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Official Romulan Ship and Singularity Mechanic Feedback Thread

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  • neok182neok182 Member Posts: 551 Arc User
    edited April 2013
    Question about the Singularity Plasma Pulse.

    Is this boosted by plasma tactical consoles, or anything else that boosts plasma damage, zero point console, for example.
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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited April 2013
    its not so much that there is a unique problem with the D'deridex having one of the lowest turn rates, compared to other ships it probably should. the problem is the floor for turn rates, the lowest they go, is WAAAAAAAAY to low to be any fun to use, or to be even useful. the correct turn rate floor is that which the kdf battle cruisers have, between 9 and 11. these turn MUCH worse then escorts, and noticeably worse then sci ships, but at least they arent unusably bad, they are about perfect.

    turn rate is a more important to combat stat then hitpoints, or consoles, even station setup. it allows positioning, damage mitigation, and being able to point weapons that do more then a net of 0 damage to your target. thats another problem, weapons that arent DHCs being useless, but thats for another topic.

    this is pretty much the last straw, seeing the D'deridex this way. at least the negvar is a viable ship with its turn rate, hell even the horrible galaxy R can separate its saucer. the battle cloak with the +10 to turn rate is nice and all, but like i said its the floor thats the problem. turn rate is modified multiplicative, not additively, so engine power, skill points, abilites and consoles all multiply by your base, the difference of 1 base after all these modifiers is absolutely huge. a ship with a base of 20 sits at about 50 turn without even trying. a ship with a 6 turn will never see better then 15.

    i dont think certain ships should turn better then their size should let them just because, but for christ sake everything has to be usable. theres a really simple way to fix this, and do the entire game a huge amount of good, and thats by basically just giving every cruiser plus ~2 turn rate. as a category of ships, they still have the worst turn, but like the kdf cruisers, they would be enjoyable to fly.

    odyssey- 8
    all galaxys- 8.5
    star cruiser- 9
    ambassador- 9
    sovereign- 9.5
    excelcior-10
    chyenne-10.5

    nebula-10
    altrox-6.5

    Jem Dread Carrier-7
    Recluse- 7
    dkora- 9.5
    Orb Weaver-10
    galor- 11


    Vo'Quv-6.5
    bortas-8
    Kar'Fi-8.5
    negvar-9.5
    Marauder-9
    Corsair-10
    Dacoit-10.5
    vorcha-10.5
    kamarang- 11
    ktinga-11.5


    D'deridex- 9
    tier 5 rom whatever- 8

    everyone would be happy, people would buy more cruisers, new players drawn to LOF wile leveling their romulans would not stop playing as soon as then went from the 14 turn mogia to the 5 turn D'deridex. you know, stuff like that, that makes business sense. players will hate, HAAAAATE going from the mogai to the D'deridex, all the new customers your trying to attract especially. its time, finally, to fix how horrible and unfun all the iconic ships in the game are, the cruisers.

    balance concerns? what balance concerns. cruisers are so freaking underpowered right now its not even funny. all the defensive power creep, combined with high speed avoidance has made escorts nearly unkillable, and theres been nearly as much power creep to spike damage. cruisers benefit from the healing power creep to a lower degree, because they cant combine it with maneuvering, and their damage over time is now rendered null by the average regeneration and resistance levels. then the kick in the balls EPt skill change, holy TRIBBLE, its a bad time to like cruisers. unless that 10 second gap is completely walked back, cruisers will be nonviable compared to escorts and sci ships. YOU NEED TO ADDRESS THIS TOO.

    it being intentional that cruisers be this tank healer, that are downright pathetic, costs you money. people want to kill stuff and use their favorite ship to do it, there should be at least limited ways for people to do that. the best way to start doing that is to let them turn better. the second thing you need to do is massively buff pressure damage weapons, keeping in mind the anti pressure levels ships have now with the high resistance and high regeneration. maybe these weapons need to be more front loaded in their damage dealing, 2 shots per cycle instead of 4 on beam arrays and single cannons. in pvp, cruiser damage used to have a modest effect, it could force healing, ware targets down, chase away lone escorts if they couldn't achieve a quick kill, stuff like that. now for any healer it doesn't even mater if they fire.


    ok, actual ship stats feedback to come in later posts. DON NOT DISREGARD THIS ONE, this subject is more important then a silly new faction.
  • cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    edited April 2013
    I love the detail jamzjamz has put into the ships so far, but I do have to say the beginning ship and many of the others need more customization I know many hate kit bashing but, honestly could use at least 2 other free variant designs, with 1 or 2 c-store ones... while its fairly obvious the c-store designs will be coming becuase i can't honestly believe 2 cstore separate D'deridexes with no change in design.

