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Inertia - Useless?

What does this even do and why would I want anything that improves it? I've seen a few items that modify this, but never heard of it being desirable. Seems like one of those things that isn't needed, like the alive crew thing they eliminated. I know deft cannoneer trait improves inertia and it seems like that trait used to increase flight speed instead, but was ruined. Anyone have any thoughts on this, as far as how it relates to gameplay?

Comments

  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    The higher the inertia rating is the more nimble the ship will be. It is related to the ship's size & mass. Small ships like escorts will have a high inertia while dreadnoughts will have a low inertia rating.

    The difference is like driving a sub-compact car compared to a truck. The car can make tighter turns and come to a stop more quickly than a truck.
  • mhall85mhall85 Member Posts: 2,852 Arc User1
    Not useless. It's science.

    Bigger ships take longer to stop forward momentum. Higher the rating, the quicker the ship will come to full stop.
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  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited February 2017
    From the wiki on Inertia in STO:
    Inertia measures how maneuverable a ship is on a reverse scale (an inertia of forty is faster at turning and stopping than a inertia of thirty). it also affects the ship's tendency to slide, which decreases defense. Ships with a high turn rate and low inertia can perform a power slide, facing one way while flying another.
    ===

    A ship with low inertia tends to slide a lot which can be very irritating. The really large ships like Bortasqu', Scimitar, most Carriers, etc. are prone to this. When you want to stop, the ship just keeps going. When something comes up that you have to change direction and get moving in that new course, the ship wants to keep going in the old course. When you want to get going fast, if you don't use something like EPTE, Evasive Maneuvers, etc, then it takes forever to get going.

    On the other extreme are Raiders and Escorts which tend to have spectularly high Inertia. They can turn and get going into a different direction very quickly due to having a combination of high turn rates and high inertia scores ingame.
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  • evilmark444evilmark444 Member Posts: 6,950 Arc User
    edited February 2017
    Inertia is what makes my NX handle like a starfighter, while my Galaxy class does the Tokyo drift (I load all my builds up with lots of +turn)
    Lifetime Subscriber since Beta
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  • antonine3258antonine3258 Member Posts: 2,391 Arc User
    Inertia is what makes my NX handle like a starfighter, while my Galaxy class does the Tokyo drift (I load all my builds up with lots of +turn)

    Watching a big Galaxy powerslide into corners is one of the little joys in life - I'm assuming higher is better as it keeps the scales consistent (more is better universally)
    Fate - protects fools, small children, and ships named Enterprise Will Riker

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  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    Inertia is what makes my NX handle like a starfighter, while my Galaxy class does the Tokyo drift (I load all my builds up with lots of +turn)

    Watching a big Galaxy powerslide into corners is one of the little joys in life - I'm assuming higher is better as it keeps the scales consistent (more is better universally)

    Give even something like the Guardian good Engine Power, Hyper-Impulse Engines, Aux2Damp, she can spin like a top. When she's FAW'ing like no tomorrow, she's a Disco Ball of Doom! B)
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  • leemwatsonleemwatson Member Posts: 5,343 Arc User
    Inertia is what makes my NX handle like a starfighter, while my Galaxy class does the Tokyo drift (I load all my builds up with lots of +turn)

    Watching a big Galaxy powerslide into corners is one of the little joys in life - I'm assuming higher is better as it keeps the scales consistent (more is better universally)

    Give even something like the Guardian good Engine Power, Hyper-Impulse Engines, Aux2Damp, she can spin like a top. When she's FAW'ing like no tomorrow, she's a Disco Ball of Doom! B)

    Nah, nothing will ever top the 'Death Blossom' from the Last Starfighter! :)
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • shredder75shredder75 Member Posts: 89 Arc User
    Inertia is what makes my NX handle like a starfighter, while my Galaxy class does the Tokyo drift (I load all my builds up with lots of +turn)

    Watching a big Galaxy powerslide into corners is one of the little joys in life - I'm assuming higher is better as it keeps the scales consistent (more is better universally)

    Give even something like the Guardian good Engine Power, Hyper-Impulse Engines, Aux2Damp, she can spin like a top. When she's FAW'ing like no tomorrow, she's a Disco Ball of Doom! B)

    Especially true of the Sci Scim if you use the Ambush turn rate bonus. Spins like a JHAS and slides like a stampede of cattle trying to make a sudden stop. GW3s... GW3s and KLW'd FAW for all.
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