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Official Romulan Ship and Singularity Mechanic Feedback Thread

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    nikephorusnikephorus Member Posts: 2,744 Arc User
    edited April 2013
    those setups are as much of a joke as the original

    No kidding... the D'Deridex is shaping up to be one of the worst ships in the game. 5.5 turn rate and a garbage bridge officer layout. I honestly, do not get it. Do the devs even play this game? With only moderate knowledge of the game and it's mechanics you can tell the ship is going to suck. And even with these gimmicky singularity cores and a bonus to turn while cloaked wont make up for how terrible this ship is. :(
    Tza0PEl.png
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    tc10btc10b Member Posts: 1,549 Arc User
    edited April 2013
    The bonus turn from cloak isn't that great anyway, and it comes at the expense of dropping shields and stopping fire. You also have the same constant decloak from any in game interaction, which makes it even more silly.
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    amosov78amosov78 Member Posts: 1,495 Arc User
    edited April 2013
    The new RCS changes are somewhat interesting, based off my test with an Odyssey-class starship, my turn rate went from 9.8 to 11.9 with just one mark XI blue thruster slotted.
    U.S.S. Endeavour NCC-71895 - Nebula-class
    Commanding Officer: Captain Pyotr Ramonovich Amosov
    Dedication Plaque: "Nil Intentatum Reliquit"
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    dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited April 2013
    amosov78 wrote: »
    The new RCS changes are somewhat interesting, based off my test with an Odyssey-class starship, my turn rate went from 9.8 to 11.9 with just one mark XI blue thruster slotted.

    Wow, an engineering console that gives you +2,1 turn. Unbelieable. What comes next ? a console that gives +5 power to a single subsystem ? Oh wait.....

    Damn, those engineering console slots are valuable.
    "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.”
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    suavekssuaveks Member Posts: 1,736 Arc User
    edited April 2013
    Nice to see D'deridex ensign engineering changed to ensign science. Still not what I hoped for, but at least now the ship will be somewhat useful. I expect the Fleet version to have ensign universal.

    But I still think lt.cmdr. should be either universal or science...

    Dislike the Refit model though. It's just a matter of personal taste, but for a d'deridex refit it looks nothing like it. It could have been a completely different class from the looks of it. That strange spoiler-thingy on its top is the worst.

    Valdore looks nice, although from the concept art I thought it would be a bit bulkier.
    PyKDqad.jpg
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    auric2000auric2000 Member Posts: 118 Arc User
    edited April 2013
    I too would be sorely disappointed if the 'BOFF Change' on the D'D just goes from Eng Ensign to Sci Ensign. Or Even universal because that still hampers the Tactical capabilities some. LTcmdr Tac > Lt + En Tac
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    sentinel64sentinel64 Member Posts: 900 Arc User
    edited April 2013
    Dhelan seems to move to slow when using Shield Priority for power setting. I have used this setting on other tact ships and never seen such slow speed and maneuvering in an engagement.
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    kasandarokasandaro Member Posts: 198 Arc User
    edited April 2013
    Prior, one strafing run using FAW on 2+ beams could get the charge built up respectably, allowing for a nice flyby Shockwave (the splash damage is meh, but the burn is nice).

    Now, unless specialist procs, there's a long delay before a really usable charge. Given the "high risk, high reward" we've heard about, this predictability doesn't seem to make sense (especially since there's really no risk). I'm going to join the chorus for at least variable cooldowns if we have to put up with the timed buildup.

    As a side, how is the timed buildup affected by the [Charge Speed] cores?
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    sudoku7sudoku7 Member Posts: 2 Arc User
    edited April 2013
    kasandaro wrote: »
    Prior, one strafing run using FAW on 2+ beams could get the charge built up respectably, allowing for a nice flyby Shockwave (the splash damage is meh, but the burn is nice).

    Now, unless specialist procs, there's a long delay before a really usable charge. Given the "high risk, high reward" we've heard about, this predictability doesn't seem to make sense (especially since there's really no risk). I'm going to join the chorus for at least variable cooldowns if we have to put up with the timed buildup.