    You have a lot of ship work ahead of you, I'm slightly disappointed i haven't seen scimitar yet but I suppose you are saving it for c-store, and releasing it after legacy of Romulus is out.


    I am however so glad you gave all Romulan ships battle cloak.... :) +1 for recognizing romulan superior cloak.

    Also want to say great skins too a lot more varied then the Klingon ones I appreciate that. Please do a vet skin too :)
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited April 2013
    The D'deridex is a huge ship, canonically both larger and slower than the Galaxy. We're doing our best to make it appropriate to the IP, as well as fun to play.

    I hope you will remember this, and when the forums explode with the rage of D'D fanboys, you will also improve Galaxy - to make it appropriate to the IP.

    Btw, just a little idea. Create an empty map, spawn 20 random loot boxes all over the map and try to loot them with D'D. Now do the same 100x. Then, take an escort for once and notice the difference.


    Oh and I fully support dontdrunkimshoot on this one. Low turn serves no balance, no stat budget, it just punishment for player.
    Not to mention the primary weapons of the D'Deridex were supposed to be in the "beak", not side mounted.

    That's consistent with Iconic ships. Galaxy also shoots its dual banks from EDGE of the saucer in STO :P
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  • burstdragon323burstdragon323 Member Posts: 853 Arc User
    edited April 2013
    I have been testing with great interest and detail, and I have to agree on several points:

    There is no DEDICATED Science Vessel of any kind. Only those horrid, wretched Semi-Support-Cruisers that turn like a dead whale. What you devs need to remember is that about 30% of Science Powers require the player to face the target. Dead Whales cant turn enough to use these powers, so they are forced to stick with heals like HE and TSS.

    The Singularity mechanic is great, dont get me wrong. But it needs to have a minor reduction in its cooldown. I would recommend a 40 second CD as opposed to a full minute.
  • duaths1duaths1 Member Posts: 1,232 Arc User
    edited April 2013
    The T4/5 battlecloak BOP

    there is a bug where description says SCI BOFF slot, but UI shows an engineering slot

    imho, just make it universal - to have at least ONE sci dedicated ship out there.

    (that would make 3 tac BOFF's, 2 universals, or even better - make it 2 Tac, 1 Sci lt.cmdr., 2 universal)

    and increase the turnrate to be comparable to the B'Rel (20, 22 would be nice)



    the D'Deridex

    y u kiddin' with the turnrate? ;)
  • havamhavam Member Posts: 1,735 Arc User
    edited April 2013
    While we always appreciate feedback, I'd really recommend actually playing the D'deridex and getting a feel for it before worrying too much about the turn rate. The Singularity powers go a long way toward changing the feel of the ship. If you play the ship and don't enjoy it, feel free to post about why you feel that way.

    Moreover, we have several Warbirds available that are faster if you're interested in a style of play more similar to an Escort. The D'deridex is a huge ship, canonically both larger and slower than the Galaxy. We're doing our best to make it appropriate to the IP, as well as fun to play.

    the Gal-x has been the laughing stock of STO since it was first released in like S1.x or 2. Turn rate is only one aspect of why that is.

    With the new emergency power design having three ensign skills, is just lol bad. Since many in here have been playing for three years, and trying to use their favorite ships in team for both pve and pvp, how about you join us. We can then demonstrate why we think this is a horrible design.

    If that doesn't strike your fancy, how about this. Gecko said escorts sell better, wouldn;t it stand to reason that if the d'deridex had a better layout it would sell better. I have waited three years for this ship, I won't spend money on a galaxy. I have one, i know how much it sucks, and i m a cruiser pilot.
  • amosov78amosov78 Member Posts: 1,495 Arc User
    edited April 2013
    The D'deridex-class Warbird could definitely lose that extra ensign engineering slot to be honest, a tactical one would seem more appropriate since the ships was meant to have superior firepower (translated as tactical ability) than a Galaxy-class.
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  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited April 2013
    amosov78 wrote: »
    The D'deridex-class Warbird could definitely lose that extra ensign engineering slot to be honest, a tactical one would seem more appropriate since the ships was meant to have superior firepower (translated as tactical ability) than a Galaxy-class.

    Everything in STO has superior firepower than Galaxy. :o
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  • captainbmoneycaptainbmoney Member Posts: 1,323 Arc User
    edited April 2013
    dalnar83 wrote: »
    Everything in STO has superior firepower than Galaxy. :o

    Quoted for Truth.

