test content
What is the Arc Client?
Install Arc

new gok'tad observations

keepcalmchiveonkeepcalmchiveon Member Posts: 4,292 Arc User
great ship so far. still like my dread a lot too. thanks for free fun ships...

some things i have noticed from the different ships in the line of fire:

id like to see flames more on the carrier similar to the dread. the dread seems to have the best fire exhaust while sitting still. id like to see this carrier have more of that.

sector space flight speed - can we please work on better tail pipe visuals? i am not liking this popcorn looking visual out the back while flying in sector space. (this goes for all the fire ships)

when arriving in a location after warping in, the ship is not level. the front end is dipped a bit. this is not game changing, just a visual ugh to me.

i like the small flame touch from the front oval. be nice if the extended prongs (?) had this same visual since they seem to be fire-forge hot all the time.

the details you all made for the small stuff is awesome. getting up close to see the small designs on the back engines, the open grate look on the wings, the spikes along the top, and that red reflective color...great job on all of these small touches.

well, thats all for now.

edit: some map xfers do not show the warp in or out animation - not sure if this is ship related, but this really is the only one i have noticed it on.
meh

Post edited by baddmoonrizin on
«1

Comments

  • chastity1337chastity1337 Member Posts: 1,606 Arc User
    I could give a donkeyfart about cosmetics. I'm a "function over form" kind of guy.

    The first thing I noticed is that I didn't get an Admiralty card for it.
    Next thing is that it's surprisingly maneuverable for a carrier; she's a big girl, but she dances well.
    The console is kinda meh. The clicky power didn't always seem to work for me yesterday. But it can be used on any ship, and it says the damage is improved by Part Gens...

    The hangar pets have a quick recharge. That's all I'm willing to say until I have more time to test and parse.

    The Lt Cmdr universal seat makes her versatile. There are a few different ways to play this. She's not really a Science vessel, but we shall see how it goes.
  • seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    edited December 2020
    Crazy that people are praising it's mobility... it's one of the worst flying ships in the game. Turns like a pig and has a terrible inertia rate. This thing is not agile or dexterous in the least.. it's a cinder block floating in cement.

    I took it on a couple patrols and dumped it.. I absolutely hated flying this pig.
    Insert witty signature line here.
  • foxrockssocksfoxrockssocks Member Posts: 2,482 Arc User
    edited December 2020
    Crazy that people are praising it's mobility... it's one of the worst flying ships in the game. Turns like a pig and has a terrible inertia rate. This thing is not agile or dexterous in the least.. it's a cinder block floating in cement.

    I took it on a couple patrols and dumped it.. I absolutely hated flying this pig.

    Don't you praise the Scimitars? The Gok'tad has slightly better handling than them.


    Now as for fire visuals, try the Sol Defense engines from Midnight.
  • questeriusquesterius Member Posts: 8,301 Arc User
    Crazy that people are praising it's mobility... it's one of the worst flying ships in the game. Turns like a pig and has a terrible inertia rate. This thing is not agile or dexterous in the least.. it's a cinder block floating in cement.

    I took it on a couple patrols and dumped it.. I absolutely hated flying this pig.

    Won't say it is nimble, but it can easily be made maneuverable enough to efficiently fit a DHC/cannon tetryon build.

    Preeminent 4-piece space set, temporal vortex probe, Fiery Charge console and Chains of Fire Console.

    2-piece antichroniton
    2-piece radiant
    Heavy BioMolecular Tetryon turret
    tetryon Support turret.

    Everything else was https://sto.gamepedia.com/Piercing_Tetryon_Dual_Cannon

    It's pretty close to a full budget build, but it works like a charm on that ship.


    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • chastity1337chastity1337 Member Posts: 1,606 Arc User
    Crazy that people are praising it's mobility... it's one of the worst flying ships in the game. Turns like a pig and has a terrible inertia rate. This thing is not agile or dexterous in the least.. it's a cinder block floating in cement.

    I took it on a couple patrols and dumped it.. I absolutely hated flying this pig.

    https://youtu.be/dgtoSNNx458


    Turning starts around the 5-second mark.

    Yup, definitely a cinder block, uh huh.

  • pottsey5gpottsey5g Member Posts: 4,164 Arc User
    edited December 2020
    My observation is this ship opens up a new possibility of a Tricobalt themed build which due to all the cooldown bugs is not really possible on any other ship.

