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Legacy of Romulus Dev Blog #46

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    f8explorer#7814 f8explorer Member Posts: 1,328 Arc User
    edited October 2013
    bitemepwe wrote: »
    Obviuosly you do not know what foreplay is or knew she was an novice orion domimatrix.

    I'm still curiuos about that ship? It looks BortasQuish but the wings are too long to my eye

    ::: laughs ... I will tell Baz you think he is an Orion female. :D
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    sohtohsohtoh Member Posts: 620 Arc User
    edited October 2013
    amosov78 wrote: »
    I thought this post made it clear enough about what player ships are considered Dreadnoughts by the devs.

    Dang, you beat me to it.
    "I'm not big on telepaths myself. I'm not big on guns either. But if everyone else has them, I want to make sure I can get my hands on the biggest one I can."
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    wrathofachilleswrathofachilles Member Posts: 931 Arc User
    edited October 2013
    In regard to the visible graphic, I think it would be helpful if the outer ring stayed at least barely visible so that friendlies could very easily see if they are within the field and maneuver to stay in it if they so desire. Perhaps an option could be added to be able to see this or not for those who don't want it.
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    commodoreshrvkcommodoreshrvk Member Posts: 477 Arc User
    edited October 2013
    Couple of quick comments:

    1 - Increasing the threat gen and fire on the cruiser is not the best of them considering the currently gameplay mechanics where enemies swarm and are over dpsed, Unless there is something given to the cruiser to better cope with increased threat gen I don't foresee this one being used hardly at all. This is simply because the cruiser is still not a true tank class.

    2 - The 5km radius for the buff is too small given STOs "fighter style" starship combat. Ships will be moving in and out of the aura way to much or have to slow down and stick close to the cruiser. The later is fine and a good goal to have, however the slow down and stay tight is not practical with present game mechanics. With defensive values tied to speed, the cruiser and all the ships sticking with it will HAVE to be slower and less maneuverable, i.e. more tactical. This results in all ships having lower defensive capabilities. In essence, sticking close to the cruiser may lower your defenses so much the new mechanics are rendered not viable. That would be a terrible thing for something newly developed

    3 - Considering the two points above, now cruisers will be moving slower to provide the aura of effect, potentially gathering increased fire with increase threat gen, and have lower defenses. I don't see these being that viable with the limited range and decreased defensive capabilities.

    4 - The speed and turn rate buff is counter to this being an area aura of effect. Because ships will have to stay in close range the buff will not be fully utilized.

    5 - As someone pointed out the first three do indirectly improve escorts, but at the cost of some defenses. However, there are tank builds for escorts that allow them to just park and fire.

    I do like the mechanic and concept, but when active the cruisers themselves will need something else with each "active buff". As someone stated before, the armor slot on the cruisers would have been nice and could have offset this. Put these abilities on say a 5 minute cooldown and perhaps disable them for PvP.

    For each buff I would suggest the aura be a different size and there be something extra for the cruiser to help them cope with damage better.

    Strategic Maneuvering - Largest Aura (15 km), Increased Speed and Turn to all, Cruiser - General Quarters - Increased defenses at slow speeds (maybe reverse where slow speeds have the highest defense, high speeds have the lowest).

    Shield Frequency Modulation - Medium Aura (10 km), Shield Frequency Modulation to all ships, Cruiser Ability - Shore Defenses - bonus and cooldown decrease to Shields, Rotate Shield, Miracle Worker

    Weapon System Efficiency - Smallest Aura (5 km), Weapon power drain buff to all, Cruiser Ability - All Hands - Increased crew regen, hull regen, shield regen.

    Attract Fire - No Aura, Bonus as applied, added bonus to cruisers - Cruiser Ability - Reinforce Hull - Considerably bonus to HPs and damage defenses bonus and cooldown to ET, EPTStruct.

    Next, and seriously, itemize this and add four slots (preferably the armor slot too) that will make these better with items.