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  • eisenw0lfeisenw0lf Member Posts: 0 Arc User
    edited April 2013
    duaths1 wrote: »
    The T4/5 battlecloak BOP

    there is a bug where description says SCI BOFF slot, but UI shows an engineering slot

    imho, just make it universal - to have at least ONE sci dedicated ship out there.

    (that would make 3 tac BOFF's, 2 universals, or even better - make it 2 Tac, 1 Sci lt.cmdr., 2 universal)

    and increase the turnrate to be comparable to the B'Rel (20, 22 would be nice)



    the D'Deridex

    y u kiddin' with the turnrate? ;)


    In case you did not notice, the Romulan T4/5 BoP has more weapon slots than their Klingon counterparts. It also has 4 Tac consoles, something Klingons only get when they purchase the Fleet Hoh'Sus. Therefore in comparison to Klingon BoPs the Romulan BoP is currently better in all aspects except turnrate. Another buff would make it overpowered.
  • captainbmoneycaptainbmoney Member Posts: 1,323 Arc User
    edited April 2013
    I've flown Pretty much every ship in the game. The Galaxy Layout IS THE MOST USELESS. Three fracking Ensign Engineers. THREE. Emergency Power to I'm Screwed now. Seriously. If they want this ship as well as the Negh'var and the Galaxy Retrofit to get ANY good use they need to create NEW Ensign Level Abilities for Tac, Sci and Eng. Because this is getting annoying. This game is Three years old now and the only new abilities have come from Universal Consoles. CAN WE HAVE SOME CREATIVITY PLEASE. every ship build has been done to death. Even as a PVPer I think of builds in my sleep and it pains me to even look at These three ships now.

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  • captainbmoneycaptainbmoney Member Posts: 1,323 Arc User
    edited April 2013
    sophlogimo wrote: »
    Well, such a layout could make sense if they planned to add new Engineer boff abilities or repair the old ones... Is there such a plan?

    All 3 classes need new Ensign Abilities. 3 years into this game. Seriously. They should have came out with Season 5 IMO.

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  • glassguitarglassguitar Member Posts: 427 Arc User
    edited April 2013
    So far really digging the singularity mechanics. It's really fun watching that bar fill up waiting the right moment to unleash it. Doesn't seem so OP as to ruin PvP, however, need to PvP with the toon to really know for sure.
  • eppeeeppee Member Posts: 1 Arc User
    edited April 2013
    I've only used it so far on the t1 ship, but it has come in very handy especially when i can hold out and get it to lvl 5 before i use it. the explanation for it wasn't the best, but I figured it out well enough.
  • suavekssuaveks Member Posts: 1,736 Arc User
    edited April 2013
    I'd like to vaguely illustrate my overly-exaggerated nerdy responses to all the Romulan faction and Romulan ships announcements thus far:

    - Romulan Faction announced
    Me: ZOMG Romulans do want do want do want!!!111one Gonna play even if they're gonna be bugged more than the KDF!!111one

    - Romulan ships announced
    Me: ZOMG Tier 5 D'Deridex!!11one Yes please! Gonna fly one even if it's gonna turn like a Carrier, yes!

    - Romulan Refits announced
    Me: Wooo, D'deridex Refit, and a Battlecruiser class? OHGAWDYESPLEASE day one purchase!

    - People laugh it's going to be a Galaxy Retro copy
    Me: Naaaah, surely they wouldn't do something like that to the D'deridex, would they? Going to be tanky, but lt.cmdr. tac or some science abilities are assured, right?

    - See D'deridex stats on Tribble
    Me: http://nooooooooooooooo.com


    The reason I got hyped for LoR... I even thought it was going to be sort of engi-sci-tac battleship mixture, similar to slower, yet bulkier Kamarag/Ambassador class.

    But no... you've made it a useless Galaxy-R copy with pointless Ensign Engi Boff slots and no meaningful tactical capabilities whatsoever... So not only this turns badly, it also won't pack a punch like most Klingon Battlecruisers do...

    Well, that's 2000+ Zen saved for me... Gonna get a Mogai/Valdore instead, as those look way more interesting. But the disappointment remains...
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  • cha0s1428cha0s1428 Member Posts: 416 Arc User
    edited April 2013
    I will hold off judgement until more of the ship information is optimized, but as it stands right now, the ship specs are....deplorable. D'D is listed at 2 right now but its supposed to be 5.5? Are you serious? with the boff layout as the Gal-R? You have to be kidding. After your EPtX nerf, 3 Ensign Eng stations is just stupid. The....little saucer thing with the 2 dinky Nacelles.....is listed at 5 turn rate?

    So basically we have for ships...

