Dude. its confirmed that the D'DerpaDex isn't going to have those ships boffslots.
Most likely, and it typical Cryptic (tm) way, thus Galaxy won't be touched and remains WAD.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
Thank you so very much. Though, Will not quite as slow ships, like the Sovereign and Star Cruiser get the same boost?
The RCS Accelerator change will benefit any ship that uses a RCS Accelerator, it's just a larger boost to slower ships (compared to previously).
Before, faster ships were actually getting a larger percentage of their turn rate buffed - not just a larger number, but a larger percentage. With my change, slower ships will get a larger percentage of their turn rate increased, but faster ships will still get a larger numeric boost in total.
In all cases, this is a buff; even fast ships will still be getting a larger turn rate bonus from these consoles than they previously did.
In my honest opinion D'Deridex needs Tier 5 Ambassador's boff slots.
Scimitar needs Galor type Boff slots, CmENG,LtcmTAC,ltENG,ltSCI,EnsSCI.
Based on what though?
If it's based on the NPC D'Deridex, keep in mind it uses both PSW and VM. That's two LCdr Sci abilities. It's an NPC ship. They're not going to do the same things that a player ship does. For that matter, it also sports two LCdr Tac BOFF abilities.
The NPC Scimitar sports two Cmdr Tac BOFF abilities. They're NPC ships.
Why would the D'Deridex run the Kamarag/Ambassador layout instead of the Galaxy/Negh'Var? Why would the Scimitar run the Galor instead of the Odyssey/Bortasqu'?
Cryptic tries to offer at least some semblance of similarity between the factions...wouldn't it be the same with the new Romulan vessels?
With what they've said about the Fleet Ha'apax Advanced Warbird Refit...couldn't you see the Ha'apax vessels sporting more of the Ambassador/Kamarag/Support layout?
Who knows, maybe there's been another paradigm shift at Cryptic and they're going another way...Scimitar could end up with the Jem Dread's BOFF layout for all we know and be a 3pack of carriers.
The RCS Accelerator change will benefit any ship that uses a RCS Accelerator, it's just a larger boost to slower ships (compared to previously).
Before, faster ships were actually getting a larger percentage of their turn rate buffed - not just a larger number, but a larger percentage. With my change, slower ships will get a larger percentage of their turn rate increased, but faster ships will still get a larger numeric boost in total.
In all cases, this is a buff; even fast ships will still be getting a larger turn rate bonus from these consoles than they previously did.
Out of curiosity, would this also affect the Tachyokinetic Converter?
edit: Also, there was concern expressed in the OPvP channel by one of the guys that read this - in regard to how this boost will affect KDF/Romulan Battle Cruisers and their ability to use DHCs vs. Fed Cruisers that cannot. Wasn't my concern, but the guy raised it there and I didn't see him post it here...so I figured I would. Thanks.
In all cases, this is a buff; even fast ships will still be getting a larger turn rate bonus from these consoles than they previously did.
So escorts will get even larger bonus now with RCS ? Why must every change always end up with buffing escorts ?
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
The RCS Accelerator change will benefit any ship that uses a RCS Accelerator, it's just a larger boost to slower ships (compared to previously).
Before, faster ships were actually getting a larger percentage of their turn rate buffed - not just a larger number, but a larger percentage. With my change, slower ships will get a larger percentage of their turn rate increased, but faster ships will still get a larger numeric boost in total.
In all cases, this is a buff; even fast ships will still be getting a larger turn rate bonus from these consoles than they previously did.
Thank you archon I'm not sure about the buff to cruisers and carrieres, but as long as escorts get a buff out of this all seems fine and WAD.
Just to be crystal clear, i can still hammer away at a single shield facing with my escorts without having to waste any effort against a cruiser after this change right?
The RCS Accelerator change will benefit any ship that uses a RCS Accelerator, it's just a larger boost to slower ships (compared to previously).
