined with my engineer toon's healing abilities and my fleetmates make it not a problem.

    A pug doesn' know one end of a sword from another. A team of fleetmates is another story.
    How the Devs see Star Trek, apparently:
    Star Trek: The Original Grind
    Star Trek: The Next Grind
    Star Trek: Deep Space Grind
    Star Trek: Voyage to the Grind
  • tehjoneltehjonel Member Posts: 0 Arc User
    edited February 2013
    lol, this whole thread. delicious tears.
  • jjumetleyjjumetley Member Posts: 281 Arc User
    edited February 2013
    I like the stats very much. The Kumari line represents what escorts should really be - able to deliver huge amounts of damage BUT at the cost of decreased survivability. Finally cruisers are coming back to business.

    Will be getting the pack for sure!
  • bloctoadbloctoad Member Posts: 660 Arc User
    edited February 2013
    I run into that with my JHAS (DPS oriented, of course). Borg gear healing procs combined with my engineer toon's healing abilities and my fleetmates make it not a problem.

    A pug doesn' know one end of a sword from another. A team of fleetmates is another story.

    *holds up knife* Which end do the bullets go in again?

    It is a nice looking ship if the incentive for me to buy and use one still existed.
    Jack Emmert: "Starfleet and Klingon. ... So two factions, full PvE content."
    Al Rivera hates Klingons
    Star Trek Online: Agents of Jack Emmert
    All cloaks should be canon.
  • ryan218ryan218 Member Posts: 36,106 Arc User
    edited February 2013
    bloctoad wrote: »
    *holds up knife* Which end do the bullets go in again?

    rofl

    *Holds up sword*

    This is the thermionic disruptor *points at blade* and this is the time-space transmuter *points at hilt*.

    It's a special KIND of sword!

    *ahem*

    Back on topic, this ship is not overpowered. That reduction in survivability will make a huge difference. In all actuality, at some point one of the healer ship is gonna suffer and stop healing the escort and heal themselves. Also, what happens if there are more than one escort?
  • thratch1thratch1 Member Posts: 0 Arc User
    edited February 2013
    ^^this.

    Stop Ignoring Science.

    The Vesta ships got 3 different costume options, which is 2 more than the Odyssey got.

    I'd say that's way better than a unique bridge, since you actually see your ship a lot, instead of the near-useless interior that you might visit once a month just to run around in circles doing nothing.

    I count the Vesta ahead of the Odyssey on this one.
    [SIGPIC][/SIGPIC]
  • toivatoiva Member Posts: 3,276 Arc User
    edited February 2013
    I don't see where you get "low, decreased survivability" from. Aside from the tac Kumari variant, these escorts are as tough as any other escort. They're as fast as any other escort.

    But they get the advantage of 1 more forward weapon.

    To make them fall in line with other escorts, either 1 forward weapons slot needs to be removed, or at least the 5th slot must only accept the special wing cannons (hoping they aren't completely crazy).
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
  • lordagamemnonb5lordagamemnonb5 Member Posts: 0 Arc User
    edited February 2013
    ryan218 wrote: »
    Back on topic, this ship is not overpowered. That reduction in survivability will make a huge difference. In all actuality, at some point one of the healer ship is gonna suffer and stop healing the escort and heal themselves. Also, what happens if there are more than one escort?

    Teamwork makes the dreamwork (as do the appropriate powers, consoles, batteries etc).
    How the Devs see Star Trek, apparently:
    Star Trek: The Original Grind
    Star Trek: The Next Grind
    Star Trek: Deep Space Grind
    Star Trek: Voyage to the Grind
  • ryan218ryan218 Member Posts: 36,106 Arc User
    edited February 2013
    Teamwork makes the dreamwork (as do the appropriate powers, consoles, batteries etc).

    Exactly. A good team will not just be able to keep one of these alive, but be able to kill one as well.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited February 2013
    3 purple damage control doffs will let 1 copy of EPtS work to keep you covered most of the time. and if you HAVE to use the tac version, get in a pugmade on opvp channel with at least 1 decent healer, then stay within 7 of them. glass cannon, ya right, practicaly cant happen if you play this game as a team, your only as fragile as your healer has heals. and the hitpioints it has? plenty for any heavy spike soak, unlike a bop.
  • lordagamemnonb5lordagamemnonb5 Member Posts: 0 Arc User
    edited February 2013
    ryan218 wrote: »
    Exactly. A good team will not just be able to keep one of these alive, but be able to kill one as well.

