First off, this review would not have come to be without the love of my friends. Without them, I would not have these ships. Without them, these ships would just be another reward pack on the Exchange I wish I could afford. Secondly, if you have no love for the Kelvin Timeline, I am sorry, but that's what this thread is for.
I will begin by breaking down both ships in a few categories:
Aesthetics (How they look)
Immersion (Not immersion in the game, but immersion in how the player, or at least how I felt using the ships during gameplay)
Combat (If they can't fight or can they fight?)
And I will share my builds. They're not the best, but I play to enjoy the game, not the numbers.
Kelvin Timeline Heavy Command Cruiser (Tier 6)
Faction: Starfleet
Availability: Kelvin Timeline Lockbox
Tier: 6
Required Rank: Rear Admiral
Hull Strength: 43,500 at level 40, 50,025 at level 50 and 58,000 at level 60
Shield Modifier: 1.1
Fore Weapons: 4
Aft Weapons: 4
Device Slots: 4
Bridge Officer Stations: 1 Lieutenant Commander Tactical, 1 Ensign Engineering, 1 Commander Engineering/Command, 1 Lieutenant Science/Temporal Operative, 1 Lieutenant Commander Universal
Console Modifications: 4 Tactical, 4 Engineering, 3 Science
Base Turn Rate: 8
Impulse Modifier: 0.15
Inertia: 40
+5 to All Power Levels
Console – Universal – Auxiliary Ejector Assembly
By now, all of you should know this ship. It's a Tier 6 (and whether you like it or not) Constitution-class starship. The USS Enterprise.
And wow. I just love the render in-game. It's perfect. It's beautiful. Aesthetically, I love it. The customization options are fantastic. And while I wonder if any
certain refit options will be available , I am pleased with how this ship looks. They even put a lens flare effect on the bridge. That was a real nice touch.
Aesthetics: 9/10
When I got this ship, I had orange fleet phasers on it. I hated it. The piercing sound of... Fsssst annoyed me. Then I tried TOS phasers. That was worse. So, I ended up spending credits, I blew 3 million on upgrades and Kelvin Timeline Phasers, as well as untold dilithium to upgrade the phasers to mark 13.. I was broke after that, but happily poor. I also spent some on crew abilities. In the words of Picard, I wanted to see what this Constitution-class starship could do.
Immersion, combat and build all came together in one section at this point. At first, finding the right balance of consoles was difficult. Then I posted here asking for a build, and then the friend that bought me this ship set me on the path. Now, as a captain that's flow pretty much anything from Kumari set to Defiant, to Avenger and Sovereign, even the Galaxy family, I was expecting a cruiser that didn't get much damage output. Pre-Intel Dreadnought, I used the 3 piece bonus.
Standardized Weaponry (2 piece) – Passive
+Phaser Directed Energy Damage
+Photon Projectile Damage
Subatomic Elasticity (3 piece) - Passive
+Kinetic and Physical Damage Resistance Rating
+Incoming Healing
Increases as health decreases
I settled on
this after awhile, post-Vengeance.
The thing is, I THOUGHT you would need to have all 4 Kelvin consoles, but in reality? You really only need 2. I mean, you can use all four if you want, but I felt it really hampered the ship's capabilities. As for Plasmonic Leech, I don't think that console is necessary, however, I do recommend getting it for these two ships. Trust me.
Can It Fight? - Does an Orion grifter use the art of seduction to manipulate her mark? The answer is yes, she most definitely can fight.
I have never been able to take down Starbase 324 in the H'atoria Sector of Romulan space, however, this ship could easily do it with the build I provided above. I didn't include captain skills and traits, since I know everybody has different play styles and traits and whatnot, but I was really impressed with the Constitution-class.
Final Verdict - Is the Kelvin Time-- Is the Tier 6 Constitution-class worth it?
In my opinion, yes. For the massive price they cost on the exchange, the Constitution is every bit the non-Zen store Federation cruiser needed to be. Yeah, you've got your fast and maneuverable Avengers and your tough but slow Odysseys, and then you have cruisers like the Sovereign and Excelsiors. This ship, despite the hate it gets simply for something it can't help being, much in the same way
Caterpie was hated by Misty simply because she hated bugs and he couldn't help being a bug.
My final verdict is
yes. You will get your money's worth when you buy this ship.