    Strategic Maneuvering - Integrated Engine Distributor
    Shield Frequency Modulation - Integrated Shield Distributor
    Weapon System Efficiency - Integrated Weapon Distributor
    Attract Fire - Sensor Signature Amplifier
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    amosov78amosov78 Member Posts: 1,495 Arc User
    edited October 2013
    It's interesting that cruisers have this and science ships have subsystem targeting. Though I'm not a escort guy myself, not so long after launch I thought escorts could have had basic versions of the pattern buffs built in, (Beta, Delta and Omega) but with a unique one "Epsilon" which you couldn't get anywhere else. Still we're a long way from there, and escorts have become powerful enough in the meantime.
    U.S.S. Endeavour NCC-71895 - Nebula-class
    Commanding Officer: Captain Pyotr Ramonovich Amosov
    Dedication Plaque: "Nil Intentatum Reliquit"
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    orangeitisorangeitis Member Posts: 5,222 Arc User
    edited October 2013
    He already said there are three player dreadnoughts, the gal-x, the jem dread carrier, and the scimitar.
    :eek: link?
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    lianthelialianthelia Member Posts: 7,828 Arc User
    edited October 2013
    Heh, singularity powers are worthless? You need to get into PvP more often. Go fight a D'deridex popping Singularity jump every 15 seconds. After he blows you up, come back and tell me the ship isn't powerful. Anyone claiming that Singularity powers are useless isn't using their ship to the extent of it's potential. Singularity Jump is a free gravity well ability. Quantum absorption provides a very nice shield heal. Plasma shockwave is a great spam killer, it can also deal significant damage to players when buffed via particle generator consoles. Singularity overcharge assists with energy drain reduction. The only weak power is warp shadows.

    Aww...did someone get beat by a Singularity power once or twice and claim they're OP?

    Gravity Wells and Singularity Jump as easy to break away from if you know what you're doing and equipped, Plasma Shockwave damage is a joke, Overcharge isn't going to save you if you lose your shields or engines, or in a lesser extent Auxiliary.

    Quantum Absorption is useful, so wow...we lose 40 power for a heal...a heal we sure as hell can't use every 15 seconds...
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    farmallmfarmallm Member Posts: 4,630 Arc User
    edited October 2013
    This is good news, something Cruisers been needing. To give them boost. I love the new upper shot on the new Federation Battlecruiser. Has the saucer similar to the Odyssey. Love the new weapon layout as well. I can make good use for this. And chances to get it is getting better.
    Enterprise%20C_zpsrdrf3v8d.jpg

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    Fleet Admiral Stowe - Dominion War Vet.
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    captaind3captaind3 Member Posts: 2,449 Arc User
    edited October 2013
    aleaic wrote: »
    First thing that popped into moi head on seeing this... it reminds me of playing as a GW2 Guardian, with it's selected Auras active. It feels like cruisers are really now, the Guardians of STO, so to speak. Would like to know more what the 'nearby' distance component is, for the range that... well, aura effects, effect other 'nearby' players. We talking within 5 kim? 7.5 km? 10 Km would be too easy sorta, though fights tend to take players well away from each other readily, such as bugging out away from an ISE/KASE Gate, and so on. As such, 10km might not be unfeasible, if not further, such as 12.5 km. Might seem too far, but not fully certain of that part.

    Will be interested on more info, concerning Comm Arrays. (As a USAF Comm Tech vet, the name alone, piques moi interest. :p )
    It's 5km and I think it's way too tight.
    entnx01 wrote: »
    Sorry, this is at 20 pages so I'm just going to ask the question:

    The way the Q&A's are worded, each non-Cruiser ship can only be under the influence of 1 Comms Array effect, correct? Or if there are 3 Cruisers each with 1 different Comms Array ability a ship in range can get all 3?

    The way I'm reading it is the non-Cruiser ship can be affected by only 1 ability at a time, and it doesn't stack in effectiveness with multiples active.
    You can have one power active for every cruiser present. Just no double stacking. they're toggle abilities so they last indefinitely, but each group can only have one active at a time per cruiser. So it is possible to use all of them simultaneously.
    In regard to the visible graphic, I think it would be helpful if the outer ring stayed at least barely visible so that friendlies could very easily see if they are within the field and maneuver to stay in it if they so desire. Perhaps an option could be added to be able to see this or not for those who don't want it.

    Agreed.
    Couple of quick comments:

    1 - Increasing the threat gen and fire on the cruiser is not the best of them considering the currently gameplay mechanics where enemies swarm and are over dpsed, Unless there is something given to the cruiser to better cope with increased threat gen I don't foresee this one being used hardly at all. This is simply because the cruiser is still not a true tank class.

