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Tier 6 Starships

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  • stostargatewarsstostargatewars Member Posts: 179 Arc User
    edited September 2014
    I see that the dauntless model still has the wrong shape under the deflector.
  • wrathofachilleswrathofachilles Member Posts: 937 Arc User
    edited September 2014
    khan5000 wrote: »
    If the Guardian could use the Galaxy skin...we would know about it. Just like we knew that the T6 Intell ships could use the classic ship materials and parts.

    Well we didn't learn that the intel ships could use normal materials/more traditional looks (I think the traditional look for the scryer even fills in the donut ring rather than just a different hull texture) until a while after they were announced, so technically announcing the ability to use galaxy variant skins on it could be announced later... it's just... so unlikely. I mean... I could see very good reasons to do it and not to do it, but I would place the safe bet on it not happening.
  • sohtohsohtoh Member Posts: 620 Arc User
    edited September 2014
    jaturnley wrote: »
    Turn rate is no longer an issue after the delta rep; it includes a trait at T2 that's basically Helmsman but with a 25% bonus rather than a 10% one and the two piece set has another 20%. I actually had to turn *off* some turn boost traits because my ship was getting too hard to keep cannons on target.

    Except that 25% uses Base Turn-3, which on my Avenger equaled only a 1.5 increase.
    "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."
  • wrathofachilleswrathofachilles Member Posts: 937 Arc User
    edited September 2014
    I should note the Scryer also doesn't have Sensor Analysis listed either. The intelligence ships don't seem to fit exactly into the mold of the standard ships, as the Eclipse doesn't have all of the cruiser commands either.

    Well TRIBBLE, I didn't realize it didn't have the sensor analysis in the description either... I don't personally fly sci ships, I just can't make them work, so I didn't really pay that much attention to it, lol. Well damn, if they aren't giving the secondary deflector or sensor analysis to it... ouch.
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited September 2014
    Ooh, finally another ship gets the secondary deflector.. and an AoE heal? ooh.

    And that warbird is pretty but 1000 crew, argh. (and somebody went nuts with the impulse trails, lol)

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • wrathofachilleswrathofachilles Member Posts: 937 Arc User
    edited September 2014
    pottsey5g wrote: »
    Lieutenant Commander Science for the Guardian Cruiser has completely put me off the Guardian. Guess I will be skipping the first wave of T6 ships.

    :O Shut your mouth! The guardian boff seating is PAHFECT! It's a beautifully balanced ship, eng heavy as a cruiser should be, with plenty of tac and plenty of sci and a universal ensign to tip the scales a little further in any direction one might want to go. It truly is a beautiful layout, and I think it's exactly what every galaxy fan has always wished the galaxy had been. What would make the ship absolutely the most PAHFECT cruiser EVAR would be a universal console slot for the fleet version that also lets you make it slightly more tac, eng, or sci to one's heart's content.

    UNI CONSOLE SLOTS! lets make this a thing. :3
  • turks1turks1 Member Posts: 1 Arc User
    edited September 2014
    I'd really like to see the new Romulan Warbird/Cruiser have a Lt. COmmander Sci slot.
    I'm a lover not a fighter. But I'm also a fighter so don't get any ideas...
  • jaturnleyjaturnley Member Posts: 1,218 Arc User
    edited September 2014
    sohtoh wrote: »
    Except that 25% uses Base Turn-3, which on my Avenger equaled only a 1.5 increase.

    Correct. The point is, there are enough turn rate increases in the game now that it's no longer the crippling issue it once was. With helmsman, momentum, the one from Delta, the various consoles (especially when boosted to Mk XIV), and now the Delta set mod, slow turn rates can be completely mitigated even on the slowest ships. I was flying an Obelisk yesterday, and had zero issues keeping things in arc for torps and DBBs. I could probably have used cannons if I wanted to. In fact, it was easier to keep things in arc on it than it was from my Patrol Escort which was turning and moving TOO fast - which was fine, since I could just turn a couple traits off and boost my damage instead.