    My current Tricobalt themed build effectively has 6 Tricobalt torpedoes, 6 Tricobalt Mines plus 2 Tricobalt Clusters all firing and making use of Concentrate Firepower and strong Gravity Wells. You should see the damage I am doing to subspace, never mind the NPC’s. EDIT( 2 Tricobalt torps and 2 Tricobalt mines on ship rest from pets)

    No other ship can pull off that kind of Tricobalt damage.
    Post edited by pottsey5g on
  • questeriusquesterius Member Posts: 8,301 Arc User
    pottsey5g wrote: »
    My observation is this ship opens up a new possibility of a Tricobalt themed build which due to all the cooldown bugs is not really possible on any other ship.

    My current Tricobalt themed build effectively has 6 Tricobalt torpedoes, 6 Tricobalt Mines plus 2 Tricobalt Clusters all firing and making use of Concentrate Firepower and strong Gravity Wells. You should see the damage I am doing to subspace, never mind the NPC’s.

    No other ship can pull off that kind of Tricobalt damage.

    That might be interesting to replicate.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • chastity1337chastity1337 Member Posts: 1,606 Arc User
    pottsey5g wrote: »
    My observation is this ship opens up a new possibility of a Tricobalt themed build which due to all the cooldown bugs is not really possible on any other ship.

    My current Tricobalt themed build effectively has 6 Tricobalt torpedoes, 6 Tricobalt Mines plus 2 Tricobalt Clusters all firing and making use of Concentrate Firepower and strong Gravity Wells. You should see the damage I am doing to subspace, never mind the NPC’s. EDIT( 2 Tricobalt torps and 2 Tricobalt mines on ship rest from pets)

    No other ship can pull off that kind of Tricobalt damage.

    Please tell us more about how this works. Why is this ship uniquely suited?
  • szerontzurszerontzur Member Posts: 2,723 Arc User
    Crazy that people are praising it's mobility... it's one of the worst flying ships in the game. Turns like a pig and has a terrible inertia rate. This thing is not agile or dexterous in the least.. it's a cinder block floating in cement.

    I took it on a couple patrols and dumped it.. I absolutely hated flying this pig.

    Honestly, I find that handling is more of a build issue than something that is reliant on ship stats these days. When I was leveling my new Disco Captain, I absolutely hated how sluggish and unresponsive the handling on their Gagarin was. However, once I got some proper engines(!), specializations, and reputations with the character, I find the ship handles just right. Even my Durgath, while still a bear with its inertia(~10km braking distance from full impulse), is able to get up and move when I need it to thanks to pilot spec(which also gives it excellent protection) and high sub-system power levels. (Its high cruising speed combined with its massive size, which also increases its effective weapon range, means I almost never have to use full impulse on it.)
  • questeriusquesterius Member Posts: 8,301 Arc User
    pottsey5g wrote: »
    My observation is this ship opens up a new possibility of a Tricobalt themed build which due to all the cooldown bugs is not really possible on any other ship.

    My current Tricobalt themed build effectively has 6 Tricobalt torpedoes, 6 Tricobalt Mines plus 2 Tricobalt Clusters all firing and making use of Concentrate Firepower and strong Gravity Wells. You should see the damage I am doing to subspace, never mind the NPC’s. EDIT( 2 Tricobalt torps and 2 Tricobalt mines on ship rest from pets)

    No other ship can pull off that kind of Tricobalt damage.

    Please tell us more about how this works. Why is this ship uniquely suited?

    Aside from 4 tactical slots, access to heavy science for GW and access to Concentrate Firepower?

    Must be this then:
    https://sto.gamepedia.com/Hangar_-_Fer'Jai_Frigates#Ultra_Rare_.28Elite.29
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User

    Don't you praise the Scimitars? The Gok'tad has slightly better handling than them.

    I do yes, but not for it's maneuverability. I praise the Scimitar for the overall package.. the entire layout. I compensate for it with gear and traits just I do on the Gok'Tad. After the release of the previous carrier, I was initially hoping this one would be more of a 'little brother,' with better maneuverability just to further distinguish it from the other carrier. Instead, they distinguished it in other ways making it a more 'science heavy' carrier.

    It's not a bad ship, and I can compensate for the handling.. I just don't personally enjoy the feel of this ship. I'm sure you get it, each ship has it's own 'feel' that goes beyond the base stats.. I don't really care for this one. But yes, the Scimitar is also a pig. :lol:

    Yup, definitely a cinder block, uh huh.

    Glad you like the ship, I am not sure what in that video I was supposed to be impressed with. The shift 'drifts' like crazy even for a ship with standard low inertia. I am always 'power sliding' it past my target and having to compensate with something else. If you like it then fine, but that doesn't invalidate my own opinion for my uses. I find the ship cumbersome and unwieldy, if you like it.. enjoy it.
    Insert witty signature line here.
  • pottsey5gpottsey5g Member Posts: 4,164 Arc User
    edited December 2020
    pottsey5g wrote: »
    My observation is this ship opens up a new possibility of a Tricobalt themed build which due to all the cooldown bugs is not really possible on any other ship.