    Very true, but to say this thing somehow suffers from decreased survivibility considering all that is avalible in this game to increase said survivibility makes no sense. Any compotent person will have more big an issue surviving in this thing than in any other escort.
    How the Devs see Star Trek, apparently:
    Star Trek: The Original Grind
    Star Trek: The Next Grind
    Star Trek: Deep Space Grind
    Star Trek: Voyage to the Grind
  • theofficialmip#7339 theofficialmip Member Posts: 93 Arc User
    edited February 2013
    Would be better to change up the LT. commander stations instead of the LT stations on the ships. This would be better for Engineering and Science captains.
    One of the 0.7%ers Markus Urelious 16000+ Accolades [Fed Tac FA] + Several More
    Forum Member Since Feb 2010
  • firekeeperhufirekeeperhu Member Posts: 416 Arc User
    edited February 2013
    Would be better to change up the LT. commander stations instead of the LT stations on the ships. This would be better for Engineering and Science captains.

    changing the ensign into universal is more like it... it's an escort after all.
    <3 Defiant <3

    RnD and upgrade needs less RNG. Less lottery. Something has to change.
  • jrq2jrq2 Member Posts: 263 Arc User
    edited February 2013
    Nice ship, how sad that after reading and looking at the pix I thought the star of the show was the cannons equipped on this ship, but when I saw the pathetic turn rate and said what a shame another escort that cant turn worth a dam to use them properly.

    Really Devs would it have killed you guys to have an escort on the fed side to go past a 17 turn rate maybe 18 since its a glass cannon in all.
  • flash525flash525 Member Posts: 5,441 Arc User
    edited February 2013
    Man, you nailed the bridge.
    Indeed, the Bridge does look spectacular. Granted this entire line is based off the Kumari, but they could have updated the bridge a little. Looks a little bit plain to me.
    lordmalak1 wrote: »
    85 crew
    Yeah, what's with this? 85 crew? Really? Sure it's an escort, but don't ships get bigger as time goes on? Will be interesting to see what size this is when it comes out. The Patrol Escort has a crew of 200.

    Either way, looks good, though I was hoping for a Lieutenant Commander Engineering Slot for the Engineering version. I may have to rethink my purchase. :(
    attachment.php?attachmentid=42556&d=1518094222
  • aaronh42aaronh42 Member Posts: 291 Arc User
    edited February 2013
    flash525 wrote: »
    Yeah, what's with this? 85 crew? Really? Sure it's an escort, but don't ships get bigger as time goes on? Will be interesting to see what size this is when it comes out. The Patrol Escort has a crew of 200.

    Yah, the stats really suprised me, I was expecting something more along the lines of a destroyer.
    Either way, looks good, though I was hoping for a Lieutenant Commander Engineering Slot for the Engineering version. I may have to rethink my purchase. :(

    Really wish they had kept the Boff scheme along the lines of what was done with the Odyssey and the Vesta.
  • dracounguisdracounguis Member Posts: 5,358 Arc User
    edited February 2013
    So Andorians get 'proximity phaser' cannons. Nice to see that ol' TOS firing mode get in here.

    Can't wait for the Jemmy bug vs Kumari war to start.
    Sometimes I think I play STO just to have something to complain about on the forums.
  • sunfranckssunfrancks Member Posts: 3,925 Arc User
    edited February 2013
    Pay to win at it's finest. Might buy the pack, who knows.....
    Fed: Eng Lib Borg (Five) Tac Andorian (Shen) Sci Alien/Klingon (Maelrock) KDF:Tac Romulan KDF (Sasha) Tac Klingon (K'dopis)
    Founder, member and former leader to Pride Of The Federation Fleet.
    What I feel after I hear about every decision made since Andre "Mobile Games Generalisimo" Emerson arrived...
    3oz8xC9gn8Fh4DK9Q4.gif





  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited February 2013
    I really didn't think I'd see a day when the Defiant and MVAE, and Armitage dreaded three tactical ensign slots would ever be outdone.


    I was wrong.


    Now we have a ship, that has


    CMD Tac
    Ltc Tac
    Lt Tac



    Really? Lt Tac also? :confused:


    Let's forget all the rest of the things going on with the ship in question, and just zero in on the main issue:

    Adding "MOAR" low level tactical stations is about the least useful thing that could possibly be given to a ship - and yet, here we have it!