    Bottom line, at this point if you are complaining about turn rates, it's just because you are not trying hard enough to fix it.
  • galabrekgalabrek Member Posts: 6 Arc User
    edited September 2014
    Just to clarify on what the current stats are for the Dauntless Class ship:


    Minimum Rank: Vice Admiral
    Faction: Federation
    Availability: C-Store
    Hull Strength: 29,700 (at level 50) and 36,000 (at level 60)
    Shield Modifier: 1.3
    Crew: 150
    Weapons:
    3 Fore, 3 Aft
    Device Slots: 3
    Bridge Officer Stations: 1 Lieutenant Tactical, 1 Lieutenant Commander Tactical, 1 Lieutenant Engineering, 1 Lieutenant Intel/Science, 1 Commander Science
    Console Modifications: 3 Tactical, 2 Engineering, 5 Science
    Base Turn Rate: 14 degrees per second
    Impulse Modifier: 0.15
    Inertia: 50
    +10 Weapon and +10 Auxiliary Power
    Sensor Analysis
    Sub-System Targeting
    Secondary Deflector Slot
    Console - Universal – Particle Synthesizer
    Matter-Antimatter Warp Core
    Hyper-Advanced Quantum Slipstream Drive
    Starship Ability Package (Science Vessel)
    Enhanced Particle Generators (+Exotic Damage)
    Advanced Shield Systems (+Shield HP)
    Enhanced Restorative Circuitry (+Shield and Hull Healing)
    Auxiliary Power Infusers (+Max Auxiliary Power)
    Radiant Nanite Cloud (Starship Trait)



    OK for one thing having a lieutenant commander tactical in the bridge layout doesn't make any sense to me because the dauntless I felt wasn't a tactical based ship if i had to change the stats on them it would go something like this:

    Minimum Rank: Vice Admiral
    Faction: Federation
    Availability: C-Store
    Hull Strength: 29,700 (at level 50) and 36,000 (at level 60)
    Shield Modifier: 1.4
    Crew: 150
    Weapons:
    3 Fore, 3 Aft
    Device Slots: 3
    Bridge Officer Stations: 1 Lieutenant Tactical, 1 Lieutenant Commander Engineering, 1 Lieutenant Intel/Science, 1 Commander Science 1 Lieutenant Universal
    Console Modifications: 3 Tactical, 2 Engineering, 5 Science
    Base Turn Rate: 14 degrees per second
    Impulse Modifier: 0.15
    Inertia: 50
    +10 Weapon and +10 Auxiliary Power
    Sensor Analysis
    Sub-System Targeting
    Secondary Deflector Slot
    Console - Universal – Particle Synthesizer
    Matter-Antimatter Warp Core
    Hyper-Advanced Quantum Slipstream Drive
    Starship Ability Package (Science Vessel)
    Enhanced Particle Generators (+Exotic Damage)
    Advanced Shield Systems (+Shield HP)
    Enhanced Restorative Circuitry (+Shield and Hull Healing)
    Auxiliary Power Infusers (+Max Auxiliary Power)
    Radiant Nanite Cloud (Starship Trait)


    Even if these are minor changes this would make more sense and plus make it compete with the Wells and the Vesta because those have universal slots as well science powers to boot, but going the tact/Science route isnt the way to go because I haven't seen one person use the science tact ship effectively enough to be amazing to play but Science/Engineering would make it much more interesting.

    Hell even if you wanted to put in the Warship voyager (even though that's not a mirror ship) make it at least Science engineering with a hanger bay that would be fun to play at least. The tac/science route isn't that great and science captains like myself would like to see variety with my science ships. Instead of every new ship being either TRIBBLE or amazing for tactical only. Please PW, make the Dauntless a Science/Engineering ship that would be awesome for all science captains.
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited September 2014
    jaturnley wrote: »
    Correct. The point is, there are enough turn rate increases in the game now that it's no longer the crippling issue it once was. With helmsman, momentum, the one from Delta, the various consoles (especially when boosted to Mk XIV), and now the Delta set mod, slow turn rates can be completely mitigated even on the slowest ships. I was flying an Obelisk yesterday, and had zero issues keeping things in arc for torps and DBBs. I could probably have used cannons if I wanted to. In fact, it was easier to keep things in arc on it than it was from my Patrol Escort which was turning and moving TOO fast - which was fine, since I could just turn a couple traits off and boost my damage instead.