    My current Tricobalt themed build effectively has 6 Tricobalt torpedoes, 6 Tricobalt Mines plus 2 Tricobalt Clusters all firing and making use of Concentrate Firepower and strong Gravity Wells. You should see the damage I am doing to subspace, never mind the NPC’s. EDIT( 2 Tricobalt torps and 2 Tricobalt mines on ship rest from pets)

    No other ship can pull off that kind of Tricobalt damage.

    Please tell us more about how this works. Why is this ship uniquely suited?
    The devs broke the coodowns on Tricobalt weapons in a faulty patch meaning its impossible to build a Tricobalt themed ship because all the Tricobalt weapons send each other on cooldown. At most we can fit 2 Tricobalt torpedo's and 2 Tricobalt mines even that is not ideal due to cross over cooldown as mines and torp send each other on 5 second cooldown due to a bug.

    Anyway fit those and fill the other 2 front slots with 2 Tricobalt Clusters with yet another bug which is we can only upgrade 1 cluster which cannot be reengineer. The 2nd cluster we can reengineer but not upgrade. Then use the 4 Frigate pets each has both a Tricobalt torpedo and Tricobalt mine. Your pets will steal most of the Concentrate Firepower High Yields as your own Tricobalt torps will be on cooldown most of the time. Set the pets to attack mode so they attack the target with Concentrate Firepower on.

    Due to the bugs and broken cooldowns all other ships are limited to 1 Tricobalt torpedo and 1 Tricobalt mine volley every 15seconds which is not useable. This ship however can spam Tricobalt volleys far better then 1 every 15 seconds while taking strong SCI Gravity Wells we can try to maximize the large AoE hits.

    Far from optimal compared to other weapons but its the only Tricobalt themed ship I have managed to get to work and handle Elite level content. It would really help if the devs fixed the long standing bugs that keep getting bug reported.

  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    Crazy that people are praising it's mobility... it's one of the worst flying ships in the game. Turns like a pig and has a terrible inertia rate. This thing is not agile or dexterous in the least.. it's a cinder block floating in cement.

    I took it on a couple patrols and dumped it.. I absolutely hated flying this pig.

    Your honesty will be your undoing captain! :D
    animated.gif
    Looking for a fun PvE fleet? Join us at Omega Combat Division today.
    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
  • seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    Crazy that people are praising it's mobility... it's one of the worst flying ships in the game. Turns like a pig and has a terrible inertia rate. This thing is not agile or dexterous in the least.. it's a cinder block floating in cement.

    I took it on a couple patrols and dumped it.. I absolutely hated flying this pig.

    Your honesty will be your undoing captain! :D

    Wouldn’t be the first time. :lol:
    Insert witty signature line here.
  • phoenixc#0738 phoenixc Member Posts: 5,459 Arc User
    edited December 2020
    is it me or is it smaller than the dread from last year?

    Assuming it is the same size as the Kar'Fi (I will be unlocking it later today so I cannot say for sure) it is small . It used to be the smallest most agile two-bay carrier in the game from what I heard, which is in line with what I have observed in the carriers I have played so far (which is not a lot of them), though that is not true anymore since most of the one-bay hybrid carriers (including some flight deck escorts) got bumped up. Still it is a nice ship.
    hahaha. i thought the drifting was odd at first too, but its grown on me.

    That skidding is what makes it so easy to keep guns on target even though it is not a zippy little escort, the Chronos is the same way (and lack of it is what makes the Khitomer rather aggravating to fly for me).
  • duasynduasyn Member Posts: 492 Arc User
    I just stick my competitive impulse engines on everything. Then I don't worry so much about turn rates.
  • phoenixc#0738 phoenixc Member Posts: 5,459 Arc User
    edited December 2020
    The thing is never going to fly like an escort, but it is still exceptionally nimble for a cruiser-hulled carrier even if the method by which it does that is a bit unusual. I like the difference in the way it handles compared to typical ships of its sizeclass, variety is the spice of life and all that.
  • seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    I swapped it over to a turret boat, using SAD and the right type of pets makes it so that the pets can make up for the DPS but I can use things like Deft Cannoneer to improve the inertia. It makes it fly a lot better. The Power Sliding was just too much for me, but with some traits and equipment you can mitigate it.

    For a free event ship, it's a good ship. It has a good hardpoint, console and BoFF layout. The trait and console are nothing special but the core ship is pretty solid. Overall, it's not my taste.. I don't personally like the feel of flying it and I probably never will. Some will like it, some won't.. spice of life.