    Awesome escort

    Decent Escort

    Horrible cruiser

    or

    GOD AWFUL CRUISER

    I REALLY hope that some improvements on ships stats are coming, cuz there aint NO WAY I am shelling out money for those turds. They look amazing, don't get me wrong, but seriously, who was the guy that gave the go ahead for these awful stats? PLEASE tell me these are just placeholder numbers or a bug or something.
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  • bareelbareel Member Posts: 3 Arc User
    edited April 2013
    Cryptic, I am not complaining about the turn rate because of balance.

    Low turn rate ships are simply not fun to fly

    Nothing more, nothing less. This may be an opinion, or a perspective, but I dare you to examine your 'metrics' and then tell me how many players fly ships with pathetically low turn rates (aside from carriers because there is no choice/option there).
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited April 2013
    I find these new black hole cores fun!

    However, can we please get a tutorial explanation to how to use it, and to be notified of stuff like lower base power levels ?
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • naeviusnaevius Member Posts: 0 Arc User
    edited April 2013
    The lower power levels for Warbirds are intentional. Warbirds currently start with a base of 40 power to all subsystems

    For the Tliss, I felt like the periodic shockwave wasn't worth it. Hard to say because the space battles were pretty easy, but in PvP it would be an eternity between uses. Granted, more testing is required.

    Related question - I didn't see any info what the power levels meant for the singularity power. Maybe my initial Tac Boff should give an explanation.
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  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited April 2013
    I suppose their excuse is you can just use a dedicated science vessel of your ally, but then you miss out on the unique aspect of Romulan gameplay.

    Sure, you can use your ally's ships, and I was going to use this as an excuse to grab a Varanus once and for al along with finally checking out other Klingon stuff, but really, allied ships should be there more as a way to add variety without burning a ton more dev time. What we have here is an obvious gap, and that goes beyond lack of variety. Romulans also lack a carrier.

    The reason it is important is that these singularity cores add new gameplay, and by lacking such broad ship roles, you lock out a large chunk of potential playstyles.


    On a smi-unrelated note. Given their background and disposition, I honestly had Romulans pegged for having science heavy ships in much the same way Klingon ships are Tac heavy (and by extension, I figured when Cardassians ever get added, they'd be engineering heavy leaving Fed as the middle ground. This was ages before they gave Gorn ships to KDF and Feds everything under the sun, though)

    everyone would be happy, people would buy more cruisers, new players drawn to LOF wile leveling their romulans would not stop playing as soon as then went from the 14 turn mogia to the 5 turn D'deridex. you know, stuff like that, that makes business sense. players will hate, HAAAAATE going from the mogai to the D'deridex, all the new customers your trying to attract especially. its time, finally, to fix how horrible and unfun all the iconic ships in the game are, the cruisers.

    Frankly, with the sorry state of science abilites, it's just a bad time to be in anything not an escort. it's been like that for a while, the only difference between seasons is if its cruisers or science vessels that are more ****, and it seems to be cruiser's turn for a bit.
    ====
    As for the turn going from Mogai to D'Deridex, that's another thing about the ship progression. For all the other ship lines, there is a steady progression to slightly bigger but slower ships until you get to the top tier, but warbirds not only jump around in boff and console layout, they also jump around in stats.

    They need to give us 2 lineups: A cruiser science vessel warbird line, has a fair mix of engineering and science slots and the cruiser style weapon layout, and has a bit higher hitpoints but a bit lower turn rate. The D'Deredix would fit into this line at the slow end (but still having a better turn than it does now) and the Dhelan would be on the faster side. A second Atttack linup, essentially your bog stndard escorts, dual cannons and fast turn rates (though, possibly have them turn a bit slower than Fed or KDF escorts and be more in the supper science vessel range), but should have paper for a hull. The Mogai fits in here at the slower, but still survivable side of the scale while the T'Liss would be at the faster, more fragile end. Also, with two lineups, they should meet in the middle with turn rates., so while the D'Deridex would have a cruiser turn rate (but still be faster than a fat, pregnant cow with a gimp leg) and the T'Liss would turn like an escort, the Dhelan and Mogai might turn more like science vessels.

    This means the cruiser lineup would need a new ship at tier 3 while the attack ships would need ships at tier 2 and 4. The simple way to do this would be to slot in those P2P ships in there as lower tier ships and then just have the tier 5 store ships be retrofits. BOOM, no extra dev time needed for the art team and we now have twice the ships to fly leveling up. Obviously once you hit Tier 5, all bets are off since tier 5 ships are always all over the place, but it would still be nice to have some semblance of an organizational structure still at that tier.
  • szerontzurszerontzur Member Posts: 2,724 Arc User
    edited April 2013
    bareel wrote: »
    Cryptic, I am not complaining about the turn rate because of balance.