Before, faster ships were actually getting a larger percentage of their turn rate buffed - not just a larger number, but a larger percentage. With my change, slower ships will get a larger percentage of their turn rate increased, but faster ships will still get a larger numeric boost in total.
In all cases, this is a buff; even fast ships will still be getting a larger turn rate bonus from these consoles than they previously did.
i took a look at what a purple mkXI console was actually giving me on an escort with 16 turn, and it turned out to be 4.8 more turn rate from a 37.5% increase. if that consoles were changed to give +3.75 flat turn, that escort wouldn't loose too much, maybe break even at 15 base turn, but lose some effect with base turns of 17 and 20 etc... these ship are already turning far better then they should, its appropriate that these turn console be changed to not effect them so well.
changing the % buff to a flat buff would work best for helping very slow turners, and reducing the over generous effects ships with high turn rates already get. a +35% console changing to +3.5, for example. a change that benefits the fasted of escorts more, along with slow movers, is yet another buff to escorts in LoR that the game DOES NOT need.
However I would not at all say escorts are turning better then they should.
Lets be honest now.
The bug turns better then it should... the other escorts/raptors are fine and if the rcs do what they do now after the change there fine.
As I see it there is simply a min amount of turn that is needed to be able to manuver properly... and a handful of cruisers just don't have enough as a min... they don't have enough else going for them to make up for the abysmal turn on them.
Most of the battle cruisers are fine... so a scaling buff that improves as the base ship turn goes down would be the way to go I think....
Basicly... leave RCS as they are... BUT add a + that is applied on a scale down based on the ships base turn....
So rcs do what they do now for the top end of the scale. (bops / warbirds / bugs)... and as you get down to ships with 6 turn have it add a bonus 3-4 turn base. (have the number calculate off the base number + the RCS boosted number... so we don't have galxs with 4 RCS units doing 20 turn lol)
But a 45 degree weapons have higher dmg to compesante the supposedly harder aiming. Now let's be serious, anyone in escort has trouble to stay 100% of the time on target ? Why should DHC crits hit like photon torpdoes ?
I'm not sure, but this chain of changes, while claiming to buff cruisers, will have exact the same opposite effect. An escort will still pound you while you cannot turn, and when EptS is gone, then you might as well abandon ship.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
The reason why I think the D'Deridex and Schimitar should have those boff slots is because those ships are completely different from each other in one small aspect.
The Romulan ships need more variety; this can be done with universal slots so a player can give a particular type of boost to the ship. A science lean gives better shields and group control, Engg gives better hull and repair, and tac gives better firepower and turn rate. Right now, they are just single mold and limited in variety.
Hey, nicely animated Legacy Pack banner. Now it would be really awesome if the dual beam banks would actually fire like that instead of from the tips of the nacelles.:D
FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
The RCS Accelerator change will benefit any ship that uses a RCS Accelerator, it's just a larger boost to slower ships (compared to previously).
Before, faster ships were actually getting a larger percentage of their turn rate buffed - not just a larger number, but a larger percentage. With my change, slower ships will get a larger percentage of their turn rate increased, but faster ships will still get a larger numeric boost in total.
In all cases, this is a buff; even fast ships will still be getting a larger turn rate bonus from these consoles than they previously did.
Related query: will this change to RCS consoles translate to the Techyokinetic console?
The suggested even lower than a Galaxy turnrate for the D'deridex will drive players away and I wonder how Cryptic could forget how people felt about the low turnrate of the Galaxy class.
dontdrunkimshoot made very sensible suggestions for a certain minimum turnrate that can be considered fun or at least not painful.
The other thing is the supposed resilience of Cruisers that would justice low turnrates. It's just not there. And even then there is a certain minimum of agility that must be retained as taking a minute or longer and emergency maneuvers to pick up loot just isn't fun anymore.
Many people would like to like the iconic Warbird, it needs a way better turnrate or it will frustrate people to no end.
The RCS Accelerator change will benefit any ship that uses a RCS Accelerator, it's just a larger boost to slower ships (compared to previously).
What if this console reduced the difference between the starting turn rate of the ship and some theoretical max? (Say, 22?)
