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The ups and downs of Avenger ownership...

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  • momawmomaw Member Posts: 0 Arc User
    edited October 2013
    If VATA *was* affected by projectile weapon officers, it would be worth using on torpedo boat specalist builds. Roughly speaking you could increase its fire rate by 100-200% (too lazy for math right now) if it were being fed a steady diet of 5 second cooldown bonuses.
  • tenkaritenkari Member Posts: 2,906 Arc User
    edited October 2013
    I had 40K Crits with my VATAS in quantum mode.... Hardly what i call "worthless."
  • admiralq1732admiralq1732 Member Posts: 1,561 Arc User
    edited October 2013
    my question is, why did they even make it? Fed players want galaxy fixed, a fed carrier, or the Typhoon in game. But they made this ugly ship. And if they HAD to make this battlecruiser. why not make it the New Orleans class, same size, cannon, and better looking. Face it Cryptic you ship design team sucks. And why should I pay 2500 zen for this thing. Like the awful Regent it is not worth the price.
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited October 2013
    Ok, who had under three weeks? Collect the winnings....
    Leonard Nimoy, Spock.....:(

    R.I.P
  • coffeemikecoffeemike Member Posts: 942 Arc User
    edited October 2013
    I got the Fleet version on my Joined Trill eng because I wasn't sure about committing it to all my toons.

    Aside from the look (I used the Veteran skin on the thing and turned on my Adapted MACO shields look as well), the fleet version isn't bad tho it still looks like a Tac Vesta on steroids.

    I use beams due to the Nukara console and boy, does having it shred ships like no other. So much fun to fly. Just need to find the right set up.
  • comtedeloach2comtedeloach2 Member Posts: 499 Arc User
    edited October 2013
    The avenger is just another ugly little ship with some special thing on it that will shortly be on every cruiser. And since they again messed up the weapon hard points for the most unepic display of fire cycles well hf with it

    Its no uglier than any other ship that had a elongated primary hull and two nacelles, its just slightly different from the others. So what if the deflector is squarish? it doesnt matter, you dont see it when you are flying it....
    This looks arguement is nothing but a straw man arguement, just so you can argue about something.
  • yougottroledyougottroled Member Posts: 1 Arc User
    edited October 2013
    thissler wrote: »
    It takes a console slot, not a weapon slot. So don't compare it to a weapon that requires a slot to be used for damage comparisons. That would be less than useful. Sort of like your post.

    I'm not even sure how to read your post. Are those numbers supposed to represent the damage the weapons do on impact, and then the damage the weapons do like, on the way to the target?

    your passive aggressive leet attitude is offensive and a bit annoying to say the least.
  • ddesjardinsddesjardins Member Posts: 3,056 Media Corps
    edited October 2013
    VATA is effectively a 9th weapon slot (not the 11th i erroneously typed).

    having said that -

    The VATA can be a lot of fun. I had the pair circle a cube 2x while hitting it with torpedoes; I backed off wondering when if ever they'd hit.

    My best crit value was 55+K, hardly something to sneeze at from a console that acts as a weapon with a reasonable cool down.
  • momawmomaw Member Posts: 0 Arc User
    edited October 2013
    My best crit value was 55+K, hardly something to sneeze at from a console that acts as a weapon with a reasonable cool down.


    I think we have very different definitions of "reasonable cool down".

    Generally speaking, if something takes a minute or more to cool down, it better have a REALLY impressive (read: decisive) effect on the battle. Reverse shield polarity is an example of something that has a long but reasonable cooldown. It has a huge effect and can completely and reliably turn the course of a battle. "Expensive" to carry, but worth it.

    VATA is not decisive or worth it. It's a gimmick. Quantum torpedo? 50K damage? Great. That will one-shot a lot of cruisers and moderately dent most battleships. If it doesn't hit their shields, anyway. Good thing there's only a dozen more enemy ships just like that one and that critical hits are dumb luck. Tachyon torpedo? I honestly could not see that it made ANY real difference when fired at a boss with shields strong enough to want a shield-buster weapon on. Chroniton torpedo? You, uh... want to slow something down once every two minutes?