    2 - The 5km radius for the buff is too small given STOs "fighter style" starship combat. Ships will be moving in and out of the aura way to much or have to slow down and stick close to the cruiser. The later is fine and a good goal to have, however the slow down and stay tight is not practical with present game mechanics. With defensive values tied to speed, the cruiser and all the ships sticking with it will HAVE to be slower and less maneuverable, i.e. more tactical. This results in all ships having lower defensive capabilities. In essence, sticking close to the cruiser may lower your defenses so much the new mechanics are rendered not viable. That would be a terrible thing for something newly developed

    3 - Considering the two points above, now cruisers will be moving slower to provide the aura of effect, potentially gathering increased fire with increase threat gen, and have lower defenses. I don't see these being that viable with the limited range and decreased defensive capabilities.

    4 - The speed and turn rate buff is counter to this being an area aura of effect. Because ships will have to stay in close range the buff will not be fully utilized.

    5 - As someone pointed out the first three do indirectly improve escorts, but at the cost of some defenses. However, there are tank builds for escorts that allow them to just park and fire.

    I do like the mechanic and concept, but when active the cruisers themselves will need something else with each "active buff". As someone stated before, the armor slot on the cruisers would have been nice and could have offset this. Put these abilities on say a 5 minute cooldown and perhaps disable them for PvP.

    For each buff I would suggest the aura be a different size and there be something extra for the cruiser to help them cope with damage better.

    Strategic Maneuvering - Largest Aura (15 km), Increased Speed and Turn to all, Cruiser - General Quarters - Increased defenses at slow speeds (maybe reverse where slow speeds have the highest defense, high speeds have the lowest).

    Shield Frequency Modulation - Medium Aura (10 km), Shield Frequency Modulation to all ships, Cruiser Ability - Shore Defenses - bonus and cooldown decrease to Shields, Rotate Shield, Miracle Worker

    Weapon System Efficiency - Smallest Aura (5 km), Weapon power drain buff to all, Cruiser Ability - All Hands - Increased crew regen, hull regen, shield regen.

    Attract Fire - No Aura, Bonus as applied, added bonus to cruisers - Cruiser Ability - Reinforce Hull - Considerably bonus to HPs and damage defenses bonus and cooldown to ET, EPTStruct.

    Next, and seriously, itemize this and add four slots (preferably the armor slot too) that will make these better with items.

    Strategic Maneuvering - Integrated Engine Distributor
    Shield Frequency Modulation - Integrated Shield Distributor
    Weapon System Efficiency - Integrated Weapon Distributor
    Attract Fire - Sensor Signature Amplifier

    The threat generation also increases defense just like speccing into threat apparently, but I love your suggestions on different ranges, very logical. I imagine by next year we'll see a new batch of consoles with comm array boost traits on them. Or maybe they'll be attached to deflector dishes.
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
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    generalmocogeneralmoco Member Posts: 1,634
    edited October 2013
    Not sure about this but I think I found a Typo in the Blog itself, it reads:
    KDF Battle Cruisers and Flight Deck Cruisers will soon retrofitted with this new technology as well.

    I believe it should be:
    KDF Battle Cruisers and Flight Deck Cruisers will soon *BE* retrofitted with this new technology as well.
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    captaind3captaind3 Member Posts: 2,449 Arc User
    edited October 2013
    Devs I have a specific question not touched on here.

    When does the mutually exclusive functionality kick in.

    For example, you have five ships in a team, three cruisers. Flying in tight formation all three have one power activated, exclusively.

    Now each power has 5km range, so a 10km wide bubble with one cruiser in the center.

    If each cruiser spreads out to 5.1 km away from each other, can they all activate the same power. So with a .1 km gap between them in coverage, would they each be able to activate shield frequency modulation?

    Or is it disabled because they're in the same team?

    If so, how does it behave if you have two cruisers and three escorts, you divide the team one goes one way one goes the other to take out two targets simultaneously. Will that mean that the two squads can't both use Shield Modulation or weapons efficiency for their attack runs?

    Will it apply if you're not teamed? I can see lots of people just sitting in orbit of Earth experimenting, activating their new powers, will they be canceled out because someone else has their power activated?

    Or is it only applicable to ships within range of your ships comm array no matter what?

    And seriously, please a bit more range.
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
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    pwebranflakespwebranflakes Member Posts: 7,741
    edited October 2013
    entnx01 wrote: »
    Sorry, this is at 20 pages so I'm just going to ask the question:

    The way the Q&A's are worded, each non-Cruiser ship can only be under the influence of 1 Comms Array effect, correct? Or if there are 3 Cruisers each with 1 different Comms Array ability a ship in range can get all 3?