Then slow turners would benefit a lot, but Bugs would barely benefit.
If it is a buff to all ships, then some escorts will become insane.
_________________________________________________ [Kluless][Kold][Steel Heels][Snagtooth] [Louis Cipher][Outta Gum][Thysa Kymbo][Spanner][Frakk] [D'Mented][D'Licious]
Joined October 2009. READ BEFORE POSTING
Okay, I suppose I've had enough time to mess around with the ships to form some kind of opinion about them.
==Ships==
-=T'liss=-
It's a nice little ship works very well for a frigate.
-=Dhelen=-
Performance-wise, it's pretty solid. Cosmetically, I'm still not sure how I feel about it - just strikes me as very.. bloated.. and unusually compact. As someone who likes to fly manually in sector space, I often found myself near the bottom of the map because something about the design causes me to instinctively pitch downwards more than I should with it. Perhaps it's the propulsion angle.
-=Mogai=-
Truly, what's not to love about the design of the ship? For a level 20 ship, it is an absolute treat to fly and fight in. The flexibility of being able to fit a tractor beam combined with battlecloak just provides an experience that oozes 'Romulan'.
==Cloaking==
Really, I find it works great with the Romulan ideology and think there is potential to really bring a new playstyle to the game here. I would like to see the movement bonus while cloaked brought up another 10~15%. Romulan ships aren't the most agile while out of cloak, so it creates an interesting ebb and flow - that feels distinctly 'Romulan' - where you juggle between cloaking to maneuver to a better position/angle and uncloaking to trade blows. For the first time since playing this game, I have genuinely been considering prioritizing engine power over shield power(after weapons, of course) because of the way these Romulan ships work.
==Singularity==
-=Mechanics=-
I like them, although something still feels a bit unintuitive about the power build-up. I think I just haven't wrapped my brain around the pseudo-science explanation of how it works yet.
-=Plasma Shockwave=-
So far this has been the most useful ability for me and I use it probably 90% of the time. Its usefulness as a point-defense weapon makes it hard to want to waste the reactor on anything else.
-=Quantum Absorption=-
It may be that I'm too used to using reverse shield polarity and hazard emitters/aux2sif, but I only found myself using it.. three or four times? Against multiple opponents, you generally end up needing the point defense of the Plasma Shockwave and against a single stronger opponent it doesn't last long enough to make it worth the while(and the reactor cooldown feels very long after it). Perhaps toning its regen down slightly and allowing it to reflect damage like feedback pulse would make it more appealing to use? (Maybe something similiar to what Tholian Commanders can do?)
-=Warp Shadow=-
I confess I've only used it once. Again, I think it comes down to Plasma Shockwave just being more useful to my playstyle. It seems like a very potent ability, but I honestly haven't used it enough to have a good opinion of its strengths and weaknesses yet.
The RCS Accelerator change will benefit any ship that uses a RCS Accelerator, it's just a larger boost to slower ships (compared to previously).
Before, faster ships were actually getting a larger percentage of their turn rate buffed - not just a larger number, but a larger percentage. With my change, slower ships will get a larger percentage of their turn rate increased, but faster ships will still get a larger numeric boost in total.
In all cases, this is a buff; even fast ships will still be getting a larger turn rate bonus from these consoles than they previously did.
Am I correct in assuming that you basically just removed the penalty of -3 that is added to the base turn rate before turn bonuses are applied? If that is the case, will the change affect all sources that modify turn rate, not just RCS accelerators? Currently, I think the following are affected by the -3 penalty:
What if this console reduced the difference between the starting turn rate of the ship and some theoretical max? (Say, 22?)
Then slow turners would benefit a lot, but Bugs would barely benefit.
If it is a buff to all ships, then some escorts will become insane.
Agreed. The whole idea behind buffing RCS accelerators is to make them worthwhile for the ships that NEED them, not the ships that already turn well enough. I'm saying this with experience from both sides of the argument.