Kelvin Timeline Intel Dreadnought Cruiser (Tier 6)
Faction: Starfleet
Availability: Lobi Store
Tier: 6
Required Rank: Rear Admiral
Hull Strength: 1.52 (45,600 at level 40, 52,440 at level 50 and 60,800 at level 60)
Shield Modifier: 1.15
Fore Weapons: 5
Aft Weapons: 3
Device Slots: 4
Bridge Officer Stations: 1 Lieutenant Commander Tactical, 1 Commander Engineering/Intel, 1 Ensign Science, 1 Lieutenant Universal/Temporal Operative, 1 Lieutenant Commander Universal
Console Modifications: 4 Tactical, 5 Engineering, 2 Science
Base Turn Rate: 7
Impulse Modifier: 0.18
Inertia: 40
+15 to Weapon Power and +5 to Shield Power
Console – Universal – Broadside Emitter Arrays
Can Load Dual Heavy Cannons
Hangar Bays: 1
Hangar Bays loaded with Kelvin Assault Drones
I apologize for this really long post, but this is far from over. Now, for the part I really wanted to put out there. You thought the Galaxy-X and Yamato-class Dreadnought vessels were amazing? Saucer separation alone is useless in a fight, thread reader. These, these can't even turn much - how can they be expected to break bone?
I was skeptical about this vessel at first. After the Galaxy-X, I was weary about anything with the title dreadnought cruiser. But the old gal could take hits like nothing I had ever seen. Then the Jem'Hadar Dread came along, and that was a verrrry pleasing birthday gift from another friend of mine. I still fly it even with these two Kelvin Timeline ships under my command. I love it. But, then this scary thing came along, and I was absolutely blown away. I had never flown an intel vessel of any kind.
Which makes me wonder like this guy, why no intelligence ship skins?
Her looks? Well, they say that beauty and taking pride in your appearance is vanity, well. I don't know about you guys, but uhh// Sign me up for wherever vain people go, because the Vengeance looks good. And by good. I mean, she looks like a panther crossbred with... like,
a mechanized death hound.
It's larger than a Galaxy-class Dreadnought, and an Odyssey-class cruiser is almost as big as the Vengeance. The people behind ship design really outdid themselves with this ship.
Aesthetically, this ship gets a 10/10. I still get chills every time I see one. It just looks imposing.
Has anyone figured out why there's a hole in the saucer?
Again, immersion, combat and build all in one go. At first when I got it, this ship was strangely squishy. However, that was due to my own errors and not the ship itself. Nowadays, this ship just feels like the on-screen counterpart. Whatever it catches on the broadside is going to get ripped apart. I have not tried dual and dual heavy cannons on it yet, but with the officer seating and maneuverability, it just may be worth experimenting with, unlike the Galaxy-X. It's got a built in cloak, unlike the Galaxy-X, who needs to sacrifice a console slot for cloaking capabilities, as well as a hangar slot for Assault Drones. And it's got one of my favorite consoles - the Broadside Emitters. Now this console essentially means you HAVE to broadside a target. With that in mind, I made this
build.
What you want to do is fire off Proton Charges at targets in your forward arc after decloaking and loading your offensive buffs, then immediately turn, activate BFAW and Broadside Emitters for a hefty amount of damage. You will severely weaken if not outright kill anything on your broadside..
Can It Fight? - 1 LtC tactical slot, 1 possible LtC tactical slot, a plethora of abilities available to you, the ability to equip dual and dual heavy cannons, 5 forward weapons slots and the possibility of giving anything on you left or right arcs the middle finger? This ship is what I wanted out of the Avenger. Now don't get me wrong, I won't say that the Avenger isn't a good ship. It's amazing. I found it to be effective vs. the Voth and Undine. But the Vengeance? She was truly created to protect the Federation from all threats. And mine? She is my sword and my shield.
Is the Vengeance Worth It? - In my opinion, either on its own or with the Connie, I'd say yes, go buy it. Trade for it. Do whatever you want to buy it. I've seen people forgo phasers for an Antiproton mixed flavor build ( Vanilla AP, Voth, Herald, Temp. Def, Undine, you name it)
Negatives:
-These ships don't utilitze specialist abilities all that well, they don't really need it.
-Lack of additional customization options (Intel skins, no KT-1701 refit options)
-Hate you may get from other people for flying JJTrek ships
-Choosing whether or not to equip all 4 Kelvin consoles really hamper your ability to put other consoles on
Comments
Now, I could try and grind for EC, but thing is that grinding foundry mission doesn't seem to work for me past level 2 But who knows, maybe someday I will somehow manage to get enough Zen through dilithium farming and get enough keys to get the 600 or so lobi I still need to buy the Vengeance
Negatives? Well, they don't really have much in the way of negatives that I can see (In my opinion, they outclass the Assault Cruiser and Galaxy variants) but I feel they don't really utilize the Intel/Temporal Operative/Command slots they have. For the Connie, you don't really need Command abilities, however, the Dreadnought, you only really need Override Subsystem Safeties. I mean, yes, obviously you can use others but why?