    As a side, how is the timed buildup affected by the [Charge Speed] cores?

    I believe the change is to normalize quantum buildup across the different ship-styles and weapon loadouts. To make the Singularity equally useful [or useless as the case may be. hopefully they get it pinned down :)] for beamboats as for torpboats.
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    captainforfuncaptainforfun Member Posts: 154 Arc User
    edited April 2013
    The new charge mechanic for the singularity core made it even less worth the -10 power per subsystem you have to pay for it.

    I don?t mind the change in healing, but now you have an effective recharg time about 1 min 45 sec or so.

    And why does every singualrity core skill has its own cd? The cd is pointless cause before you use another skill you have to wait for the core cd and for the recharge anyways.

    If i take in account that the passive energy bonus i get from the core only fully appliess when it is fully charged, the skills you get from it are not worth it. I rather prefer the warpcores with its passive power bonus you have all the time, which makes the power difference between warbirds and KDF/Fed even higher.

    After i did some testing on advanced lvl on tribble with my sci in a Mogai Warbird, i have to say the core recharges to slow or/and the global core cd is way to long to make it worth using hte abilities.

    Before the core is fully charged the npcs on the patrol missions were dead most the time, and considering that i have mostly not lvl adequate weapons and items i was kinda slow, compared to a propper equipped ship.

    So basically if you leave the core as it is you have to decrease minus-10 power to every subsystem to -5 or so.
    Reynolds / Thokal

    U.S.S. Helios -Vesta Class / R.R.W. Dark Science - Dyson Surveillance Science Destroyer
    U.S.S. Donut - Fleet Advanced Research Vessel Retrofit
    TheWiseGuys
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    mwgacy1mwgacy1 Member Posts: 132 Arc User
    edited April 2013
    The new charge mechanic for the singularity core made it even less worth the -10 power per subsystem you have to pay for it.

    I don?t mind the change in healing, but now you have an effective recharg time about 1 min 45 sec or so.

    And why does every singualrity core skill has its own cd? The cd is pointless cause before you use another skill you have to wait for the core cd and for the recharge anyways.

    If i take in account that the passive energy bonus i get from the core only applies when it is fully charged, the skills you get from it are not worth it. I rather prefer the warpcores with its passive power bonus you practicly have all the time, which makes the power difference between warbirds and KDF/Fed even higher.

    After i did some testing on advanced lvl on tribble, i have to say the core recharges to slow or/and the global core cd is way to long to make it worth using hte abilities.

    Before the core is fully charged the npcs on the patrol mission were dead most the time.

    So basically if you leave the core as it is you have to decrease minus-10 power to every subsystem to -5 or so.

    I just don't see them being useful in PvE at all, so far I've not had a chance to use them because things just die before it's charged. Of the 3 abilities I currently have access to I've used the heal once, the others I used to see what they were like and never touched them again as they were either so weak they weren't even clearing fighter spawns (Plasma Shockwave) or were incapable of drawing aggro from me as I decloaked (Warp Shadows).
    I like the idea of these abilities but so far I'm not sure they're currently worth the permanent -10 to each subsystem given the longish cooldown and charge time and weak effect (not including the heal which is still powerful).
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    lostusthornlostusthorn Member Posts: 844
    edited April 2013
    so far in my experience, the singularity core skills are a complete waste, aside form the shield heal and definitely not worth a permanent reduction of power levels. As it stands currently, i prefer the warp cores.
    More power, less screen clutter, less useless abilities.
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2013
    nikephorus wrote: »
    No kidding... the D'Deridex is shaping up to be one of the worst ships in the game. 5.5 turn rate and a garbage bridge officer layout. I honestly, do not get it. Do the devs even play this game? With only moderate knowledge of the game and it's mechanics you can tell the ship is going to suck. And even with these gimmicky singularity cores and a bonus to turn while cloaked wont make up for how terrible this ship is. :(

    Without having tested it with the Molecular doohickey available from the Refit...?