Okay, I suppose I've had enough time to mess around with the ships to form some kind of opinion about them.
==Ships==
-=T'liss=-
It's a nice little ship works very well for a frigate.
-=Dhelen=-
Performance-wise, it's pretty solid. Cosmetically, I'm still not sure how I feel about it - just strikes me as very.. bloated.. and unusually compact. As someone who likes to fly manually in sector space, I often found myself near the bottom of the map because something about the design causes me to instinctively pitch downwards more than I should with it. Perhaps it's the propulsion angle.
-=Mogai=-
Truly, what's not to love about the design of the ship? For a level 20 ship, it is an absolute treat to fly and fight in. The flexibility of being able to fit a tractor beam combined with battlecloak just provides an experience that oozes 'Romulan'.
==Cloaking==
Really, I find it works great with the Romulan ideology and think there is potential to really bring a new playstyle to the game here. I would like to see the movement bonus while cloaked brought up another 10~15%. Romulan ships aren't the most agile while out of cloak, so it creates an interesting ebb and flow - that feels distinctly 'Romulan' - where you juggle between cloaking to maneuver to a better position/angle and uncloaking to trade blows. For the first time since playing this game, I have genuinely been considering prioritizing engine power over shield power(after weapons, of course) because of the way these Romulan ships work.
==Singularity==
-=Mechanics=-
I like them, although something still feels a bit unintuitive about the power build-up. I think I just haven't wrapped my brain around the pseudo-science explanation of how it works yet.
-=Plasma Shockwave=-
So far this has been the most useful ability for me and I use it probably 90% of the time. Its usefulness as a point-defense weapon makes it hard to want to waste the reactor on anything else.
-=Quantum Absorption=-
It may be that I'm too used to using reverse shield polarity and hazard emitters/aux2sif, but I only found myself using it.. three or four times? Against multiple opponents, you generally end up needing the point defense of the Plasma Shockwave and against a single stronger opponent it doesn't last long enough to make it worth the while(and the reactor cooldown feels very long after it). Perhaps toning its regen down slightly and allowing it to reflect damage like feedback pulse would make it more appealing to use? (Maybe something similiar to what Tholian Commanders can do?)
-=Warp Shadow=-
I confess I've only used it once. Again, I think it comes down to Plasma Shockwave just being more useful to my playstyle. It seems like a very potent ability, but I honestly haven't used it enough to have a good opinion of its strengths and weaknesses yet.
Warp Shadow seems to briefly confuse enemies, but that's all. Not quite enough to save you in PvP, and I don't think it'll work as anything other than a getaway method in PvE.
Hold on, that gives me an idea. Throwing warp shadows at your enemy and cloaking could reduce the damage usually inflicted by hostile ships in that brief cloaking period. Cooldown kinda makes it less viable, but...
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
But a 45 degree weapons have higher dmg to compesante the supposedly harder aiming. Now let's be serious, anyone in escort has trouble to stay 100% of the time on target ?
Yes. Especially on Klingon escorts with a low turnrate and on Romulan escorts and destroyers. Have you flown the Mogai? This ship turns like a brick. I don't mind having no turnrate on beam boats, I don't need to move in this case, but on ships with DHCs this is far more critical. In a Mogai, you can't heal, you can't tank, you don't have 270? weapons. If you don't have those damn frigates in your firing arc you're useless! On the contrary a heal boat will do well even with 5.5 turnrate.
Oh, and the lvl 2 and lvl 3 singularity abilities are great! I hope these powers won't be tuned (=nerfed). It's really worth the -10 in all subsystems.
Thank you archon I'm not sure about the buff to cruisers and carrieres, but as long as escorts get a buff out of this all seems fine and WAD.
Just to be crystal clear, i can still hammer away at a single shield facing with my escorts without having to waste any effort against a cruiser after this change right?
Warp Shadow seems to briefly confuse enemies, but that's all. Not quite enough to save you in PvP, and I don't think it'll work as anything other than a getaway method in PvE.