    Cryptic has basically outdone themselves.

    Fleet Defiant? Still haven't purchased it.

    Fleet MVAE? Nope, no sale here.

    Fleet HEC? Refuse to buy a ship with 3 tactical Ensigns.

    Tactical Kumari: See the above, but now actually even more hilariously bad.



    Throwing MOAR TAC at a ship doesn't make it MOAR effective.

    It makes it less effective, and to be frank it just looks ridiculous.


    Maybe there is some super special ensign boff power revamp on the horizon I'm aware of, or maybe yet another escort has been saddled with an atrocious BOFF layout.

    At least we have the Sci and Eng variants I guess?



    Dear mods: This post was a thread created about the issue of too many tactical stations on ALL escorts and is not specifically about the Kumari. This post does not belong here.
  • ussfuryussfury Member Posts: 142 Arc User
    edited February 2013
    Agreed. I'm all over the other variants, but will miss the extra tac consoles. But I'm eager to try out more engi BOffs.
  • archoncrypticarchoncryptic Member, Cryptic Developers Posts: 0 Arc User
    edited February 2013
    Just wanted to answer a few of the questions I've seen on this thread.

    1. The Wing Cannons have a higher base DPS than Mk XII DHCs, but their energy drain is even higher (15). They have a very slow rate of fire and a cooldown between shots; they're essentially like "super" heavy cannons. They're listed as having [DMG]X4, but that's just to give you a ballpark figure, since there isn't really anything directly comparable. They're really more like an entirely new weapon type.

    I'm aware Accuracy is more popular among most players than raw damage, but damage was thematically appropriate for these cannons.

    2. Yes, you could slot all DHCs up front, but you wouldn't be able to benefit from the console abilities, since the consoles only function on the Wing Cannons.

    3. The Wing Cannon Platforms deployed by the Engineering ship's console will only fire when you fire your Wing Cannons. (Yes, they're a lot like Option in Gradius.) They also deal less damage than a single normal weapon slot each, and they're destructible, with health comparable to fighters. If they're destroyed, the console has a 180 second cooldown, so you'd have to wait to re-deploy them. So, it's not really like you have 7 Fore Weapon slots. In testing, we've found that they're useful when you can keep them alive, but in PvP they can be very easily neutralized.

    4. When the Wing Cannon Platforms use one of your cannon abilities as a result of your 3 piece set bonus, they still don't hit as hard as a player version of that ability. Hitting a target with three Overload attacks is still awesome, but it's not 3x the damage of the player version.

    5. The Andorian Phasers (other than the Wing Cannons) are standard phasers in terms of stats. They're just color tinted to look appropriate for an Andorian ship. The ones on the Dilithium store are MK XI Purple quality, similar to other Diltihium stores. They're [Acc]x2[Dmg]. We may release more variants on these eventually, but probably not in the immediate future.

    6. The "glass cannon" comment on the blog refers to both the bridge officer layouts (which do not allow for much self-healing, especially the Tactical variant) and the fact the ship does not have the Fleet bonus to Hull or Shields.
  • reconalpha1reconalpha1 Member Posts: 59 Arc User
    edited February 2013
    This has to be by far the worst ship stat wise in the game. (nice design)

    Just look at it, its hull is TRIBBLE, , its crew complement is practically nonexistent, its Boff layout is nothing to brag about and as for the 5 forward weapon slots, have you seen the pathetic turn rate it has, my BoP can fly circles around that thing, and by the time the ship turns around I will have cloaked and left him with his Buffs powered up and no one to shoot at.

    This ship is nothing but BoP food, talk about an easy target. Sure it can kill maybe one target, but for every target it shoots down it will also go down in flames. All I know is that this ship is one Buffed Breen Transphasic Cluster Torpedo away from going BOOM.

    Just look at it the Kumari Class is has a total of 9 Tactical Boff abilities what the hell are you going to do with 9 tactical bridge officer abilities on a ship that was designed for cannons.
    3 ensign Tac slots and 3 lieutenant Tac slots, common this layout is just screaming, ?KILL ME, I just bought the wrong ship?:(

    ROFL:D
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited February 2013
    flash525 wrote: »
    Yeah, what's with this? 85 crew? Really?

    Doesn't the best escort in the game currently (the bug ship) only have 50 crew?

    Isn't Crew a pretty meh mechanic anyways?
    [SIGPIC][/SIGPIC]
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