Dreadnought class. Two times the size, three times the speed. Advanced weaponry. Modified for a minimal crew. Unlike most Federation vessels, it's built solely for combat.
unfortunately that makes your review pretty much worthless. anyone who is so blinded by fanboyism that they cannot honestly acknowledge and describe the negatives of a product cannot give useful feedback.
I'm not blinded by anything. I gave feedback, provided builds and did everything I could to the best of my ability. Why don't you go find another thread that meets your special criteria if you don't like it? Simple.
Dreadnought class. Two times the size, three times the speed. Advanced weaponry. Modified for a minimal crew. Unlike most Federation vessels, it's built solely for combat.
i dont have any "special criteria". im asking for a realistic review, not a one sided review.
pretending these ships are perfect in every way doesnt help anyone. its fine to like something, but if you are just going to write a puff piece dont pretend it's a real review meant to help anyone.
Okay, and? I wrote it, I don't really care about your opinion, especially when you have trouble with punctuation and capitalization on the simplest of things. Also, learn what an apostrophe is for. You seem to have trouble grasping the concept of what it is and where it should be used.
Dreadnought class. Two times the size, three times the speed. Advanced weaponry. Modified for a minimal crew. Unlike most Federation vessels, it's built solely for combat.
I don't own the KT Connie, because I don't like it.. but I do own the Vengeance.
I can tell you, he's not being a 'fan boy' the ship really has no real flaws. Say what you wish, but there are a few ships in the game that don't have a real 'down side,' and I can tell you that the Vengeance is definitely one of them. If I had to nit pick, I would say that the flaws of the Vengeance are as follows:
1. It turns slow. This is a nit pick obviously, since you should expect this from a massive dreadnought.
2. It's console layout is slightly below 'optimal.' It only has 2 Science Consoles and 5 Engineering consoles. If you removed one Engineering console and added it to science, it would be 'perfect.' Again though, this is a matter of taste.
3. I would have prefered that the Commander station be the Tactical Station and not the Engineering station. The ship is an offensive beast, it's focus is damage, I would have preferred a Commander Tactical instead of Engineering. Again though, this is based on my own personal build preference.
None of these are severe weaknesses and honestly.. I'm really reaching just to come up with that. The ship reminds me very much of the Arbiter/Morrigu/Kurak Battlecruisers.. it's honestly all upside. The only thing the Vengeance cannot do well is fill the role of a Science Vessel.
I think his review is pretty accurate, the ship is all upside.
Enhanced Neuts with +Turn, or Conductive RCS Accelerator with +ResA also help a lot.
Thank you.
Dreadnought class. Two times the size, three times the speed. Advanced weaponry. Modified for a minimal crew. Unlike most Federation vessels, it's built solely for combat.
May I suggest grinding the "tour the galaxy" mission?? 987000 EC per character per day, once your ship can reach x80 ( mine go 102 ) and find the fastest path past all the planets in the beta quad. I can do a couple mil a day without burning out ( 15 minute timed mission ), but it does get boring..
The Konnie is better in that regard, I find you can use a few of the other materials (let's be honest, Fed Material 1 to 5 suck if you can have acess to that we have 0, 6, 7, 8, Upgrade and Veteran. Of course, like most ships the Kelvin ships can't use 8)
I think what makes the kelvin ships truly exceptional is that fact that besides specialized boff seats they even come with the specialized build-in powers we so far only had on the native kind of ships. The Klingon ship even has pilot maneuvers for example.
While not being game braking stat wise this simply gives those lock box/lobi ships something more for your money compared to the infinite number of other ships we already have from the lobi crystal consortium. Adding the coolness factor of the kelvin stuff correlating to a cinema release those ships simply appeal and make other lock boxes like the Herald or the Na’kuhl quickly forgotten.
Cryptic will have a hard time to top the current lock box with a worthy successor.
*pokes at kelvin lock box two with build-in pilot maneuver Franklin*
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The only major drawback I can find that has yet to be mentioned are the textures of shields with visuals effects. Some of them like the Dyson shield looks horrible. I must also say I am not a big fan of how the Iconian shield looks on the Vengeance ship. On the other hand, the Undine shield looks very good actually.