I found Warp Shadows to be excellent for dealing with the problem of drawing too much aggro. I and one other Mogai took on a flagship group for a roaming encounter in Iota Pavonis; I didn't notice the level for the other player, but it was 7 levels above me. The group of Mogais with the flagship kept ripping us to pieces, killing us almost too fast for us to inflict any damage on the Mogais, especially if the flagship got into firing range too. Finally, I remembered Warp Shadows; I hopped in and fired, burning all my heals and resists, and as they started wearing off, I popped Warp Shadows, losing all aggro. I was able to keep pressure on an injured enemy, and by the time the Shadows disappeared and the perfect cloak dropped, my skill cooldowns were low enough that I was able to survive through another round of that; the additional uptime helped ENORMOUSLY in thinning the enemy enough to clear the group; I don't think the heal from Quantum Absorption could have pulled that off. We were able to get enough Mogais down during that time to reduce the enemy's firepower to manageable levels. It was a lot of work, but we were able to take down the flagship (we did have another 2-3 people hop in right at the end though, which helped)
Am I correct in assuming that you basically just removed the penalty of -3 that is added to the base turn rate before turn bonuses are applied? If that is the case, will the change affect all sources that modify turn rate, not just RCS accelerators? Currently, I think the following are affected by the -3 penalty:
I'm hoping that all those are fixed. Now why it took so long I have no idea but better late than never I suppose.
If they fixed it the way I think they fixed it, then the implications are greater than just a buff to RCS accelerators. I think you would be able to push the turn rate of a JHAS (unbuffed) to over 70 deg/sec. I'm not sure though; we will have to wait to see what the exact change is.
Thank you archon I'm not sure about the buff to cruisers and carrieres, but as long as escorts get a buff out of this all seems fine and WAD.
Just to be crystal clear, i can still hammer away at a single shield facing with my escorts without having to waste any effort against a cruiser after this change right?
EptS gap will happen, right?
Excuse me? Escorts need buffs?
It's great to see that slow moving ships might actually FINALLY get a buff. Escorts don't need a turn rate buff. Cruisers certainly do. There's a growing number of Engineer Captains that i've noticed, flying Escorts rather than Cruisers. Escorts can do pretty much anything a Cruiser can, and they do it better. The only loss is Engineering Console slots, which could be countered with high defense and shield healing procs.
_________________________________________________ [Kluless][Kold][Steel Heels][Snagtooth] [Louis Cipher][Outta Gum][Thysa Kymbo][Spanner][Frakk] [D'Mented][D'Licious]
Joined October 2009. READ BEFORE POSTING
I am hoping that the D'Deridex is not the one choice for Commander level ship. So far I have really liked the Bridge Layout, turn rate etc. of the first two ships. To have to switch into a ship with a terrible turn rate and a bridge layout that doesn't favor either sci or tac careers would be a drag.
I realize the D'Deridex is an iconic Romulan ship, but I play mostly tac and sci career, and the starter ship T2 and T3 ships are an awesome blend of tac and sci abilities.
Please give us a similar ship for Commander.
0
archoncrypticMember, Cryptic DevelopersPosts: 0Arc User
Out of curiosity, would this also affect the Tachyokinetic Converter?
edit: Also, there was concern expressed in the OPvP channel by one of the guys that read this - in regard to how this boost will affect KDF/Romulan Battle Cruisers and their ability to use DHCs vs. Fed Cruisers that cannot. Wasn't my concern, but the guy raised it there and I didn't see him post it here...so I figured I would. Thanks.
Yes, the Tachyokinetic Converter will get the same buff. I think I'm getting a little too far off-topic here, though, so I'm going to leave further discussion of turn rate consoles and such to other threads.
I know that in Canon, these ships are large but I am finding that particularly in sector space they are very difficult to maneuver around other players and their ships.
I know that in Canon, these ships are large but I am finding that particularly in sector space they are very difficult to maneuver around other players and their ships.
Sector Space turn rate is independent of ship class, and is inversely proportional to how fast you are going.
