test content
What is the Arc Client?
Install Arc

Why is the new Mogh KDF ship SOO BIG!!

gornstaractor#7412 gornstaractor Member Posts: 8 Arc User
edited December 2013 in Klingon Discussion
It come to my attention today that the kdf have been ripped off again :confused:. The new ship is 7 times larger than the fed version or the avenger and still has the same turn rate. This is going to make the ship a much bigger target in pvp and with a much bigger pivot point, it is a lot harder to turn and keep weapons on target if using cannons!! I like kdf but it seems they are so much disadvantaged in the game it is hard to truly compete and play pvp kling side. I think it is about time cryptic realizes the disadvantage klingons are put in this game and fixes it!!
Post edited by gornstaractor#7412 on
«1

Comments

  • kjwashingtonkjwashington Member Posts: 2,529 Arc User
    edited December 2013
    *sigh* I knew that there would be something wrong with it. The fact that it had the body of the Bortasqu should have tipped me off.
    FaW%20meme_zpsbkzfjonz.jpg
    Support 90 degree arc limitation on BFaW! Save our ships from looking like flying disco balls of dumb!
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited December 2013
    What??? I like its size. I for one think we have bern given a great ship.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • mutualcoremutualcore Member Posts: 0 Arc User
    edited December 2013
    it is not that big....please
  • samt1996samt1996 Member Posts: 2,856 Arc User
    edited December 2013
    The KDF have an awesome new ship!!! On a side note it is weird for it to be so much bigger than the Avenger... Cryptic seems to have always had scaling issues tho. Big ships should turn small *period*.






    This post has been edited to remove content which violates the Perfect World Entertainment Community Rules and Policies . ~BranFlakes
  • sunfranckssunfrancks Member Posts: 3,925 Arc User
    edited December 2013
    It is Klingon design. They never do anything small ;)
    Fed: Eng Lib Borg (Five) Tac Andorian (Shen) Sci Alien/Klingon (Maelrock) KDF:Tac Romulan KDF (Sasha) Tac Klingon (K'dopis)
    Founder, member and former leader to Pride Of The Federation Fleet.
    What I feel after I hear about every decision made since Andre "Mobile Games Generalisimo" Emerson arrived...
    3oz8xC9gn8Fh4DK9Q4.gif





  • qweeble#7491 qweeble Member Posts: 164 Cryptic Developer
    edited December 2013
    The pivot point of ships does not affect the turn rate, or how long it takes to aim your weapons at your target. It's an illusion that makes it seem faster or slower depending on pivot point and scale.

    The ship is larger, but the size only comes into play when you are very close to other ships, and when calculating range. However, when you're in range of something, they are in range of you as well, except for a few NPCs.

    As a result, the size of the ship does not put you at any disadvantage, except for maybe being able to see the ship somewhat easier from afar, or perhaps taking up a bit more screen space.
    I make space ships!
    Twitter! STO_JamJamz
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited December 2013
    Its big so our foes can die in the comfort provided by its shade....
    Leonard Nimoy, Spock.....:(

    R.I.P
  • ashkrik23ashkrik23 Member Posts: 10,809 Arc User
    edited December 2013
    Are people so bored that they intentionally seek to find something silly to complain about?
    King of Lions rawr! Protect the wildlife of the world. Check out my foundry series Perfection and Scars of the Pride. arcgames.com/en/forums#/discussion/1138650/ashkrik23s-foundry-missions
    ashkrik_by_lindale_ff-d65zc3i.png
  • ooiueooiue Member Posts: 0 Arc User
    edited December 2013
    bitemepwe wrote: »
    Its big so our foes can die in the comfort provided by its shade....

    ^this

    I also like the design of it. The entire backend is pretty much a Negh'var/Vor'cha setup, the neck is a nice a thick (what she said) and from the Bortasqu' and the front is what you'd expect from the earlier mentioned Negh'var and Vor'cha as well.