    Bottom line, at this point if you are complaining about turn rates, it's just because you are not trying hard enough to fix it.

    Suggestion: Hold down the left and right mouse buttons to aim your ship at where your camera is pointed... it helps a lot with faster ships. You don't have to do it all the time, but it can be very handy for lining up an attack run or dogfighting.
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited September 2014
    jaturnley wrote: »
    Correct. The point is, there are enough turn rate increases in the game now that it's no longer the crippling issue it once was. With helmsman, momentum, the one from Delta, the various consoles (especially when boosted to Mk XIV), and now the Delta set mod, slow turn rates can be completely mitigated even on the slowest ships. I was flying an Obelisk yesterday, and had zero issues keeping things in arc for torps and DBBs. I could probably have used cannons if I wanted to. In fact, it was easier to keep things in arc on it than it was from my Patrol Escort which was turning and moving TOO fast - which was fine, since I could just turn a couple traits off and boost my damage instead.

    Bottom line, at this point if you are complaining about turn rates, it's just because you are not trying hard enough to fix it.

    you cant handle turn rates cruisers can attain? wow, stay away from escorts.

    it might not be so bad for a beam boat nowadays, but for everything else, enough turn rate is about 70 to 80. still very few ships that can operate around there for any amount of time, and it turns out they are usually the best ships
  • sohtohsohtoh Member Posts: 620 Arc User
    edited September 2014
    jaturnley wrote: »
    Correct. The point is, there are enough turn rate increases in the game now that it's no longer the crippling issue it once was. With helmsman, momentum, the one from Delta, the various consoles (especially when boosted to Mk XIV), and now the Delta set mod, slow turn rates can be completely mitigated even on the slowest ships. I was flying an Obelisk yesterday, and had zero issues keeping things in arc for torps and DBBs. I could probably have used cannons if I wanted to. In fact, it was easier to keep things in arc on it than it was from my Patrol Escort which was turning and moving TOO fast - which was fine, since I could just turn a couple traits off and boost my damage instead.

    Bottom line, at this point if you are complaining about turn rates, it's just because you are not trying hard enough to fix it.

    Should have no problem getting the turn rate on the Guardian to 18.2 (with just the Dil Mine Neut, Helmsman, Momentum, Tachy Convertor, and the DR trait). And since it will most likely be using Beam Arrays, it shouldn't be that much of an issue.
    "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."
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited September 2014
    galabrek wrote: »
    Just to clarify on what the current stats are for the Dauntless Class ship:

    Minimum Rank: Vice Admiral
    Shield Modifier: 1.3


    OK for one thing having a lieutenant commander tactical in the bridge layout doesn't make any sense to me because the dauntless I felt wasn't a tactical based ship if i had to change the stats on them it would go something like this:

    Shield Modifier: 1.4

    You forgot to highlight that you want the Shield Mod increased, assuming that is intentional. Don't forget, though, that when Fleet T6-11 come out you'd end up with a 1.54 Shield Mod... which is kind of a lot...
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
  • soofismacksoofismack Member Posts: 28 Arc User
    edited September 2014
    For the love of all things Star Trek....Please, Please, Pleeeease put Dual Heavy Cannons on the Guardian....this is a great ship as it is but could really kick some A-- with the cannons. Don't let it end up like the Sovereign class of beam boats!!!

    Great job on the new Aelahl Warbird Battlecruiser!!!!...it will kick A-- :D
  • lordmalak1lordmalak1 Member Posts: 4,681 Arc User
    edited September 2014
    gregb wrote: »
    That guardian crusier...i wantz eet..