Comments
Most likely, and it typical Cryptic (tm) way, thus Galaxy won't be touched and remains WAD.
Scimitar needs Galor type Boff slots, CmENG,LtcmTAC,ltENG,ltSCI,EnsSCI.
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The RCS Accelerator change will benefit any ship that uses a RCS Accelerator, it's just a larger boost to slower ships (compared to previously).
Before, faster ships were actually getting a larger percentage of their turn rate buffed - not just a larger number, but a larger percentage. With my change, slower ships will get a larger percentage of their turn rate increased, but faster ships will still get a larger numeric boost in total.
In all cases, this is a buff; even fast ships will still be getting a larger turn rate bonus from these consoles than they previously did.
Based on what though?
If it's based on the NPC D'Deridex, keep in mind it uses both PSW and VM. That's two LCdr Sci abilities. It's an NPC ship. They're not going to do the same things that a player ship does. For that matter, it also sports two LCdr Tac BOFF abilities.
The NPC Scimitar sports two Cmdr Tac BOFF abilities. They're NPC ships.
When we look at STO ships, we see the following:
Defiant Retrofit/Qin
Patrol Escort/Mirror Qin
Galaxy Retrofit/Negh'Var
Assault Cruiser/Vor'cha Retrofit
Star Cruiser/Mirror Vor'cha
Ambassador Retrofit/Kamarag Retrofit
Odyssey 3pack/Bortasqu' 3pack
Deep Space/Varanus
Why would the D'Deridex run the Kamarag/Ambassador layout instead of the Galaxy/Negh'Var? Why would the Scimitar run the Galor instead of the Odyssey/Bortasqu'?
Cryptic tries to offer at least some semblance of similarity between the factions...wouldn't it be the same with the new Romulan vessels?
With what they've said about the Fleet Ha'apax Advanced Warbird Refit...couldn't you see the Ha'apax vessels sporting more of the Ambassador/Kamarag/Support layout?
Who knows, maybe there's been another paradigm shift at Cryptic and they're going another way...Scimitar could end up with the Jem Dread's BOFF layout for all we know and be a 3pack of carriers.
Out of curiosity, would this also affect the Tachyokinetic Converter?
edit: Also, there was concern expressed in the OPvP channel by one of the guys that read this - in regard to how this boost will affect KDF/Romulan Battle Cruisers and their ability to use DHCs vs. Fed Cruisers that cannot. Wasn't my concern, but the guy raised it there and I didn't see him post it here...so I figured I would. Thanks.
So escorts will get even larger bonus now with RCS ? Why must every change always end up with buffing escorts ?
Thank you archon I'm not sure about the buff to cruisers and carrieres, but as long as escorts get a buff out of this all seems fine and WAD.
Just to be crystal clear, i can still hammer away at a single shield facing with my escorts without having to waste any effort against a cruiser after this change right?
EptS gap will happen, right?
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
i took a look at what a purple mkXI console was actually giving me on an escort with 16 turn, and it turned out to be 4.8 more turn rate from a 37.5% increase. if that consoles were changed to give +3.75 flat turn, that escort wouldn't loose too much, maybe break even at 15 base turn, but lose some effect with base turns of 17 and 20 etc... these ship are already turning far better then they should, its appropriate that these turn console be changed to not effect them so well.
changing the % buff to a flat buff would work best for helping very slow turners, and reducing the over generous effects ships with high turn rates already get. a +35% console changing to +3.5, for example. a change that benefits the fasted of escorts more, along with slow movers, is yet another buff to escorts in LoR that the game DOES NOT need.
However I would not at all say escorts are turning better then they should.
Lets be honest now.
The bug turns better then it should... the other escorts/raptors are fine and if the rcs do what they do now after the change there fine.
As I see it there is simply a min amount of turn that is needed to be able to manuver properly... and a handful of cruisers just don't have enough as a min... they don't have enough else going for them to make up for the abysmal turn on them.
Most of the battle cruisers are fine... so a scaling buff that improves as the base ship turn goes down would be the way to go I think....