    "This ship comes equipped with a universal Molecular Phase Inverter console. The Molecular Phase Inverter can be activated to shift your ship out of phase for a limited time, drastically increasing its Defense and Damage Resistance and allowing it to pass through other ships. In addition, the ship's turn rate and speed is increased during while this console is active. The ship's Cloaking Device can still be utilized while the Molecular Phase Inverter is active. This console can be used on any Romulan Warbird."
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    cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    edited April 2013
    warp shadows should move, It feels silly to make a lot of motionless clones... They don't have to attack but moving would make them more of a target. I person could turn off weapon attack and hide among them or cloak. But turning off engines isn't instant and would be seen easily.
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    hyoukihyouki Member Posts: 0 Arc User
    edited April 2013
    so far in my experience, the singularity core skills are a complete waste, aside form the shield heal and definitely not worth a permanent reduction of power levels. As it stands currently, i prefer the warp cores.
    More power, less screen clutter, less useless abilities.

    Well, it's a good thing you have a whole wealth of Klingon or Fed ships available to you that come with just the warp cores you're looking for, right?
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    amosov78amosov78 Member Posts: 1,495 Arc User
    edited April 2013
    The problem with the core mechanic is that it doesn't feel like it's committed to one thing or the other. It should either be powerful abilities with long cooldowns and recharge; or good abilities with no cooldown and only the recharge needed for reuse. Even then it'd still take time for you charge up to full for a somewhat more powerful hit or heal.

    Currently it's like they cannot decide just what this system really wants to be.
    U.S.S. Endeavour NCC-71895 - Nebula-class
    Commanding Officer: Captain Pyotr Ramonovich Amosov
    Dedication Plaque: "Nil Intentatum Reliquit"
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    amosov78amosov78 Member Posts: 1,495 Arc User
    edited April 2013
    dalnar83 wrote: »
    Wow, an engineering console that gives you +2,1 turn. Unbelieable. What comes next ? a console that gives +5 power to a single subsystem ? Oh wait.....

    Damn, those engineering console slots are valuable.

    I wasn't exactly blown away by it either. I'll stick with the armour console instead.
    U.S.S. Endeavour NCC-71895 - Nebula-class
    Commanding Officer: Captain Pyotr Ramonovich Amosov
    Dedication Plaque: "Nil Intentatum Reliquit"
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    hyoukihyouki Member Posts: 0 Arc User
    edited April 2013
    For everyone in this thread who's been saying "everything's dead before I can use my singularity powers", if you REALLY want to see what they can do, go get yourself in over your head. WAAAAY over your head. I found I learned more about how to properly fly a warbird in two particular encounters battles than I did in the rest of the missions available to us.

    1.) Fighting in a Borg Red Alert in Pi Canis using a Dhelan...well, all of us were in Dhelans. Clearing the four sets of borg flunkies, I noticed a large improvement in our skill in handling them between the first set and the last set, myself included. We really learned how to put our limited means to use. We were unable to take down the Unimatrix, unfortunately; we just did not have enough firepower or defenses to keep up with the probes and plasma bolts, but we gave it a very good run considering what we had.

    2.) I went into a random encounter in Iota Pavonis, 7 levels above me, did not have any issues clearing the regular groups in my Mogai, but the Flagship group proved most troublesome. I really learned the value of Warp Shadows, allowing me to stay alive long enough to clear the flagship's escorts to manageable levels, where the Quantum Absorption wouldn't have been able to keep up with the rate of incoming fire.

    If you really want to see how it well it works, throw yourself into the deep end and see if you sink or swim.
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    captainforfuncaptainforfun Member Posts: 154 Arc User
    edited April 2013
    hyouki wrote: »
    For everyone in this thread who's been saying "everything's dead before I can use my singularity powers", if you REALLY want to see what they can do, go get yourself in over your head. WAAAAY over your head. I found I learned more about how to properly fly a warbird in two particular encounters battles than I did in the rest of the missions available to us.

    1.) Fighting in a Borg Red Alert in Pi Canis using a Dhelan...well, all of us were in Dhelans. Clearing the four sets of borg flunkies, I noticed a large improvement in our skill in handling them between the first set and the last set, myself included. We really learned how to put our limited means to use. We were unable to take down the Unimatrix, unfortunately; we just did not have enough firepower or defenses to keep up with the probes and plasma bolts, but we gave it a very good run considering what we had.