    Not only is it not decisive when used, it also isn't available often enough to use it as a multi-role backup because using any of its modes precludes all other modes for the same cooldown.

    *sigh*

    But apparently I'm in a minority here. I don't understand why so many people seem to think this is a reasonable level of utility for a console when several Z-ships have far better consoles, like aceton assimilator or plasmonic leech.
  • fraghul2000fraghul2000 Member Posts: 1,590 Arc User
    edited October 2013
    My best crit value was 55+K, hardly something to sneeze at from a console that acts as a weapon with a reasonable cool down.

    The question is: wouldn't another universal, passive console in that slot account for more and more reliable damage?

    After parsing a few STFs where Avenger pilots were using the VATA, it showed that they were able to do an average 26k of damage per shot (including the quantum and chroniton micro torps) and got to fire it ~3x per STF. So the players that I've parsed were able to get an additional 78k of damage over the course of a whole ISE or CSE on average from that console.

    I'd imagine that the passive CrtD or CritH from a Tachyokinetic converter, ZPE conduit, bioneural circuits or a borg module would also be able to boost your existing weapons to do that additional 78k of damage per STF.

    Just as a comparison: the plasma dot on the mk x embassy particle converters I use on my Hegh'ta average at ~60k of additional damage per STF and that's just a little gimmick that comes on top of a normal sci console...
  • stirling191stirling191 Member Posts: 0 Arc User
    edited October 2013
    The question is: wouldn't another universal, passive console in that slot account for more and more reliable damage?

    After parsing a few STFs where Avenger pilots were using the VATA, it showed that they were able to do an average 26k of damage per shot (including the quantum and chroniton micro torps) and got to fire it ~3x per STF. So the players that I've parsed were able to get an additional 78k of damage over the course of a whole ISE or CSE on average from that console.

    I'd imagine that the passive CrtD or CritH from a Tachyokinetic converter, ZPE conduit, bioneural circuits or a borg module would also be able to boost your existing weapons to do that additional 78k of damage per STF.

    Just as a comparison: the plasma dot on the mk x embassy particle converters I use on my Hegh'ta average at ~60k of additional damage per STF and that's just a little gimmick that comes on top of a normal sci console...

    The 26k per shot number works out, best case scenario, to a smidge over 200 dps for the full ISE run (three shots nets you somewhere in the 6-9 minute range, I used the 6 minute number). For a 10k build (which the Avenger is able to significantly outpace mind you, but it's a basis for comparison) that's 2% of your damage output.
  • momawmomaw Member Posts: 0 Arc User
    edited October 2013
    bitemepwe wrote: »
    Ok, who had under three weeks? Collect the winnings....

    If you're alluding to what I think you are, the situation is that Avenger is currently a very good ship that is worth every penny. The issue isn't right now. The issue is "soon", when every other cruiser gets the command array as a free upgrade, thereby devaluing what you get by buying the Avenger.
  • fraghul2000fraghul2000 Member Posts: 1,590 Arc User
    edited October 2013
    The 26k per shot number works out, best case scenario, to a smidge over 200 dps for the full ISE run (three shots nets you somewhere in the 6-9 minute range, I used the 6 minute number). For a 10k build (which the Avenger is able to significantly outpace mind you, but it's a basis for comparison) that's 2% of your damage output.

    Right.

    Worst case would be that you fire the weapon 3x in an STF and your target gets destroyed before your VATA is able to hit it (something everyone using slow projectile weapons can relate to) resulting in 0 dmg.