Basicly... leave RCS as they are... BUT add a + that is applied on a scale down based on the ships base turn....
So rcs do what they do now for the top end of the scale. (bops / warbirds / bugs)... and as you get down to ships with 6 turn have it add a bonus 3-4 turn base. (have the number calculate off the base number + the RCS boosted number... so we don't have galxs with 4 RCS units doing 20 turn lol)
I'm not sure, but this chain of changes, while claiming to buff cruisers, will have exact the same opposite effect. An escort will still pound you while you cannot turn, and when EptS is gone, then you might as well abandon ship.
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Related query: will this change to RCS consoles translate to the Techyokinetic console?
dontdrunkimshoot made very sensible suggestions for a certain minimum turnrate that can be considered fun or at least not painful.
The other thing is the supposed resilience of Cruisers that would justice low turnrates. It's just not there. And even then there is a certain minimum of agility that must be retained as taking a minute or longer and emergency maneuvers to pick up loot just isn't fun anymore.
Many people would like to like the iconic Warbird, it needs a way better turnrate or it will frustrate people to no end.
What if this console reduced the difference between the starting turn rate of the ship and some theoretical max? (Say, 22?)
Then slow turners would benefit a lot, but Bugs would barely benefit.
If it is a buff to all ships, then some escorts will become insane.
[Kluless][Kold][Steel Heels][Snagtooth]
[Louis Cipher][Outta Gum][Thysa Kymbo][Spanner][Frakk]
[D'Mented][D'Licious]
Joined October 2009. READ BEFORE POSTING
==Ships==
-=T'liss=-
It's a nice little ship works very well for a frigate.
-=Dhelen=-
Performance-wise, it's pretty solid. Cosmetically, I'm still not sure how I feel about it - just strikes me as very.. bloated.. and unusually compact. As someone who likes to fly manually in sector space, I often found myself near the bottom of the map because something about the design causes me to instinctively pitch downwards more than I should with it. Perhaps it's the propulsion angle.
-=Mogai=-
Truly, what's not to love about the design of the ship? For a level 20 ship, it is an absolute treat to fly and fight in. The flexibility of being able to fit a tractor beam combined with battlecloak just provides an experience that oozes 'Romulan'.
==Cloaking==
Really, I find it works great with the Romulan ideology and think there is potential to really bring a new playstyle to the game here. I would like to see the movement bonus while cloaked brought up another 10~15%. Romulan ships aren't the most agile while out of cloak, so it creates an interesting ebb and flow - that feels distinctly 'Romulan' - where you juggle between cloaking to maneuver to a better position/angle and uncloaking to trade blows. For the first time since playing this game, I have genuinely been considering prioritizing engine power over shield power(after weapons, of course) because of the way these Romulan ships work.
==Singularity==
-=Mechanics=-
I like them, although something still feels a bit unintuitive about the power build-up. I think I just haven't wrapped my brain around the pseudo-science explanation of how it works yet.
-=Plasma Shockwave=-
So far this has been the most useful ability for me and I use it probably 90% of the time. Its usefulness as a point-defense weapon makes it hard to want to waste the reactor on anything else.
-=Quantum Absorption=-
It may be that I'm too used to using reverse shield polarity and hazard emitters/aux2sif, but I only found myself using it.. three or four times? Against multiple opponents, you generally end up needing the point defense of the Plasma Shockwave and against a single stronger opponent it doesn't last long enough to make it worth the while(and the reactor cooldown feels very long after it). Perhaps toning its regen down slightly and allowing it to reflect damage like feedback pulse would make it more appealing to use? (Maybe something similiar to what Tholian Commanders can do?)
-=Warp Shadow=-
I confess I've only used it once. Again, I think it comes down to Plasma Shockwave just being more useful to my playstyle. It seems like a very potent ability, but I honestly haven't used it enough to have a good opinion of its strengths and weaknesses yet.