The ship packs a significant punch thanks to 8 weapon slots, 1 hangar bay and Weapon Command efficiency toggleable ability.
Anyways, here is a sample video of the Vengeance ship in action with significant turn rate and speed just to show what it is capable of. Let's just say it has a combat speed of 94 and turn rate of 38:
https://youtu.be/Ld1zR4C6g90
Holy Hannah can that thing move.. wish mine ran as well.. I have a feeling broadsides are going to become verrrrry popular..
It's a close comparison between the Vengeance and the Scimitar but the Scimitar still takes it.
The Scimitar does have specialist seating, the T6 version has a Lt.Commander Universal/Command which loses out to the Vengeance Intel seating.
The Scimitar also has a Commander Tactical Seat to the Vengeance Lt. Commander and the Scimitar offers 5 Tactical Consoles and 3 Science to the Vengeance 4/2.
It's a close match, the Vengeance gains ground with Intel seating as well as it's 'gather intel' ability that gives it a little extra punch. When you also add in the fact that the Scimitar is a flat 3k Zen for an account wide unlock it's the better ship overall. The two don't really compare though as Feds can't fly a Scimitar and Romulans can't fly a Vengeance.
If you're a Fed, the 'best' ships overall have to be the Arbiter and the Vengeance. For Romulans, the Scimitar and the Morrigu. The Vengeance and the Scimitar are close enough that you could safely call it a draw, but over all the Scimitar has the slight edge. As far as deciding which one to get, that would depend on if you more enjoy playing a Romulan or a pure Fed.
If you're on a Fed and want something to compare against the Vengeance, I would look at the Arbiter. I would also give consideration the T6 Odyssey, either the Tactical or the Science variant.
I would definitely say it does. Surely the T6 Scimitar (Kopesh) ship packs a lot of punch with 5 tactical consoles, frigate hangar pet and 4-ability tactical bridge officer. For a C-store ship it is most definitely one of the best.
However, the Vengeance ship comes with the Command - Weapon Systems Efficiency toggleable ability which I would say makes up for that a lot. With 8 weapon slots it basically grants you one extra weapon slot in terms of power draw. With it enabled you pretty much have the damage output of 9 weapons. This puts more emphasis on your ship's performance that you have more control over rather than having to rely on your hangar pets etc.
I do wish the Vengeance had a frigate pet but the drones are not bad. However, they are not on par with the Iconian Mir fighters, the Swarmers or even the Epoch fighters. But I would say they are most definitely among the better of fighter pets.
As for 5 fore weapons and the 4-ability tactical bridge officer, it doesn't matter much to me. To other players it might but with my turn rate I can still optimize a 4/4 layout. At least the Vengeance has two 3-ability bridge officer slots which allows you to use either Fire at Will III / Torpedo Spread III or Beam overload III / Torpedo Yield III. If you ask me that's pretty much all you need. Surely having a fourth tier tactical ability like Omega III or Beta III would be very helpful and can provide a lot of significant extra power. But the Vengeance ship does at least not have the typical Tier 4, Tier 2 and Tier 1 tactical bridge officer seating. Beam and torpedo abilities have shorter cooldown and can do more damage than Omega and Beta in the long run. In that respect it does not fall far behind the Scimitar/Khopesh ship.
This might be patched now but if I remember correctly the Scimitar wings got stuck when you flew into small and large objects. I thought it was pretty annoying and almost game or ship breaking. Even the Sheshar does the same and it prevents you from from doing things and stops your momentum when you get stuck against objects. The Vengeance does not do this. The super large Vonph ship does not do it either which is why I love it so much.
There are probably things that I missed about both of them but I think these are things to consider or to at least keep in mind. Both ships are very good and you cannot go wrong with getting either of them... or both. They are both very enjoyable to fly. However, if I had to pick one of them it would be the Vengeance. Now, as a big lover of hangar pets I do give the Romulan drone ship a lot of credit for being one of the top frigates available. But if that were to be the sole reason for choosing the Scimitar / Khopesh I already have (or would get) the Vonph ship because its Baltim Raiders just rule almost any hangar pet.