    Me too- but the KDF don't get one.
    :(
    :O Shut your mouth! The guardian boff seating is PAHFECT! It's a beautifully balanced ship, eng heavy as a cruiser should be, with plenty of tac and plenty of sci and a universal ensign to tip the scales a little further in any direction one might want to go. It truly is a beautiful layout, and I think it's exactly what every galaxy fan has always wished the galaxy had been. What would make the ship absolutely the most PAHFECT cruiser EVAR would be a universal console slot for the fleet version that also lets you make it slightly more tac, eng, or sci to one's heart's content.

    UNI CONSOLE SLOTS! lets make this a thing. :3

    +1
    Purfect layout.
    KBF Lord MalaK
    Awoken Dead
    giphy.gif

    Now shaddup about the queues, it's a BUG
  • catoblepasbetacatoblepasbeta Member Posts: 1,532 Arc User
    edited September 2014
    Cryptic really seem determined to make sure T6 has all the goodies in comparison to T5u for me, it seems.

    Each of these ships has an extra boff ability, and a lieutenant Intel seat, even where it isn't even particularly thematic (guardian anyone?)...yet somehow it's a no go to have any of the old ships have Intel boff capabilities, including ships like the Tal Shiar destroyer and Battlecruiser.

    Also a lot of time spent highlighting all these nice Starship traits that can't be used on old ships unless you buy a T6 ship first...

    Several of these consoles seem to just be upgraded versions of sub-T6 ship consoles, as if to highlight their obsolescence. On the livestream, Smirk basically described the Phantom console as being like the Galaxy X's....except better.

    And of course...official confirmation of T6 Fleet ships, which can pretty much be confirmed to widen the gap even further.

    This News post disturbed me as much as it intrigues me.
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited September 2014
    I wonder if gorngonzolla will ever explain his claim that T5-U ships are equivalent to T6 ships and that T5-U fleet ships are equivalent to T6 fleet ships, even though T5-U ships (whether fleet or non-fleet) have at least one fewer boff ability.

    http://sto-forum.perfectworld.com/showpost.php?p=19126361&postcount=426
    This is false. T5-U and T6 ships are roughly equal. T5-U Fleet and T6 ships will be roughly equal. Again, the difference between the two is the ability to unlock a starship trait, an additional bridge officer power and the potential to use Specialist BOffs.

    You can't compare a T6 and a T5-U Fleet. It's apples to oranges. A T6 ship will still have the same benefits unique to a T6 ship, but the T5-U Fleet ship will have the +10% HP/Shield HP and +1 console.

    I hope that Cryptic realizes that an extra boff ability, especially a Lt. Cmdr. ability, is a significant advantage. More detailed criticism can be found here:

    http://sto-forum.perfectworld.com/showpost.php?p=19343501&postcount=566
    Waiting for a programmer ...
    qVpg1km.png
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited September 2014
    soofismack wrote: »
    For the love of all things Star Trek....Please, Please, Pleeeease put Dual Heavy Cannons on the Guardian....this is a great ship as it is but could really kick some A-- with the cannons. Don't let it end up like the Sovereign class of beam boats!!!

    Great job on the new Aelahl Warbird Battlecruiser!!!!...it will kick A-- :D

    The Eclipse is the Federation battlecruiser, it gets the DHC's... speaking of which, you like the Aelahl being an inferior Eclipse?
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
  • jaturnleyjaturnley Member Posts: 1,218 Arc User
    edited September 2014
    you cant handle turn rates cruisers can attain? wow, stay away from escorts.

    it might not be so bad for a beam boat nowadays, but for everything else, enough turn rate is about 70 to 80. still very few ships that can operate around there for any amount of time, and it turns out they are usually the best ships

