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Is it time to update some of the orginal T6 ships?

jtoney3448jtoney3448 Member Posts: 642 Arc User
I know you all might think im crazy for suggesting this. But lots of the orginal T6 ships have suffered considerably from time. What Im talking about is things like, the Andorian ships T5->T6. I loved the T5 kumari's so I was super STOked that they were getting brought to T6, so I and many others made a lot of suggestions and to my utter delight Cryptic listened and they came out amazing. I made the point that since the pilot escorts were released there is basicly 2 groups of escorts. Pilot escots > Everything else *honorable mention to Temporal Raider*. When the first T6 upgrades were put out, the idea was make them not full hybrids, but with the Andorian ships thats kinda out the window.

Pilot maneuvers changed the escort gameplay by miles it made them so much more fun to play. So for my example of an update Im going to use 2 ships I love. The T6 Kumari and sisters vs T6 Fleet Defiant. For starters lets talk about the maneuvers. The ability to dodge, or speed boost is a huge help in fights. It can get you on target, or out of harms way. Throw in that they also make you immune to damage for a short time and the reason why this is such a huge plus to escorts is clear as day. Next we can take a look at the boff layouts. Im going to use the sci kumari as its the most popular.

Kumari Layout - Chimesh
Weapons - 5/2 + experimental
Consoles - 5/4/2 tac/sci/eng
Shield Mod - 1.1
Turn - 16
Impulse mod - .2

Cmd - Tac/Pilot
Ens - Eng
LtC- Sci
Lt - Uni
LtC - Uni

Fleet Defiant Layout
Weapons - 4/3 + Experimental
Consoles - 5/3/3 Tac Sci Eng
Shield mod - .99
Turn - 17
Impulse mod - .2

Cmd - Tac
LtC - Tac/pilot
Lt - Eng
Lt - Sci
Lt Uni

Now looking at those stats you might say, well they are almost the same whats there to complain about? But this isn't about complaining its about putting all ships more of a level field, and to raise sales and numbers of the older ships making them more fun to fly again.

Honestly I think the Defiant should be a 5/2 weapon layout, the ship in the show had basicly no weapons except in the front. Now is 4/3 bad? No, I just dont think it fits this ship. The Defiant should also be a 5/2/4 layout, the ship is not designed at all for exploration, its built to fight and be tough this would fit the ship better. The shield, impulse, and turn mods are all perfectly fine, a slight bump by .01 on impulse and +1 turn would be welcomed though as the defiant was known for being so fast she could rip herself apart.

Now for the real nuts and bolts of this comparison, the boff layouts. Is the difference between a Cmd hybrid and a LtC hybrid that big of a deal? Yeah, it can be. Because that says its a full pilot ship and thus should also have pilot maneuvers as well as access to the highest hybrid abilities. This big thing to take away from comparing them aside from the hybrid, is also the double LtC of the Chimesh, vs the 3 Lt of the Defiant. While 3 LT is comparable to a LtC in terms of a trade, I think it makes the ship lose a bit of playablity. I would trade the 3 Ens for turning the Lt Eng into a LtC eng/Lt Sci/ Ens uni-intell. This Would alter the buils available to it, like no Aux2Bat but it would give it more higher end skill options. And I would change the LtC tac to be non hybrid, and the Cmd to Pilot Tac. The change to a universal Ens Intel is a bit of throw back to the show and the Defiant having a cloak and scouting, it also gives it access to evade target lock and makes it a lil more varied and valueable then just a uni ens.

The change to the Cmd gives it the high end pilot abilities, paying respect to the defiants amazing maneuvers in the dominion war. One key thing, while I would add the maneuvers, I would disable the Immunity to damage and leave them only as dodge/speed boosts. This preserves the uniqueness of the Original Pilot ships, while giving the Defiant some true to show love.

The final Defiant would be something like this.
Weapons - 5/2 + Experimental
Consoles - 5/2/4 Tac Sci Eng
Shield mod - .99
Turn - 18
Impulse mod - .21

Cmd Tac/Pilot - Pilot Maneuvers - No Dmg Immunity
LtC Tac
LtC Eng
Lt Sci
Ens Uni/intel

This leaves the Defiant, slightly buffed but not a completely diff ship. She will be faster then an Andorian ship, but slower then a Original Pilot ship aka a Mercury as an example. She will have weaker shields then both Andorian/Mercury. She will slightly out turn an Andorian ship but not come close to out turning a Mercury. She will have console and weapon layouts on par with both Pilot ships. One big factor for the Defiant her boff layout is almost completely hard locked, with only the ens uni/intel for added flexability, this puts the other pilot ships much further ahead in boff flex. The Defiant would also now be able to pull some fancy maneuvers with her new Pilot ones much like in the show. Hopefully if you stuck through reading this essay you will find the suggested Defiant much more to the show, and caught up to new ships, without breaking the newer ships uniqueness.

TLDR - Ideas for updating older ships to hang a bit better now that more specializations are released, making them more fun to play. This would also include Cstore/Lockbox/Lobi/Event Ships/and Packs ship aka all t6 ships released to date.. You know, make the Annorax actually have Temporal stuff... almost as if it was a time ship or something.