    That's why I was saying that it might be better to just get rid of the VATA and mount one of the numerous universal consoles that'll give the ship a steady, passive damage boost.
  • stirling191stirling191 Member Posts: 0 Arc User
    edited October 2013
    momaw wrote: »
    If you're alluding to what I think you are, the situation is that Avenger is currently a very good ship that is worth every penny. The issue isn't right now. The issue is "soon", when every other cruiser gets the command array as a free upgrade, thereby devaluing what you get by buying the Avenger.

    Comm arrays going out game-wide doesn't devalue the Avenger. It'll still have everything it had prior to S8. The difference now is that people aren't going to be forced into a single ship to play the DPS cruiser role. The Avenger is still superior to the Excel and FACR, but it won't be so ridiculously the better option.

    Variety in viable options is a good thing.
    Right.

    Worst case would be that you fire the weapon 3x in an STF and your target gets destroyed before your VATA is able to hit it (something everyone using slow projectile weapons can relate to) resulting in 0 dmg.

    That's why I was saying that it might be better to just get rid of the VATA and mount one of the numerous universal consoles that'll give the ship a steady, passive damage boost.

    Doesn't even need to be an offensive console. Losing 2% (realistically it's less given the kinds of numbers I've seen people get out of their Avengers) of damage output is a very reasonable sacrifice to make for say, additional maneuverability or survivability as well.
  • aneofthedustaneofthedust Member Posts: 61 Arc User
    edited October 2013
    Vesta's Quantum Field Focus Controller vs Avenger's quantum V.A.T.A.

    DMG wise

    vesta
    255000dmg over 15sec
    Avenger
    36000dmg
    1:0


    cd's

    vesta
    2.5-3min
    avenger
    2min
    1:1

    modifiers

    vesta
    exotic dmg
    aux power level
    deflector dofs
    Phaser amplifiers
    Starship Energy Weapons
    Starship Energy Weapon Specialization
    Starship Particle Generator
    Starship Targeting Systems

    avenger
    wep power level
    only chambers for torpedo's
    Starship Projectile Weapons
    Starship Projectile Weapon Specialization
    Starship Targeting Systems

    1:0

    final
    vesta vs avenger 3:1
    OP Revell : Vote for Vesta!
    [SIGPIC][/SIGPIC]
  • marshalericdavidmarshalericdavid Member Posts: 0 Arc User
    edited October 2013
    Yes Vesta Console might do more damage but Vesta needs it more because it has less weapon slots then the Vengeance and does not have the weapon Cruiser command.
  • milanvoriusmilanvorius Member Posts: 641 Arc User
    edited October 2013
    Vesta's Quantum Field Focus Controller vs Avenger's quantum V.A.T.A.

    DMG wise

    vesta
    255000dmg over 15sec
    Avenger
    36000dmg
    1:0


    cd's

    vesta
    2.5-3min
    avenger
    2min
    1:1

    modifiers

    vesta
    exotic dmg
    aux power level
    deflector dofs
    Phaser amplifiers
    Starship Energy Weapons
    Starship Energy Weapon Specialization
    Starship Particle Generator
    Starship Targeting Systems

    avenger
    wep power level
    only chambers for torpedo's
    Starship Projectile Weapons
    Starship Projectile Weapon Specialization
    Starship Targeting Systems

    1:0

    final
    vesta vs avenger 3:1

    Vesta - 6 weapons
    BC - 8 weapons

    Boffs are pretty even, if you are sci-vesta or tac-BC

    What about cruiser commands.