    That was the Patrol Escort that I had issues with, not a cruiser. It was pushing nearly 80 degrees per sec on the turn rate, and was moving so fast that I was passing targets before I could line up on them. The turn rate wasn't as big an issue as the speed; even at 1/2 it was hard to get shots lined up before you passed them, at full it was just insane. Even in reverse, I was getting pulled out of range after 2 or 3 cannon volleys. This was with Mk XIV Epic MACO engines, Momentum, Helmsman, the Delta 25% trait, and the Delta set turn mod, plus the Tachyokinetic Converter (Mk XIV Epic - I think it was 35% turn boost or so).
  • catoblepasbetacatoblepasbeta Member Posts: 1,532 Arc User
    edited September 2014
    frtoaster wrote: »
    I wonder if gorngonzolla will ever explain his claim that T5-U ships are equivalent to T6 ships and that T5-U fleet ships are equivalent to T6 fleet ships, even though T5-U ships (whether fleet or non-fleet) have at least one fewer boff ability.

    http://sto-forum.perfectworld.com/showpost.php?p=19126361&postcount=426


    I hope that Cryptic realizes that an extra boff ability, especially a Lt. Cmdr. ability, is a significant advantage. More detailed criticism can be found here:

    http://sto-forum.perfectworld.com/showpost.php?p=19343501&postcount=566



    It's just simple lying, IMO. An extra Boff ability-and we aren't talking lowly ensign level ones here either-is an advantage over ships that don't have them, plain and simple.

    Likewise the ability to slot specialist boffs is an advantage over ships that can't, no matter which way you slice it-and it looks like this feature is going to be universal across T6 ships at this rate, as well-considering even the Galaxy Class expy has Intel seating.

    And these aren't even the Fleet versions we are talking about here.

    This is all just blatent misdirection to obfuscate the fact that T5 u ships are being purposefully made obsolete.
  • tigerariestigeraries Member Posts: 3,492 Arc User
    edited September 2014
    The Mat'ha Raptor is by far a beast. Out of all the ships, that one has the best (imo) consoles - Heavy Disruptor Spinal Cannons. Sustained barrage is an understatement; that thing is a machine gun.

    Can you elaborate? Blog posts says it comes with a pair of cannons? "The Mat’Ha Raptor comes equipped with a pair of Heavy Disruptor Spinal Cannons" Yet it is a console.

    You have 5 fore and 2 aft weapons... does this mean that if you use the console you will have 7 fore weapons? Or 6 if the HDSC is dual?

    What is the firing arc for the console?
  • wrathofachilleswrathofachilles Member Posts: 937 Arc User
    edited September 2014
    captaind3 wrote: »
    Not a bad set at all.

    I'm more curious about the planned fate of these intel seats though.

    We've been told before that Intel is just the first BOFF specialization. In the future when you release the others will these seats be opened up as just specialization seats capable of slotting intel and anything else?

    ?

    This is an excellent question, however, I imagine the answer is that the ships with intel hybrids will stay with intel hybrids. Cryptic doesn't usually go back to change or enhance existing ships, and by making, for example, the guardian a ship with an intel hybrid, they can later make the exact same layout only with a new hybrid and the ship can be "different." So by not opening up the current hybrids to future specializations, it increases diversity. Or so I imagine the theory goes.
  • schmedickeschmedicke Member Posts: 229 Arc User
    edited September 2014
    tigeraries wrote: »
    Can you elaborate? Blog posts says it comes with a pair of cannons? "The Mat’Ha Raptor comes equipped with a pair of Heavy Disruptor Spinal Cannons" Yet it is a console.

    You have 5 fore and 2 aft weapons... does this mean that if you use the console you will have 7 fore weapons? Or 6 if the HDSC is dual?

    What is the firing arc for the console?

    Think of it as a plasma/phaser lance but with cannons.
  • wrathofachilleswrathofachilles Member Posts: 937 Arc User
    edited September 2014
    pottsey5g wrote: »
    Starting to think there is a typo in the guardian as it has to many bridge officer powers. I don’t think it has both a Lieutenant Commander Tactical and a Lieutenant Commander Science. Doesn't that break the ship rules and give the ship to many Bridge officer powers?

    It has 13 boff powers at my count, two lt.coms (6) one commander (4) one lt. (2) one ensign (1) which comes to 13, which is the t6 standard.
  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited September 2014
    Aux to dampers won't protect against a charged particle burst effect, and I don't think *everyone* slots aux to dampers, maybe that's "doing it wrong" but I suspect it will still have use, lol.