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    leemwatsonleemwatson Member Posts: 5,347 Arc User
    edited March 2018
    Simply, no. The Defiant had Quad's in the front, Dorsal and Ventral Phaser Arrays and Torps.
    "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.
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    vetteguy904vetteguy904 Member Posts: 3,857 Arc User
    besides, with the defiant console group, if it's used, you need the extra non tac console. personally i think Defiant should have an integral cloak, single console battle cloak and 2 console EBC or even a 2console battle cloak and 3console EBC
    Spock.jpg

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    avoozuulavoozuul Member Posts: 3,197 Arc User
    edited March 2018
    I was never really happy with the Pathfinder's setup, only one ltcom seat and only a lt seat for the specialization.
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    jtoney3448jtoney3448 Member Posts: 642 Arc User
    avoozuul wrote: »
    I was never really happy with the Pathfinder's setup, only one ltcom seat and only a lt seat for the specialization.

    Well I wrote 2 proposed intrepid builds for you, but the forums deleted both for some reason here goes a 3rd.

    Impulse mod .2 increased by .03
    Turn rate 16 increased by 4

    Boff layout changed to Cmd Sci/Intell - LtC Sci - LtC Tac - LtC Eng. +Temporal Offense/Defense/Exotic commands.

    This gives you a fast flying, fast turning, punchy, semi tough little ship. She is still somewhat fragile to big hits, but has improved mobility. Her seating is now hardlocked but the hybrid commander gives some flexablitiy. Intel hybrid pays homage to the original design of the intrepid as a blockade runner/fleet scout. As well as to Voyager scouting the delta quadrant and bringing back so much info. The Temporal commands pay homage to Voyager reportedly showing up on the Wells sensors 'Far to often'.

    She is still a primary sci ship but i believe with these changes it makes her much more like the show, and the original designs.

    Let me know what you think.
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    jtoney3448jtoney3448 Member Posts: 642 Arc User
    edited March 2018
    Since I did proposals for the Defiant and Intrepid, figured Id go ahead and do the Galaxy. This is my main toons main ship, so Im rather invested in it and spent tons of time working on its build. Of the 3 ships I think she needs the least done to her, simply because when the devs redid her from T5 abomination to the T6 they gave her years worth of love for all the time neglected. Ive got mine to where she turns, and flys at escort speed with all the fire power I care to have on her. I made her basicly just like the show.


    Original boff layout - Cmd Eng - LtC eng/command - Lt sci - LtC Tac - Ens Uni.
    Suggested Boff layout - Cmd Eng - LtC Eng/Command - LtC Sci - LtC Tac/intel
    Consoles and core stats unchanged.

    This basicly shores up the boff layout a bit, hard locks it, but gives access to some command and intel abilities. It also gives a ship known for exploration some much needed science ability. The Galaxy was known for having the most powerful arrays, while this doesnt give surgical strikes 3, it does give access to surgical Strikes 1. The command abilities she already has is enough on that front, unlike my other 2 suggestions this one doesnt get the full cmd hybrid nor the cmd/intel/temporal type abilities.

    The reason I chose to do it this way is the Galaxy was really as multi role as you could get in the show, but she was master of none. So I went the route of making her flexable and unique in having 2 different hybrids and but no full hybrid ability. These changes wouldnt do much for changing how she is currently played just give her a bit more options or 'tricks' to use. Instead of FaW 3 you could run FaW2 + SS1 or FaW and OSS1. And the LtC Sci now lets you use gravity well and other sci goodies.


    Here is my build I use for my Galaxy to recreate the feel of the show atm. Sometimes I swap loadouts so Ill show min-max number of weapons I swap on my mood. The over proc is there to get that beam overload sound that was used in the show. And the Spr mod is there to get those glorious free clusters of torps since the Galaxy had a rapid fire torpedo system in the show. You can change and mod the build to be more phaser focused and what not, to get the feel of the show that is right to you.

    1xProlonged phaser array
    3-6 x Epic Phaser array mk14 [crtd/dmg] [crtdx3] [over]
    1 Epic crafted Omni-Phaser array mk14 [crtd/dmg] [crtd x2] [over]
    1 Epic Trilithium Omni-Phaser array mk 14 [crtd/dmg] [crtd x3]
    2x Epic crafted photon torpedo [crtd/dmg] [crtd x3] [Spr]

    Consoles
    Domino - Quantum Phase - Polaronic Modulator - Conductive RCS - Fleet RCS ResAll
    Exotic Partical Field Exciter - Sustained Radiate Field - Tachyokenetic converter
    3xEpic Vulnerability Locator Mk14 Phaser

    Boff Abilities
    LtC Tac - FaW 1 - APB2 - TS3
    Ens Uni - Tac Team 1
    Cmd Eng - EptW1 - A2B1 - EptS3 - RSP3
    LtC Eng/Cmd - CFP1 - A2B1 - ET3
    Lt Sci - PH1 - HE1



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