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Ship maneuverability

lame22334lame22334 Member Posts: 177 Arc User
while doing some events today some folks were in there with these huge boats...but they were spinning and turning on a dime and moving like fighters?

How the heck do they do this? ive tried everything to no avail.
Post edited by baddmoonrizin on

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  • edited November 2021
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  • truewarpertruewarper Member Posts: 938 Arc User
    westmetals wrote: »
    Emergency Power to Engines (Eng BOFF ability)
    Auxiliary to Dampeners (Eng BOFF ability)
    various Pilot BOFF abilities
    Pilot captain specialization
    engines with [Turn] mods
    RCS consoles
    Conductive RCS console (has +Turn built in but can also have [Turn] mod for double effect)
    Enhanced RCS consoles (from fleet dilithium mine vendor)
    Enhanced Neutronium Alloy with [Turn] mod (from fleet dilithium mine vendor)
    Exotic Particle Field Exciter console with [Turn] mod
    Tachyokinetic Converter console
    Polaric Modulator console

    etc.

    This does not include items that are ship-limited.

    And that is how you make a square do donuts!! :D
    SPACE---The Last and Great Frontier. A 15th-year journey
    Vna res, una mens, unum cor et anima una. Cetera omnia, somnium est.
  • protoneousprotoneous Member Posts: 3,230 Arc User
    lame22334 wrote: »
    while doing some events today some folks were in there with these huge boats...but they were spinning and turning on a dime and moving like fighters?

    How the heck do they do this? ive tried everything to no avail.

    Competitive reputation engines would really help. Also using an Emergency Conn Hologram as an active space duty officer (from Phoenix prize pack - rare).

    Here's a big list of things that would help - https://sto.fandom.com/wiki/Skill:_Impulse_Expertise
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  • protoneousprotoneous Member Posts: 3,230 Arc User
    Another popular option is Deuterium Surplus. It's craftable.
  • tom61stotom61sto Member Posts: 3,682 Arc User
    The only catch to this is that there are very few ways to improve a given ship's inertia, and that determines how quickly they can stop or change direction. They can spin as fast as they want, but without an equivalent change in inertia, they'll drift like crazy. See: Cardassian Flight Deck Carrier.

    That's where the Competitive Reputation Engines protoneous mentioned comes into play, as the speed boost also comes with an Inertia boost too (not mentioned in the tooltips last I poked at it). Very handy when you need to stop on lower Inertia rating ships.
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  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    protoneous wrote: »
    lame22334 wrote: »
    while doing some events today some folks were in there with these huge boats...but they were spinning and turning on a dime and moving like fighters?

    How the heck do they do this? ive tried everything to no avail.

    Competitive reputation engines would really help. Also using an Emergency Conn Hologram as an active space duty officer (from Phoenix prize pack - rare).

    Here's a big list of things that would help - https://sto.fandom.com/wiki/Skill:_Impulse_Expertise
    protoneous wrote: »
    Another popular option is Deuterium Surplus. It's craftable.

    These are how I do it, and it works great.

    EPTE+DoFF, Competitive Engines, Deuterium Surplus.. turns your Scimitar into an escort! :lol:
    Insert witty signature line here.
  • phoenixc#0738 phoenixc Member Posts: 5,962 Arc User
    edited November 2021
    There is also the maneuverability boost you can get from endeavors.

    I have my turn rate cranked up to the point were it is sometimes crazy (I do best with escorts but I like to fly a variety of ships), doing something like the kind of maneuvers that used to be a staple of the Asteroids videogame. For instance I have a cannon-armed Vor'ral that is the main ship of one of my captains, and in To Remain Klingon it was funny closing in on the Targ at full impulse or evasive maneuvers speed and then orbiting it with the nose of my ship continually facing it for a revolution or two until the speed drained down a bit because turn so outclassed the inertia :lol:

    What is less amusing about it is that I sometimes overshoot the target and end up essentially flying backwards shooting at a usually fresh shield and often slipping just out of range unless I hit evasive or something else to get extra thrust.
  • saurializardsaurializard Member Posts: 4,409 Arc User
    What is less amusing about it is that I sometimes overshoot the target and end up essentially flying backwards shooting at a usually fresh shield and often slipping just out of range unless I hit evasive or something else to get extra thrust.
    If you have it, you can also equip the Legendary Intrepid starship trait for even more hilariously long overshooting.
    When equipped on a massive ship, you can basically go "Hold on, guys, I'll be back right after this commercial!"
    #TASforSTO
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  • joshmauljoshmaul Member Posts: 519 Arc User
    The only catch to this is that there are very few ways to improve a given ship's inertia, and that determines how quickly they can stop or change direction. They can spin as fast as they want, but without an equivalent change in inertia, they'll drift like crazy. See: Cardassian Flight Deck Carrier.

    My Sarcophagus Dreadnought Carrier is inclined to agree with you. You can improve the manueverability all you want, but it will NOT stop on a dime.
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  • tom61stotom61sto Member Posts: 3,682 Arc User
    joshmaul wrote: »
    The only catch to this is that there are very few ways to improve a given ship's inertia, and that determines how quickly they can stop or change direction. They can spin as fast as they want, but without an equivalent change in inertia, they'll drift like crazy. See: Cardassian Flight Deck Carrier.

    My Sarcophagus Dreadnought Carrier is inclined to agree with you. You can improve the manueverability all you want, but it will NOT stop on a dime.

    Oh Q, yeah. I almost gave up on that ship before I found out about the Competitive engines and their boost of both speed and Inertia rating. With Prevailing Fortified engines that I could trigger decently easily off heals, I even was able to back off of some of the turnrate boosts I was running on top of being actually able to stop. Prior to those engines, I basically threw on every turnrate boost I could find, but I got really tired of the enemy 'running away' from me after I did a 180 flying past them. The few permanent Inertia rating boosts (8472 Counter-Command engines or [Inertia] engines, Polaric Modulator) weren't enough really. Evasive Maneuvers also gives a burst of Inertia rating, but the way to get the cooldown low quickly with the Emergency Conn Officer (Phoenix box) on Emergency Power to Engines (EPtE) is bit more finicky in timing with having to be careful with not hitting EPtE when Evasive isn't yet off cooldown, and if EPtE or the proc from it gets eaten by lag or packet loss, you're up a very fast moving creek without a paddle, whereas I can usually keep a heal spare if one gets eaten or I miss the timing somehow.
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