    Low turn rate ships are simply not fun to fly

    Nothing more, nothing less. This may be an opinion, or a perspective, but I dare you to examine your 'metrics' and then tell me how many players fly ships with pathetically low turn rates (aside from carriers because there is no choice/option there).

    I will politely disagree. You may not personally enjoy them, but that does not mean that no one enjoys them.

    In fact, I quite enjoy flying my Bortas with the autocannon and a subspace jumper. It's a playstyle that takes a lot of getting used to, but there is something quite enjoyable about flying something that 'feels' like a proper capital ship. It's looking like all romulans will be getting a subspace jump like ability through their singularity core, so that is going to do a lot to counter any mobility issues.

    I'm actually pleased to see the current ship specs. The Romulan ships were never super agile - they relied on sneaking up on targets before the fighting started.

    I do sincerely think the D'Deridex should have the option to fit dual cannons though. It was a ship designed to face its enemies, not give broadsides(perhaps it already does, but it's not listed in the shipyard).
  • corethlcorethl Member Posts: 108 Arc User
    edited April 2013
    This is technically related to ships, even though it's not a mechanical standpoint, so....

    Give props to the folks responsible for the ship interior of the starting Warbird; it feels right. Although when I entered the engineering section, I was beginning to wonder if I'd gotten on board the Event Horizon. "Where we're going, we won't need eyes to see..."
  • momawmomaw Member Posts: 0 Arc User
    edited April 2013
    Bearing in mind that it's early days for my Romulan captain career...

    I feel like the singularity core thing really doesn't help me a lot in battle. This is for a couple different reasons. The first being that the core has to charge up before it can be used, which means anything it might be used for cannot be used as an opening move in battle. The second reason being that the plasma burst I have access to doesn't do enough damage to justify its extensive cooldown. It's not a 1 minute cooldown...That's how long you have to wait before the core can start charging again, which means another minute before you can use the ability again. The fact that the core is fully discharged after every use means that the higher level ships with multiple abilities are all basically going to pick one, use it half way through a fight, and then forget about the singularity mechanic because by the time it's ready again the fight will be over.

    None of that would be such a huge deal if it weren't for Romulan ships having permanently reduced power levels for intermittent benefit. Is permanent -40 subsystem power worth a mild PBAOE plasma zap every couple minutes? Noooot so much. I guess you could just never ever use your singularity abilities, which means you'd only be at a permanent -30 subsystem disadvantage thanks to the core's bonus.

    I believe the singularity core would be more fun and fluid if it were something like:

    - Core starts fully charged when warping in.

    - Core has "capacity" rated in points which slowly restores over time. Possibly boosted by Aux, or a science doff?

    - Different abilities consume different amounts of points when used, and using one of these abilities incurs a self cooldown of 1 minute and only a short (15s?) system cooldown on other singularity powers rather than shutting down the core for a minute at a time.
  • stirling191stirling191 Member Posts: 0 Arc User
    edited April 2013
    momaw wrote: »
    - Different abilities consume different amounts of points when used, and using one of these abilities incurs a self cooldown of 1 minute and only a short (15s?) system cooldown on other singularity powers rather than shutting down the core for a minute at a time.

    This seemed to be what the system was supposed to be like from what I saw with the Dhelan warbird (has shockwave and the self heal). Using one singularity power would incur a short GCD (it may have been 15 seconds, I don't recall off the top of my head) but the entire core would be drained, and the 1 minute core CD would trigger.
  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited April 2013
    I like cruisers, so I'm used to a low turn rate, and that doesn't bother me too much.

    The boff slots some of those Romulan ships are ignorant. I assume they're a placeholder in the shipyard, but in case they're not: we do not like the boff layouts of the Star Cruiser (Ha'apax) or the Galaxy (D'deridex). At all.
  • naeviusnaevius Member Posts: 0 Arc User
    edited April 2013
    The cores should definitely start the battle charged (after spawning)...what is the point of a surprise attack from cloak if your best weapon is never available?
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  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited April 2013
    Well the PBAoE isn't the best, and could use a buff for the cooldown, but the self heal is pretty good, and seems to be worth it for the momenth (needs more testing).

    What I would love to be able to do is, even with a fully charged core, fire off a lower grade version of the singularity powers and only partially discharge the core; it would put a cooldown on charging up again, but I would still have some power bonus and still be able to fire off another ability.

    The cooldown to recharge might need tweaked a bit. I'd prefer a 30-45 second cooldown with what we have now, but then I never was happy with abilites that take a few minutes to become available again.
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