    2.) I went into a random encounter in Iota Pavonis, 7 levels above me, did not have any issues clearing the regular groups in my Mogai, but the Flagship group proved most troublesome. I really learned the value of Warp Shadows, allowing me to stay alive long enough to clear the flagship's escorts to manageable levels, where the Quantum Absorption wouldn't have been able to keep up with the rate of incoming fire.

    If you really want to see how it well it works, throw yourself into the deep end and see if you sink or swim.

    Already did that. The question is more how it performs in comparison to a Fed/Klingon ship with a Warpcore.

    And as i said before, for a few different abilities from which you can use 1(!) every 1 min 40 sec (if you are lucky and you need it right then), with the effect that you loose the core Powerbonus for the same time, which the other ships more or less have all the time, doesn?t justify a energy lvl penalty of -10 for each system.

    And yeah, you are right with the point, in a Borg encounter or so you can use the singualrity core, but what aboutthe other missions, i am not doing Borg Red Alert or DSE all the time. So the main question is the overal usability or performance in comparison to ships with Warpcores.
    Reynolds / Thokal

    U.S.S. Helios -Vesta Class / R.R.W. Dark Science - Dyson Surveillance Science Destroyer
    U.S.S. Donut - Fleet Advanced Research Vessel Retrofit
    TheWiseGuys
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    sparhawksparhawk Member Posts: 796 Arc User
    edited April 2013
    dalnar83 wrote: »
    Wow, an engineering console that gives you +2,1 turn. Unbelieable. What comes next ? a console that gives +5 power to a single subsystem ? Oh wait.....

    Damn, those engineering console slots are valuable.
    amosov78 wrote: »
    I wasn't exactly blown away by it either. I'll stick with the armour console instead.

    Sad but true. Still not really worthwhile to use.
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    stirling191stirling191 Member Posts: 0 Arc User
    edited April 2013
    Without having tested it with the Molecular doohickey available from the Refit...?

    "This ship comes equipped with a universal Molecular Phase Inverter console. The Molecular Phase Inverter can be activated to shift your ship out of phase for a limited time, drastically increasing its Defense and Damage Resistance and allowing it to pass through other ships. In addition, the ship's turn rate and speed is increased during while this console is active. The ship's Cloaking Device can still be utilized while the Molecular Phase Inverter is active. This console can be used on any Romulan Warbird."

    Call me old fashioned, but if your ship needs a gimmick console to be playable, both the console and the ship need to have a serious rethink.
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    dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited April 2013
    Call me old fashioned, but if your ship needs a gimmick console to be playable, both the console and the ship need to have a serious rethink.

    Saucer separation comes to my mind.
    "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.”
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    hyoukihyouki Member Posts: 0 Arc User
    edited April 2013
    And as i said before, for a few different abilities from which you can use 1(!) every 1 min 40 sec...

    There are methods to mitigate this, although I only know of one currently available at this time (I got a core from the D-store that reduces the cooldown period by 10%). There's at least one console that will help with this, and I suspect there will be DOffs that will also enhance Singularity Core functions.

    I do agree, though, the latest changes made it much slower to build charge, and the cooldown needs to come down because of that.
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    lostusthornlostusthorn Member Posts: 844
    edited April 2013
    hyouki wrote: »
    Well, it's a good thing you have a whole wealth of Klingon or Fed ships available to you that come with just the warp cores you're looking for, right?

    If you show me how to cram a warp core into a mogai, be my guest.
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    captainforfuncaptainforfun Member Posts: 154 Arc User
    edited April 2013
    hyouki wrote: »
    There are methods to mitigate this, although I only know of one currently available at this time (I got a core from the D-store that reduces the cooldown period by 10%). There's at least one console that will help with this, and I suspect there will be DOffs that will also enhance Singularity Core functions.

    I do agree, though, the latest changes made it much slower to build charge, and the cooldown needs to come down because of that.