    The way I'm reading it is the non-Cruiser ship can be affected by only 1 ability at a time, and it doesn't stack in effectiveness with multiples active.

    If you have 4 cruisers nearby (or 3 if you are one of those cruisers), each using a different array command, you could have all 4 on you at one time.
    suaveks wrote: »
    Is Bortasqu considered a Cruiser or a Battle Cruiser?

    Battle.

    Side-note: Also, in case it hasn't been mentioned, pets (saucer, MVAM sections, etc.) also pick up the "aura" if they are in range.
    He already said there are three player dreadnoughts, the gal-x, the jem dread carrier, and the scimitar.

    Right. Any only the Gal-X will receive some of the cruiser commands (see the blog for details).

    Cheers,

    Brandon =/\=
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    timelord79timelord79 Member Posts: 1,852 Arc User
    edited October 2013
    The way I understand it is every cruiser can toggle on the same ability, but it won't stack and every ship in range still only gets the boost once.
    if the second ( and third, etc) toggles another all ships in range of both cruisers get both/all buffs.
    If 2 cruisers want to maximize efficiency of the same buff for their team they best spread out a bit for bigger area of effect.
    11750640_1051211588222593_450219911807924697_n.jpg
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    orangeitisorangeitis Member Posts: 5,222 Arc User
    edited October 2013
    Right. Any only the Gal-X will receive some of the cruiser commands (see the blog for details).
    Is there any reason for this gameplay-story segregation? :(
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    goku5030goku5030 Member Posts: 229 Arc User
    edited October 2013
    The D'deridex is excluded? Not even a single power? Really? Aside from the potential for a high crit chance and the battle cloak, everything about it screams lumbering beamboat support tank. Thoroughly outclassed in terms of DPS by the Scimitar, undercut by the be-hangar-bayed Ar'kif, maneuverable as a 46-inch CRT TV bolted to a dresser, it's basically left with its own survivability and some heals. This is pretty much the nail in the coffin for this ship.

    I thought that the new cruiser powers were meant to in part address the fact that halfway decent teams don't actually need tanks, to help steer STO slightly away from being a DPS game. Not sure why the D'D got passed over there. It's going to be the least wanted cruiser on the battlefield. "Oh yay, our team has a cruiser. Oh no, it's a D'deridex."

    wow you love to shoot everything down don't you not one positive comment O_o... seriously .. Its mean to make cruiser useful for team play if you don't like it then go play solo :P...Plus the commands give this ship huge plus ... if you don't like it then don't buy it :P
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    milanvoriusmilanvorius Member Posts: 641 Arc User
    edited October 2013
    This is a very interesting mechanic that will help cruisers contribute more to missions and pvp assuming the stats associated with the abilities are meaningful. I would like to know if there is any plans on synergy for captains and themed abilities like this, thinking specifically if Engineers could get a bonus on top of the normal stats for these abilities. This would then be able to play out for Tac/Escort abilities and Sci/Sci abilities. Otherwise this still does little to usurp the tac or the sci commanding a cruiser as superior to Engineers. I hate to whine with a new shiny just getting released, its just I still hold hope that an engineer can be a first-class captain with tactical and science captains.
    PvE Jem'Hadar motto: Participation Ribbons are life.
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    kintishokintisho Member Posts: 1,040 Arc User
    edited October 2013
    yea you like logic:

    5 gram bullet cant kill your 350kg body :rolleyes:

    fighter plane cant destroy a carrier

    yea you really are into logic.

    not being able to get any kind of good reward in pve is also fine for you.




    umm this is star trek.. but lets drop the shields.. dive bomb your zero into the USS enterprise (aircraft carrier) you do some damage yes but the carrier DOES NOT sink.... Add the shields and space fairing tech, (ie: star trek) ad a billion ton massive power supplied, 2000 man crewed brand new vessel is NOT going to be OWNED by an obsolete 50+ year old tiny tug that could..(maybe the defiant is triicobalt enhanced every shot with 10 miniaturized warp cores? but wait we missed that..) and the gear from PVE.. I never talked about the garbage drops we get but eh rant on my man rant on.:)
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    zebulongileszebulongiles Member Posts: 335 Arc User
    edited October 2013
    Personal opinion here, but if I understand correctly, none of the Romulan ships/Warbirds would get these new Cruiser Commands, because they already have there own special powers, the Singularity powers. A dev or someone could correct me if I'm wrong though.
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    bughunter357bughunter357 Member Posts: 587 Arc User
    edited October 2013
    kagasensei wrote: »
    Personally I would have prefered your orignial idea of giving cruisers an "armor slot" or something similar. Anyhow, this sounds neat, too!