Am I correct in assuming that you basically just removed the penalty of -3 that is added to the base turn rate before turn bonuses are applied? If that is the case, will the change affect all sources that modify turn rate, not just RCS accelerators? Currently, I think the following are affected by the -3 penalty:
1. RCS accelerators
2. Tachyokinetic Converter
3. Engine [Turn] modifier
4. Engine power
5. Skill "Starship Impulse Thrusters"
Agreed. The whole idea behind buffing RCS accelerators is to make them worthwhile for the ships that NEED them, not the ships that already turn well enough. I'm saying this with experience from both sides of the argument.
Warp Shadow seems to briefly confuse enemies, but that's all. Not quite enough to save you in PvP, and I don't think it'll work as anything other than a getaway method in PvE.
Hold on, that gives me an idea. Throwing warp shadows at your enemy and cloaking could reduce the damage usually inflicted by hostile ships in that brief cloaking period. Cooldown kinda makes it less viable, but...
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
Yes. Especially on Klingon escorts with a low turnrate and on Romulan escorts and destroyers. Have you flown the Mogai? This ship turns like a brick. I don't mind having no turnrate on beam boats, I don't need to move in this case, but on ships with DHCs this is far more critical. In a Mogai, you can't heal, you can't tank, you don't have 270? weapons. If you don't have those damn frigates in your firing arc you're useless! On the contrary a heal boat will do well even with 5.5 turnrate.
Oh, and the lvl 2 and lvl 3 singularity abilities are great! I hope these powers won't be tuned (=nerfed). It's really worth the -10 in all subsystems.
I found Warp Shadows to be excellent for dealing with the problem of drawing too much aggro. I and one other Mogai took on a flagship group for a roaming encounter in Iota Pavonis; I didn't notice the level for the other player, but it was 7 levels above me. The group of Mogais with the flagship kept ripping us to pieces, killing us almost too fast for us to inflict any damage on the Mogais, especially if the flagship got into firing range too. Finally, I remembered Warp Shadows; I hopped in and fired, burning all my heals and resists, and as they started wearing off, I popped Warp Shadows, losing all aggro. I was able to keep pressure on an injured enemy, and by the time the Shadows disappeared and the perfect cloak dropped, my skill cooldowns were low enough that I was able to survive through another round of that; the additional uptime helped ENORMOUSLY in thinning the enemy enough to clear the group; I don't think the heal from Quantum Absorption could have pulled that off. We were able to get enough Mogais down during that time to reduce the enemy's firepower to manageable levels. It was a lot of work, but we were able to take down the flagship (we did have another 2-3 people hop in right at the end though, which helped)
I'm hoping that all those are fixed. Now why it took so long I have no idea but better late than never I suppose.
If they fixed it the way I think they fixed it, then the implications are greater than just a buff to RCS accelerators. I think you would be able to push the turn rate of a JHAS (unbuffed) to over 70 deg/sec. I'm not sure though; we will have to wait to see what the exact change is.
Excuse me? Escorts need buffs?
It's great to see that slow moving ships might actually FINALLY get a buff. Escorts don't need a turn rate buff. Cruisers certainly do. There's a growing number of Engineer Captains that i've noticed, flying Escorts rather than Cruisers. Escorts can do pretty much anything a Cruiser can, and they do it better. The only loss is Engineering Console slots, which could be countered with high defense and shield healing procs.
Havam was being sarcastic.
Escorts don't need to turn better, ffs.
[Kluless][Kold][Steel Heels][Snagtooth]
[Louis Cipher][Outta Gum][Thysa Kymbo][Spanner][Frakk]
[D'Mented][D'Licious]
Joined October 2009. READ BEFORE POSTING
I realize the D'Deridex is an iconic Romulan ship, but I play mostly tac and sci career, and the starter ship T2 and T3 ships are an awesome blend of tac and sci abilities.
Please give us a similar ship for Commander.
Yes, the Tachyokinetic Converter will get the same buff. I think I'm getting a little too far off-topic here, though, so I'm going to leave further discussion of turn rate consoles and such to other threads.