This is the Vengeance from my Fed side Engineer. As a Starfleet Klingon the toon simply had to get this ship. What the Defiant is for Worf, this one is for K’ris. The build in cloak is really just the prouder on the cake. At the moment this engineering toon with its DBB setup is my #1 to take for HSE. It’s a fair mix of contributing DPS and being able not to blow to pieces when the team decides to agro the entire hive at once.
http://skillplanner.stoacademy.com/a4b7652be21462564ac5d5805de0cc4d
I decided to give the Kelvin Connie to my AoY toon after going for the Kelvin theme on the character (with uniforms and stuff). The build itself is a work in progress which I hopefully can complete with the next 4-8 weeks. Nothing new game mechanic wise aside from the fact that I made my first agro build on a tac so far with it. Thankfully the Connie can take some beating. To make it easier for me as far as account wide re-use of beams is concerned I also gave a rainbow setup a chance.
http://skillplanner.stoacademy.com/c78b057f185ed5853eb67d0faebb0df3
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Uh, I dunno, their weakness is they aren't pilot ships?
What do you want? They're the hands down best ships in their respective classes, and the Vengeance actually sits at the pinnacle of TWO classes (5/3 frontal assaults and intel/cloak strategies) along with having absolutely TOP-tier unique hanger fighters (because those drones are SAVAGE).
They don't particularly HAVE negatives, unless you include cost.
This isn't consumer reports. This is the forums for a video game. Since you don't adhere to some standard of journalistic integrity with your own contributions here, its not feasible for you to hold others to the same double standard.
Also, no matter what niggling little nit picks the OP or you may have with the ships being reviewed, the OP's review is pretty much in-line with every other review on these ships that have been posted both here and elsewhere. And it should come as no surprise.
But I'll break it down for you:
Overall: Lockbox ships are powerful and easy to fly well right out of the lockbox they came from.
That means the only downsides to these ships are the pricetag (obtaining a lockbox ship is not the easiest thing to do in game), and the completely subjective aesthetics.
If you can't afford the hassle of getting it, or you don't like how this particular ship looks, be it a Nak'hul big red pickle, a Jem'Hadar whositswhatsis, or a Kelvine Timeline something or other ... then save your time and money and get a ship you DO like.
Because in terms of gameplay, they're lockbox ships and they will be powerful in the game once you get them. Every review I've ever seen for any lockbox ship backs up the fact that mechanically, they're set up to be on the cutting edge of powercreep when they are released.
No. Duh.
These ships have essentially no downside. They're both expensive, that's about the only downside they share.
Vengeance has a low turn rate, but it doesn't matter, you'll vaporize whatever opposes you through sheer brute force. If you want a DPS cruiser, it's top tier in the meta thanks to its plethora of intelligence seating and abilities, built-in cloak, excellent exclusive pet, and 5/3 weapons configuration. I find it kind of boring though honestly. I like the Connie much better, but that is a gameplay style preference.
The Connie is the best tank/DPS tank cruiser for Feds, bar none. All four cruiser commands, full inspiration abilities, the option to use Suppression Barrage III, a Lt Com Tac plus a universal Lt Com slot, and a 7 turn rate (which is amazing for a cruiser), what else would you want? If you're an engineer and you set it up properly, you're functionally invincible, otherwise the Warp Core ejection console coupled with rock'n'roll and evasive maneuvers guarantees you'll always escape whatever you can't kill if the fight goes south for you, PVE or PVP. I used the universal Lt Com as another tactical slot to spam attack patterns personally. A very excellent ship to help out a que team to taunt/tank, neuter the defenses and damage output of opposition, and reset team abilities while pumping out high sustained DPS.
They're the last word in Fed cruisers. If you can afford them, and you're not a KT hater that would have an embolism from looking at them, there is no point in using anything else cruiser-wise. This is coming from the mouth of a serious, serious ship TRIBBLE by the way.
You're essentially getting/paying for premium, so they're giving you premium in terms of what the current state of the game is.
Thank you, I hadn't heard of that method
Now, I've heard that the Arbiter performs like a Vengeance... knowing the specs of the Vengeance and having flown an Arbiter, I have to consider having my AoY character fly an Arbiter kitted out like the one I have on another Fed Tac character until I can get the Vengeance
+15% Cooldown reduction on Science Bridge Officer Abilities
Timeline Stabilizer
PBAoE (3km), Foe: -Speed, -Turn, -Recharge; Self: +Recharge, +Firing Rate
Self: 15 - 30% Firing Cycle Haste for All Weapons
Self: 2 - 4% Bridge Officer and Captain Ability Recharge Time
Foe: Increases recharge times of abilities by 50%
Foe: Reduces Impulse Speed by 50%
Foe: Reduces Turn Rate by 75%
Dreadnought class. Two times the size, three times the speed. Advanced weaponry. Modified for a minimal crew. Unlike most Federation vessels, it's built solely for combat.
Don't quite understand why we need them or can't turn them off, seeing as how the Yorktown in one of the new episodes did NOT have any.