    I think the final tally would be a little more even than 3:1
    PvE Jem'Hadar motto: Participation Ribbons are life.
  • aneofthedustaneofthedust Member Posts: 61 Arc User
    edited October 2013
    actually vesta have 6 and a hangar (4-6 depends on the hangar) that means 10-12 weapons
    so you are both wrong cruiser command is a joke something shiny thing that have absolutely no value in pve
    you are almost stuck with one aura but hello vesta have 2 consoles more which already give her even more than the cruiser command in the end the final was going to be even 5 or 6 : 1 for the vesta
    OP Revell : Vote for Vesta!
    [SIGPIC][/SIGPIC]
  • sevmragesevmrage Member Posts: 0 Arc User
    edited October 2013
    Why isn't everyone flying Vestas, then?
    Weyland-Yutani Joint Space Venture - Always open to new members!
    [SIGPIC][/SIGPIC]
    My name is Rage, and I too support a revised Galaxy family.
    khayuung wrote: »
    Firstly, be proud! You're part of the few, the stubborn, the Federation Dreadnought Captains.
  • coffeemikecoffeemike Member Posts: 942 Arc User
    edited October 2013
    I flew the tac Vesta for 3 months and that was fun. Now I am on the Fleet Avenger and so far so good.
  • kesselrunner#0768 kesselrunner Member Posts: 64 Arc User
    edited October 2013
    I've flown escorts almost exclusively since the game released and the Avenger is the only cruiser that I've considered sticking with, aside from the Ambassador, which I like for its looks (what can I say, she's a nicely proportioned ship). But as far as gameplay goes, I fly the Avenger like a slightly slower, but much tougher escort. With the maneuverability command active, I've got it almost up to par with my escorts as far as turning and with that extra gun up front, it definitely does the job along with being almost invincible if you fly it the way an escort is supposed to be flown. Next to the Avenger, my escorts all seem like glass cannons. Even my Fleet Patrol, which has been my go-to ship until now doesn't seem to measure up.

    As much as I appreciate my Avenger, I do hope for a return to escorts in the future. My hope is that they add "Tactical Commands" to all escorts like they're planning with the Cruiser Comands for all cruisers.

    The argument could be made that flying an Avenger is making me lazy, though. Those speedy, powerful little escorts do tend to keep you on your toes.
  • hasukurobihasukurobi Member Posts: 1,421 Arc User
    edited October 2013
    lianthelia wrote: »
    Except there are a few differences you aren't considering...the BNW takes up a weapon slot where as the VATA takes up a console...while both are precious I would say the console isn't as precious.

    I haven't used a VATA but is its kinetic explosion at the end affected by shields? The BNW is...and I wouldn't exactly call the BNW's turret a chain saw.

    Then you have never seen the BNW do its thing. That Anti-Proton turret can be absolutely vicious. Even more so if you have Anti-Proton weapon modifiers on your ship. I have frequently used the BNW to bring shield facing to the opposite face of where I am about to pound my enemy to great success. Also the final blast of the BNW is a bit AoE and is actually rather powerful. A good crit with the BNW can dish out some serious numbers if you are able to bring down enemy shields or debuff their resistances.

    However the BNW is NOT a fore weapon. It is a perfect tail weapon that can either be fired in from range as a buddy in your attacks or as a surprise to tailgaters.



    As for the Avenger the Fleet version is pretty good but I have trouble imagining what sort of Captain it is meant for exactly... Why? Because if you are an Engineering Captain and want to dish out damage then you should fly an Escort, get all the advantages of the big weapons, turn rate, and Tactical BOFF abilities and use your engineering abilities to keep it alive very effectively.

    If you are a Tactical Captain then you want something that can survive a bit better and take full advantage of your Captain skills. The Fleet Avenger is pretty good for this but in a number of ways the versatility, greater toughness, and much higher turn rate (14.5 Vs 9) when in Star Drive section, and better console abilities of the full Tactical Odyssey is in many ways the better bet.

    Science Captains really work best in Science Ships, Carriers, and Escorts. They generally do very poorly in Cruisers because they cannot speed their movement up, they do not keep their power levels higher, and they can only make them SLIGHTLY more deadly with the occasional Sensor Scan. So this is obviously not for them either.
  • coffeemikecoffeemike Member Posts: 942 Arc User
    edited October 2013
    My Science Captain is in a Sci Oddy and she does fine with it using Disruptor beams. Keeping her tanky was a challenge but re-arranging BOFF seats and abilities helped. Also updating to MK XII weapons helps.
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