    The only gripe I have about the looks is the neck could be a bit longer and the nacelles could be a bit shorter, so it looks more in-line to what you'd expect and looks a little less boxxy

    Great ship though :D
    Play my missions on Holodeck!
    Return of Ja'Dok Series (6 Part Series)
    Enemy of the Exile Series (4 Part Series)
    Task Force Ja'Dok Series (3 Part Series)
  • erraberrab Member Posts: 1,434 Arc User
    edited December 2013
    You guys are making me jealous has I will not be able to see the Mogh for a few more hours at the least :mad:
    [SIGPIC][/SIGPIC]
  • kjwashingtonkjwashington Member Posts: 2,529 Arc User
    edited December 2013
    I haven't bought the Mogh ship yet. can someone tell me exactly how big it is? I had originally assumed Vor'cha sized, but now I'm getting the impression that its Negh'Var or (Kahless forbid) Bortasqu sized.
    FaW%20meme_zpsbkzfjonz.jpg
    Support 90 degree arc limitation on BFaW! Save our ships from looking like flying disco balls of dumb!
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited December 2013
    Its a little bulkier than the Tor'Kaht in the middle, but it doesnt look to be any longer or wider (okay maybe a touch longer, 5% or something). The problem with the OP is that the Avenger is too damn small--its the size of most escorts (the same size as the Andorian Kumari!). That is the error here, not the size of the Morgh.
  • timezargtimezarg Member Posts: 1,268
    edited December 2013
    The pivot point of ships does not affect the turn rate, or how long it takes to aim your weapons at your target. It's an illusion that makes it seem faster or slower depending on pivot point and scale.

    The ship is larger, but the size only comes into play when you are very close to other ships, and when calculating range. However, when you're in range of something, they are in range of you as well, except for a few NPCs.

    As a result, the size of the ship does not put you at any disadvantage, except for maybe being able to see the ship somewhat easier from afar, or perhaps taking up a bit more screen space.

    Oh, so the Qin raptor isn't borked by having the pivot point of a cruiser, or some other ship several times its size? I guess it's just my imagination, then, when a Federation escort easily keeps out of my weapon arc because the nose of the ship is still trying to follow the target because the pivot point is, for some reason, somewhere behind the ship, rather than in the middle of it or w/e.

    How about you stop pretending the problem doesn't exist, and fix it when it happens? How bloody hard can it be to change the pivot point on a ship?!
    tIqIpqu' 'ej nom tIqIp
  • funkfantasticfunkfantastic Member Posts: 8 Arc User
    edited December 2013
    It's obvious that the klingon ship would be larger than the avenger. Since the prometheus, the feds have made a huge effort to automate systems with the goal af minimizing crew. With smaller crew and thereby the need for less space to house crew etc it's also possible to build smaller ships with bigger punch. Klingon ships are still characterized by crude functional designs and manually controlled systems. This ofcause require more crew, more space for the crew and by this larger ships :)
  • timezargtimezarg Member Posts: 1,268
    edited December 2013
    Its a little bulkier than the Tor'Kaht in the middle, but it doesnt look to be any longer or wider (okay maybe a touch longer, 5% or something). The problem with the OP is that the Avenger is too damn small--its the size of most escorts (the same size as the Andorian Kumari!). That is the error here, not the size of the Morgh.

    Yeah, I'm looking forward to trying out a Vor'cha/Tor'kaht sized battlecruiser than has 50 inertia (rather than the 30-35 inertia of other 'nimble' battlecruisers). That'll make things interesting.
    tIqIpqu' 'ej nom tIqIp
  • qweeble#7491 qweeble Member Posts: 164 Cryptic Developer
    edited December 2013
    timezarg wrote: »
    Oh, so the Qin raptor isn't borked by having the pivot point of a cruiser, or some other ship several times its size? I guess it's just my imagination, then, when a Federation escort easily keeps out of my weapon arc because the nose of the ship is still trying to follow the target because the pivot point is, for some reason, somewhere behind the ship, rather than in the middle of it or w/e.

    How about you stop pretending the problem doesn't exist, and fix it when it happens? How bloody hard can it be to change the pivot point on a ship?!




    We have investigated reports of this in the past, moving the pivot point of the ship backwards will do nothing for the functionality of the ship, it will only affect the visuals. The pivot point of the ship is in the primary hull, just below the mission pod, not at a point behind the ship.