    What happens or will happen based on how I've read this the cpb effect will be reduced in range so it will probally be around 2-3 km which would be hard to decloak you with that lol. Now as far as the aux2dampeners its protects you from disable and kinetic damage. As well as helps your turn rate and inertia out. So most of the abilities of that raptor are pretty much redundant imo since I already have many builds that already use that as well as others out there lol. I just don't find it very useful on a ship that you aren't going to be speced very much into these abilities on a ship that is on the opposite spectrum of said mechanics. Roughly they just threw a couple of useless abilities into a function to alleviate any fed ranting(yeah sure the story war is over with fed vs kdf but the content war is far from over).
  • wrathofachilleswrathofachilles Member Posts: 937 Arc User
    edited September 2014
    captaind3 wrote: »
    We didn't get much of a view at her sublight engines. She is the fastest faster than light vessel that we're aware of that doesn't use a folded space drive (Coaxial Warp), but we don't know how she maneuvers at impulse.

    Voyager modified her engines to catch up with her though, so there's no reason to think the dauntless has super special double triple extra special quantum slipstream. The devs are giving it to her for obvious reason, but yeah... I wouldn't expect too much from it. But I think it would be epic if she could just slipstream as long as she wants, whenever she wants, lol.
  • chardokchardok Member Posts: 9 Arc User
    edited September 2014
    All my Lvl 50 Caps are eyeing their favorite ships. Just which one to play to 60 forst will be the only hard decision. I already bought my Delta pack and am ready for the adventure.:D
  • gpgtxgpgtx Member Posts: 1,579 Arc User
    edited September 2014
    tigeraries wrote: »
    Can you elaborate? Blog posts says it comes with a pair of cannons? "The Mat’Ha Raptor comes equipped with a pair of Heavy Disruptor Spinal Cannons" Yet it is a console.

    You have 5 fore and 2 aft weapons... does this mean that if you use the console you will have 7 fore weapons? Or 6 if the HDSC is dual?

    What is the firing arc for the console?


    it's probably like the bortas'qu's auto cannon console
    victoriasig_zps23c45368.jpg
  • wrathofachilleswrathofachilles Member Posts: 937 Arc User
    edited September 2014
    What would be cool is if they introduced a new battle cloak and call it the counter command battle cloak lol. Give this new raptor, the T6 battle cruiser, the 2 romulan ships, and the phantom a counter command battle cloak that basically alleviates the problems of not having a battle cloak with some reman design in it too so that the fed and kdf wouldn't need reman boffs with infiltrator to make decent cloak ambush lol.

    Just me though if it was up to me I'd remove that standard cloak and just make all ships have a battle cloak but make the current battle cloaks have their own uniqueness because standard cloak imo isn't worth much of anything since there is no advantage in it besides pvp which is barely done by anyone just a small small minority of the player base.

    I agree with making all cloaks battle cloaks for canon sake, but I imagine the reason it wasn't originally done was how irritating it could/would be in pvp and the devs do seem to at least try on occasion to keep pvp in mind with these things... or later fix it once the pvper's are all "hey, you're killing us here." lol.

    I think that all ships should have a battle cloak, just how often/how well they use it is determined by how cloaky they are meant to be. Like a bop can use it frequently and very well, but a negvar would use it less frequently/be more visible at a greater distance, for example. Or it could take longer for the ship to fully cloak, a couple seconds for a bop, and substantially longer the bigger the ship gets. Just to spitball some ideas.
  • wrathofachilleswrathofachilles Member Posts: 937 Arc User
    edited September 2014
    trygvar13 wrote: »
    This is the Raptor my KDF tac has been dreaming for... I fear a nefr in the futre:) It made me decide to use my Qin raptor again.

    When will get to test it on Tribble?

    Test... what? a c-store ship on tribble? Probably never. lol. What do you mean "Try before I buy?" hell no. You may purchase the ship and then mothball it and rant on the forums if you don't like it. :P
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