    The Singularity C Core reduces it a by 10%, bit it is still not worth the Powerdrain. And if there are doffs for it, you have to sacrifice slots that you could use for other doffs instead, which is something you don?t have to do when you have a ship with a warpcore. And the point that you loose the Powerbonus, when using one of the core skills, still remains also.

    That means you have an Energy disadvantage over the cd duration of the core that sums up to a total energy disadvantage of about 49, cause with a warpcore you can get up to 9. something energy bonus.

    And nearly 50 energy less compared to other ships for a duration of at about 1 minute is quite something.
    Reynolds / Thokal

    U.S.S. Helios -Vesta Class / R.R.W. Dark Science - Dyson Surveillance Science Destroyer
    U.S.S. Donut - Fleet Advanced Research Vessel Retrofit
    TheWiseGuys
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2013
    Call me old fashioned, but if your ship needs a gimmick console to be playable, both the console and the ship need to have a serious rethink.

    Does it need the gimmick to be playable? There's playable and what somebody wants to play. Objective playable and subjective playable...
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    hyoukihyouki Member Posts: 0 Arc User
    edited April 2013
    If you show me how to cram a warp core into a mogai, be my guest.

    Hmm? No, I'm not the one who wants to play like I'm flying a Fed ship. I want a warbird, and that means a Singularity Core. If you just want to play like you're in a Klingon or Fed ship, then use one. Easy peasy.
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    nemesischikennemesischiken Member Posts: 32 Arc User
    edited April 2013
    After a weekend of playing with the 2 Romulan ships I was able to try, I have to say I enjoyed them more than I expected.

    Pros:

    * Didn't have any trouble killin stuff
    * Visually the ships were appealing
    * Ready room console are great !
    * TOTALLY DIGGIN the Engineering Deck

    Cons:

    * NO PLACE FOR TROPHIES ?!?!

    I have the Jem bug ship and D'Kora and as single room bridges I was disappointed that there wasn't at least a some wall with 2 shelfs. Beaming to the Romulan bridge and seeing a great ready room and Engineering deck, I was in total shock after taking 1st Place in SB24 and not finding any place in the lounge to display my trophy :(
    HNCNKy.jpg
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    cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    edited April 2013
    Have to keep in mind the ships we see in the vendor are placeholders for some of the variants. Based on the blogs - it looks like there will be additional kitbash pieces available from the Refits and Retrofits. Add in the skin from the Fleet version...there should be additional options if one has the Refit/Retrofit/Fleet to customize their ship in comparison to what others are flying...er...I hope. :)

    They have one different variant only for the refits....I don't think the retrofits will have anything new besides consoles, I would love them to include variant, but it appears they are going to galaxy-R route, but at least the galaxy had 3 variants and then the venture variant . Imo there needs to be at least 1 or 2 free ones as well.
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    thesupreme117thesupreme117 Member Posts: 0 Arc User
    edited April 2013
    I was reading the forum debating whether or not Rom's should have access to allied ships in the first please and i completely understand were there coming from, it Walters down the Rom faction to a degree were its almost unrecognizable as a separate faction in space, and was my understanding that the only Fed/KDF ships the Rom's would be able to fly were the fleet ships thay helped unlock. thinking of this lead me to a dilemma, take away the Fed and KDF ships and what are you left with? at most with out all the refits you have 5 Rom ships that only occupy a single tear tree "the war bird", that's it, no escorts, no cruisers, no SCI ships not ever a faction specific carrier to counter the overs leaving the Rom's at a huge disadvantage that the faction will pay for latter. in extreme circumstances this could lead to the death of the Rom faction in game with player leaving the faction to be with there more versatile distinct Fed or KDF Alt's once again.

    My point being the Rom faction is severely lacking in faction specific ships and leads me to ask cryptic whether thay are holding some ships back and plan to release them when it goes live or plan to release new ships soon after. will we have a Rom carrier, a Rom escort or cruiser and SCI ship.

    don't get me wrong i understand it takes alot of time and effort to make ships of this quality and i am nothing if not patient, so fare i think you guys have done an amassing job on the new faction and its story but i do think this is a problem that could get alot of players upset and should be addressed ASAP.
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