    However: Why no "Attract Fire" for Battle Cruisers? This makes this superb Tank helper (i.e. a functionality that is important to each faction) a Starfleet-only power! Even worse: If I want to tank in my Battle Cruiser, and a non-tank Fed cruiser has that switched on, he'll greatly affect my tanking/aggro abilites!

    Does Cryptic want only Fed captains to be the best tanks?

    maybe you should read the whole blog this is not a Starfleet only power the KDF will get it as well once the Avenger is released then the rest of the cruisers will get it.
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    thecosmic1thecosmic1 Member Posts: 9,365 Arc User
    edited October 2013
    Are we going to be able to turn off the effect visual? A bunch of Cruisers in a mission together plopping 5k circles can be visually annoying - and possibly even a little taxing on some lower-end video cards.
    STO is about my Liberated Borg Federation Captain with his Breen 1st Officer, Jem'Hadar Tactical Officer, Liberated Borg Engineering Officer, Android Ops Officer, Photonic Science Officer, Gorn Science Officer, and Reman Medical Officer jumping into their Jem'Hadar Carrier and flying off to do missions for the new Romulan Empire. But for some players allowing a T5 Connie to be used breaks the canon in the game.
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    packer3434packer3434 Member Posts: 0 Arc User
    edited October 2013
    thecosmic1 wrote: »
    Are we going to be able to turn off the effect visual? A bunch of Cruisers in a mission together plopping 5k circles can be visually annoying - and possibly even a little taxing on some lower-end video cards.

    It's already been said that the circles will not hang around, you'll see the animation when you activate it but then it will disappear.
    Well I can't forget a face but I won't remember y'all.
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    captaind3captaind3 Member Posts: 2,449 Arc User
    edited October 2013
    kintisho wrote: »
    yea you like logic:

    5 gram bullet cant kill your 350kg body :rolleyes:

    fighter plane cant destroy a carrier

    yea you really are into logic.

    not being able to get any kind of good reward in pve is also fine for you.




    umm this is star trek.. but lets drop the shields.. dive bomb your zero into the USS enterprise (aircraft carrier) you do some damage yes but the carrier DOES NOT sink.... Add the shields and space fairing tech, (ie: star trek) ad a billion ton massive power supplied, 2000 man crewed brand new vessel is NOT going to be OWNED by an obsolete 50+ year old tiny tug that could..(maybe the defiant is triicobalt enhanced every shot with 10 miniaturized warp cores? but wait we missed that..) and the gear from PVE.. I never talked about the garbage drops we get but eh rant on my man rant on.:)

    While you're correct that Kamikaze are extremely ineffective, those same planes with skilled pilots and proper bombs could've sank an aircraft carrier the same as a Defiant could take out a Sovereign Class Cruiser if their shields were down with a Quantum torpedo to the warp core.

    If anything there's the fact that the cruisers don't have big guns of their own. Think abot any frigate or fast attack boat having superior firepower to an old Iowa Class Battleship, which is the general thinking when talking about ships in Star Trek.

    But a successful kamikaze on a ship should actually be super effective, lest you forget the fate of the USS Odyssey. Note with another ship. I wouldn't expect that kind of damage with a Runabout or a shuttle. (It should also be mentioned that weapons like photon torpedoes are designed to give more bang for your buck compared to just detonating a warp core. A more effective explosion instead of a bigger one) That's not even talking about the amount of kinetic impact you would get for just colliding on an unshielded target at half light speed.
    Personal opinion here, but if I understand correctly, none of the Romulan ships/Warbirds would get these new Cruiser Commands, because they already have there own special powers, the Singularity powers. A dev or someone could correct me if I'm wrong though.

    That seems to be absolutely correct.
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
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    sunfranckssunfrancks Member Posts: 3,925 Arc User
    edited October 2013
    the big difference between battle cruisers and cruisers is that battlecruisers can use DHCs. the other unofficial differences are that they might have 1 less device, lower hull, but a turn rate between 9 and 11.


    that would mean the galor is a cruiser, but the dkora, adapted and monbosh are battlecruisers.

    Then by that logic, the Gal-X should be a battle cruiser ;)

    It was (the weapons display for the Avenger) :)

    Cheers,

    Brandon =/\=

    Thanks for the confirmation Brandon.