    I am grateful to Cryptic for providing it as an event reward, it's a pretty solid admiralty card as well. Overall though, it's never going to be a favorite of mine. It's very useable, it's a good ship, but nothing fits everyone's need.
    Insert witty signature line here.
  • nikephorusnikephorus Member Posts: 2,744 Arc User
    Crazy that people are praising it's mobility... it's one of the worst flying ships in the game. Turns like a pig and has a terrible inertia rate. This thing is not agile or dexterous in the least.. it's a cinder block floating in cement.

    I took it on a couple patrols and dumped it.. I absolutely hated flying this pig.

    Patrol for the trait and dismiss.
    Tza0PEl.png
  • chastity1337chastity1337 Member Posts: 1,606 Arc User
    nikephorus wrote: »
    Crazy that people are praising it's mobility... it's one of the worst flying ships in the game. Turns like a pig and has a terrible inertia rate. This thing is not agile or dexterous in the least.. it's a cinder block floating in cement.

    I took it on a couple patrols and dumped it.. I absolutely hated flying this pig.

    Patrol for the trait and dismiss.

    Is there some screen to get the patrols from, or do you just fly around?
  • ltminnsltminns Member Posts: 12,569 Arc User
    One of the Tabs on the Screen you Launch TFOs from is dedicated to the 'reimagined' Patrols. There are sub-tabs along the vertical there for Beta Quadrant (Discovery), Delta Quadrant, and Klingon Civil War. Not all Patrols have been converted to this system launch.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • stolokstolok Member Posts: 144 Arc User
    Well, I was planning to start a thread about equipping Fek'Ihri ships in general, not just the Gok'Tad. But this is a good a place as any to make my points and ask my questions.

    I have to agree that it is surprisingly agile for a carrier. This is good for a number of reasons, mainly that you don't need to use up console slots giving it more agility, allowing for more firepower! :smile:

    The main thing I have been considering is the conflict between 'cosmetic' theme and sheer firepower. The Fek'Ihri use antiproton weapons by default, which are bright red and blend well with all the fire flying around. But it looks to me that the best set to equip on these ships is the Bajor Defense set. It's designed for close in fighting, and what does this 'fiery charge' console do but send you in very close to your opponent? The 'fiery entrance' trait from the dread is also for close range effects, with only 3 km radius. The Fek'Ihri have a very 'in your face' orientation, and the power siphon, hull scraping, and retaliation when shields are depleted from the Bajor set complement that very nicely.

    But... the damage bonuses for the set are given to only three weapon types -- plasma, disruptor, and phaser. These weapons have colors that don't match so well with all the fire. Greens and blues of various shades, although the default orange of phasers isn't so bad. Obviously you can just go ahead and use antiproton for the cosmetic appearance, but you won't be getting maximum use of your set. On the other hand, some of the variants of phasers and plasma would work better, like the blood red of agony phasers or the yellow of isolytic plasma. The weird proc of isolytic plasma also fits rather well with the 'otherworldly' theme of the Fek'Ihri. Combined with boronite-laced weapons these could make a very effective AoE attack that looks eerie, too.

    Do tactical plasma consoles improve the damage of the plasma retaliation from the Bajor shield? If so, I think it's a really good match to have Isolytic plasma on a Fek'Ihri ship with the Bajor defense set. Too bad they are so expensive on the exchange. I guess someone likes them?

    Another possibility is "Assimilated Fek'Ihri" -- put the Assimilated Borg Technology set on a Fek'Ihri set, and since that doesn't have a warp core you can STILL use the Bajor Defense warp core for the power siphon! :smiley: This would probably synergize well with the Assimilated Tractor Beam. Again, that 'in your face' closing in to fight theme for the Fek'Ihri. Choice of other weapons wouldn't matter so much here since the disruptor/phaser/plasma bonus is a set bonus. And it would look really, really weird to have all that spiky Borg cosmetic stuff added to the already spiky Fek'Ihri ships, too.

    And one other idea I had was "Fire and Ice" -- get the Breen Absolute Zero set, and some of the boff powers from the Winter event like 'Very Cold in Space'. You could set off the cryo-plasma at the same time as the 'chains of fire' and burn/freeze the mobs simultaneously. It would also look cool to have Lost Souls breathing fire at ships caught in the cryo-turbulence from 'Very Cold in Space'...

    After all my own ideas, though, I am intrigued by the Tricobalt build mentioned above. I wasn't planning to buy the Fer'Jai frigates because they use cannons, and so would probably not be able to stay on target, but this makes me think about the possibilities of massed Tricobalts. I might try it out.
This discussion has been closed.