    I agree it does look a bit odd, namely when using turn rate enhancing powers, and it is certainly on the list of things to update. However, it is purely visual, and does not impact gameplay in any way, other than making things appear somewhat different compared to other ships, but pivot points don't affect firing arcs, plain and simple, the game does not work that way.

    We could place the pivot point a mile behind the ship, and functionally, your ship will work the same way. Granted, the ship's art will be a mile further away from the camera, because the camera is locked to the pivot point of the ship, and the pivot point is always centered.

    The arc overlay when mousing over a weapon isn't 100% accurate, so, keep that in mind as well.
    I make space ships!
    Twitter! STO_JamJamz
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited December 2013
    timezarg wrote: »
    Oh, so the Qin raptor isn't borked by having the pivot point of a cruiser, or some other ship several times its size?
    You've got it backwards. The Qin is very long, the same length as the Ambassador. On smaller KDF ships, having the pivot point in the rear makes no difference since the travel time of the nose is very short, but on the Qin the nose has to go a loong way around.
  • rodentmasterrodentmaster Member Posts: 1 Arc User
    edited December 2013
    If the pivot point were a mile behind the ship, you would no longer be TURNING. You'd be SWEEPING left and right sideways. This makes a BIG difference in acquiring targets. Especially at close ranges. That is where it's a problem, at close ranges and low speeds. In other words, where nimble, light, escorts like to fight.


    If you have a nimble target just off your nose moving laterally (sideways), you cannot simply turn to follow. All of a sudden you're sweeping sideways (ever so slightly) instead of following the target you're looping around past them to turn around to try to point at them again.


    The pivot point makes a MASSIVE difference in tracking targets. If the pivot point were at the very TIP of the ship it would look funny but you'd almost never lose a target in front of you. You'd simply swing your butt out and not have to turn much. If the pivot point is at the very BACK of the ship, your weapons on the front may pass AROUND an enemy contact you're almost on top of, never bringing your weapons to bear.


    It's an issue of angular momentum. And it IS an issue.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited December 2013
    the qin may be bad, but theres nothing wrong with the mogh's pivot point. and your crazy if you prefer 50 inertia over 35 on this ship, that sliding helps so much with dhc use, it will be much harder to use DHCs effectively on the mogh then a negvar.
  • mrmarmite451mrmarmite451 Member Posts: 7 Arc User
    edited December 2013
    Well, for what its worth I think its a cracking looking ship, very Klingon feel to it, so round of applause from the cheap seats!
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited December 2013
    The Mogh strikes me as a Bruiser, a heavy wieght. The Fleet Torkie is more a middle wieght with good striking but more nimble.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited December 2013
    Regarding the math behind firing arcs, pivot points, and weapon placement...in regard to turn...

    Say we've got the following...

    <(f)
    (p)
    (a)>

    Where (f) is the fore weapon hardpoints, (p) is the pivot point, and (a) is the aft weapon hardpoints...

    At which point is the actual turn rate being applied as the number we view?

    Is there a fourth point, (c) center - located between (f) and (p), where the turn is being applied and then a calculation made based on (p) relative to (c) which in the end results in the movement of (f) and (a) around (p)...?

    Along the lines of...

    <(f)
    (c)--(p)--(a)>

    ...as an example?
  • rodentmasterrodentmaster Member Posts: 1 Arc User
    edited December 2013
    C is not important. P is where it pivots. Simple as that. Nothing more to add to the equation.
  • qweeble#7491 qweeble Member Posts: 164 Cryptic Developer
    edited December 2013
    I threw together a diagram that may help explain what seems to not be communicated well.

    http://i.imgur.com/3ijQxgs.jpg

    In the image, there are three ships, with three different pivot points. The top row shows them aligned forward, the bottom three is the same ship as above, but rotated 30 degrees.

    The Red dot indicates the pivot point, the black lines indicate a sample firing arc of ~45 degrees.

    The camera always follows the red dot, and the red dot is the point in which firing arcs are calculated, it is not reliant on the placement of the ship itself, that has no actual function when it comes to firing arcs.

    The ship appearing to swing around it's pivot point is purely visual, and does not affect your actual firing arc. It takes the same amount of time to turn the firing arc towards your target, turn rate is not affected by the pivot point, at all, it's entirely independant.

