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FLAGSHIPS: The Best of Times and the Worst of Times

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  • ballderballder Member Posts: 4 Arc User
    thetanine wrote: »
    FLAGSHIPS: The Best of Times and the Worst of Times: Message? YES.

    The new flagships are a mixed bag for me. The FED ships are freaking awesome. Majestic, even.

    The KDF Flagships are a bit too cumbersome for me.

    The ROM Flagships seem to be the worst deal, for me especially, since my "main" player character is ROM. The Scimitar, to me, evokes a step backwards for the REPUBLIC. The Scimitar was a monster, a PREDATOR in the words of Picard. It seems to me that making the Scimitar the new ROM flagship should have made the Soverign the FED Flagship. My point here is the Scimitar is an ANACHRONISM.

    That's a pretty harsh charge since this season is all about TIME: Travel, Events, History, Futures...

    I feel like Cryptic did a fantastic job for the FED Flagship. OK for the KDF. And Badly for the ROM REPUBLIC.

    How about you?​​

    The T6 Scimitar just looks bad. It fits perfectly in a Batman Universe.

    the "new" flagships are just the tier5 ships in new skin and diffrent stats so they are making us buy the same ships one more time
  • nickcastletonnickcastleton Member Posts: 1,212 Arc User
    whisperor wrote: »
    Okay, my Turn.
    [*]Add Hangers for Carrier Pets. Since they suppose to be like Dreadnaughts/Super Capital ships, it would make sense that such vessels would have plenty of hanger space for shuttles and other small craft. Surely there would be enough room a small number of drones (Carrier Pets) to have around, just in case.
    Yes, I known that those with access to the original T5s' can get their hands on an Aquarius pet; but still....
    )
    it really bugs me that all of them dont have a hanger i mean have cryptic noticed the size of the hanger bay on the odd, its massive and could at least carry a small hanger.
    but they dont seem to care about giving them equal footing, i remember when people started asking for t6 flagships i said "cryptic probably are trying to fix the balance issue of the scimtard" how wrong i was.

    0bzJyzP.gif





    "It appears we have lost our sex appeal, captain."- Tuvok
  • vonhellstingvonhellsting Member Posts: 543 Arc User
    Rather disappointed that the Rom version is just a hollow shell of a ship.
    The Lobi Crystals are Faaaakkkkee!
  • staq16staq16 Member Posts: 1,181 Arc User
    edited March 2016
    ballder wrote: »
    the "new" flagships are just the tier5 ships in new skin and diffrent stats so they are making us buy the same ships one more time

    No, no-one is "making" you buy anything.

    Anyway.. an item has been offered, which stats-wise is a modest upgrade from the T5U you might already have. It has different BOff layouts, access to specialisation, a new console, a new trait and a new skin. In other words, everything you would expect from a "new" ship. The only difference is that it's retro-compatible with the T5 flagship consoles and skins, if you own them.

    So are you saying if Cryptic had made them look less similar and left out the compatibility, it would be better?

    This argument never ceases to amaze me. It's essentially the core argument about needing T6 ships at all, but somehow it's worse when Cryptic put in retro-compatibility...
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  • stobg2015stobg2015 Member Posts: 800 Arc User
    3) Give the super-capitals a one-per-ship special weapon which is basically a 300 degree DHC, only usable on that class. This serves two purposes, it gives them a high powered always on form of point defense against fighters, torpedoes, etc and it gives them a heavy punch weapon to enhance their damage output in short range broadsiding. This is especially effective if my plan of "double DHC's damage inside 5k but keep the range dropoff" were implemented to make cannons more viable.

    So you want to turn a DHC into a point-defense weapon that can annihilate destructibles with one shot?

    Aside from the fact that it kinda breaks the niche that DHC occupy, wouldn't special built-in turrets be more useful and balanced for the task if they had an always-on rapid-fire or volley effect? (Or even better a way to switch between the two modes?)

    That, or the Devs could go back to the drawing board on the broadside weapon option they were working on at one point and seem to have dropped.
    (The Guy Formerly And Still Known As Bluegeek)
  • edited March 2016
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