    Eagerly awaiting the full details on the Avenger! Hoping for battle cloak and a turnrate north of 7, ala Scimitar ;)
    Fed: Eng Lib Borg (Five) Tac Andorian (Shen) Sci Alien/Klingon (Maelrock) KDF:Tac Romulan KDF (Sasha) Tac Klingon (K'dopis)
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    3oz8xC9gn8Fh4DK9Q4.gif





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    kapla1755kapla1755 Member Posts: 1,249
    edited October 2013
    orangeitis wrote: »
    :eek: link?
    There are only three Dreadnoughts in game currently:

    1) Galaxy-X Dreadnought Cruiser
    2) Jem'Hadar Dreadnought Carrier
    3) Scimitar Dreadnought Warbird

    Of these 3 Dreadnoughts, only the Dreadnought Cruiser (Galaxy-X) will receive the Cruiser Commands.

    Regards,
    Phil "Gorngonzolla" Zeleski

    there you go :D
    [SIGPIC][/SIGPIC]
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    kapla1755kapla1755 Member Posts: 1,249
    edited October 2013
    sunfrancks wrote: »
    Then by that logic, the Gal-X should be a battle cruiser ;)




    Thanks for the confirmation Brandon.

    Eagerly awaiting the full details on the Avenger! Hoping for battle cloak and a turnrate north of 7, ala Scimitar ;)

    the Avenger can use the Defiant cloak console on tribble so not a battle cloak
    [SIGPIC][/SIGPIC]
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    dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2013
    sunfrancks wrote: »
    Then by that logic, the Gal-X should be a battle cruiser ;)

    considering the shaft it alone is receiving, singled out in a category with just 2 auras, yes, it should just be rebranded a battlecruiser :rolleyes:

    the first c store ship is hardly on par with whats considered a dreadnought nearly 4 years in.
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    senatorvreenaksenatorvreenak Member Posts: 0 Arc User
    edited October 2013
    If you have 4 cruisers nearby (or 3 if you are one of those cruisers), each using a different array command, you could have all 4 on you at one time.



    Battle.

    Side-note: Also, in case it hasn't been mentioned, pets (saucer, MVAM sections, etc.) also pick up the "aura" if they are in range.



    Right. Any only the Gal-X will receive some of the cruiser commands (see the blog for details).

    Cheers,

    Brandon =/\=

    A shame, seeing as the Bortasqu is the tankiest ship the KDF have access to.
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    smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    edited October 2013
    The FX only play upon toggle activation, so you'll only see them once.

    Regards,
    Phil "Gorngonzolla" Zeleski

    That's what I wanted to hear. I await your completed table of Cruiser definitions eagerly. I would like to know where some of the lockbox ships fall.
    EnYn9p9.jpg
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    noctusxxxnoctusxxx Member Posts: 108 Arc User
    edited October 2013
    There are only three Dreadnoughts in game currently:

    1) Galaxy-X Dreadnought Cruiser
    2) Jem'Hadar Dreadnought Carrier
    3) Scimitar Dreadnought Warbird

    Of these 3 Dreadnoughts, only the Dreadnought Cruiser (Galaxy-X) will receive the Cruiser Commands.

    Regards,
    Phil "Gorngonzolla" Zeleski

    Given the already outdated and weak stats of the Gal-X, why is it being denied the full set of cruiser powers? If anything it should ahve the same powers as a battle cruiser, since that is what is the design equivalent of.

    Unless there are plans for a Fleet Gal-x that updates it, then all you are doing is adding insult to injury with this update.
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    khayuungkhayuung Member Posts: 1,876 Arc User
    edited October 2013
    noctusxxx wrote: »
    Given the already outdated and weak stats of the Gal-X, why is it being denied the full set of cruiser powers? If anything it should ahve the same powers as a battle cruiser, since that is what is the design equivalent of.

    Unless there are plans for a Fleet Gal-x that updates it, then all you are doing is adding insult to injury with this update.

    Furthermore, it was given the ones it doesn't need if you have DEMarion. :rolleyes:

    The Dreadnought Cruiser has been singled out, most bafflingly, to be the only full Cruiser in the game with merely 2 powers, when battlecruisers have 3 and its relative the Sovereign has all 4.

    Dreadnought Cruiser powers should be all 4. But I will accept having just Strategic Maneuvering, Shield Frequency Modulation, Weapon System Efficiency as the Gal-X is a (albeit poor) battlecruiser for all intents and purposes.

    No need to single it out!


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