    The middle and right examples are extreme, and the left is where the Qin's pivot point currently is.

    Your ship could be completely invisible, and the Qin would work in an identical manner, changing its pivot point does nothing but move geometry around. If you can't keep a target in your firing arc as it is, you wont be able to if the pivot point is moved.
    I make space ships!
    Twitter! STO_JamJamz
  • raphaeldisantoraphaeldisanto Member Posts: 4 Arc User
    edited December 2013
    What Jamz is saying is .. You don't have to point the nose of the ship at the feds. You just have to point the "front" of the pivot point at them.

    Which technically means that if a pivot point is too far back, you actually get a slight advantage, because you can fire at the ship while you're "sort of" on top of it.
    [SIGPIC][/SIGPIC]
  • gizmox64gizmox64 Member Posts: 322 Arc User
    edited December 2013
    We have investigated reports of this in the past, moving the pivot point of the ship backwards will do nothing for the functionality of the ship, it will only affect the visuals. The pivot point of the ship is in the primary hull, just below the mission pod, not at a point behind the ship.

    I agree it does look a bit odd, namely when using turn rate enhancing powers, and it is certainly on the list of things to update. However, it is purely visual, and does not impact gameplay in any way, other than making things appear somewhat different compared to other ships, but pivot points don't affect firing arcs, plain and simple, the game does not work that way.

    We could place the pivot point a mile behind the ship, and functionally, your ship will work the same way. Granted, the ship's art will be a mile further away from the camera, because the camera is locked to the pivot point of the ship, and the pivot point is always centered.

    The arc overlay when mousing over a weapon isn't 100% accurate, so, keep that in mind as well.

    Can you please fix the Ambassador ship, its turning point is off center mass. Looks very strange when stationary and doing a 360 turn. Seems to pivot just before the pylons, after the impulse engines. Just overhead with your camera, put your mouse in the visual middle of the over all ship, and you'll see it's off. Very distracting, feels like my ship is on a stick being turned from the rear....
  • qweeble#7491 qweeble Member Posts: 164 Cryptic Developer
    edited December 2013
    What Jamz is saying is .. You don't have to point the nose of the ship at the feds. You just have to point the "front" of the pivot point at them.

    Which technically means that if a pivot point is too far back, you actually get a slight advantage, because you can fire at the ship while you're "sort of" on top of it.

    There is no advantage. Weapon hard points make no difference when it comes to pointing at your targets. In the example, if a small enemy ship was between the pivot point, and the hull of the ship, you would not be able to fire at it. But, that's not a problem, because every player ship's pivot point is encased within the collision capsule that surrounds the ship.
    I make space ships!
    Twitter! STO_JamJamz
  • shpoksshpoks Member Posts: 6,967 Arc User
    edited December 2013
    lolwut?!?!? :P :D

    The ship is perfect. Once again, when it comes to Klingon ships - Cryptic nailes it! I can only applaud on their design decisions regarding KDF ships. Well done Cryptic.

    I'm also glad they follow the lore reasoning behind KDF ships. Klingons use the battlecruisers for invasions and conquest as much as they do for war and exploration. That's why it's big - it has to support a trained crew of 2000 warriors ready to conquer a world should the opportunity arise. Starfleet didn't commision the Avenger to conquer worlds, they comissioned it for space war and to defend the Federation. Therefore it's smaller since it doesn't need a complement of ground troops.
    For reconnaissance and skirmishes Klingons have much smaller Birds of Prey and Raptors, but the battlecruisers are the backbone - they're big, bad and have it all.

    The Mogh's size is perfect in my books. I was hoping for a bigger, beefier battlecruiser - like they said, a bulldog. :D
    HQroeLu.jpg
  • omegaphallicomegaphallic Member Posts: 101 Arc User
    edited December 2013
    Thanks Jamz that was informative.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited December 2013
    weapons dont fire from the pivot point though, they fire from points on the model. at point blank range, this seems to mater. if your target was right under your qin, and you had DCs that fired from the nose, would they fire backward to hit that person your on top of because they would be in the pivot point's fireing arc still?

    also, fleet tier 4 raptor when? :P
Sign In or Register to comment.