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Tier 4 Cruisers turn *WAY* too slow

SystemSystem Member, NoReporting Posts: 178,019 Arc User
12 seconds to turn 90 degrees? Really?

I've played with every possible power combination, none of them affect rotation. The only thing that helps me speed my turn is consoles, and I've more important things to put into those slots than "please turn less like a pig".

This is my first time in a tier 4 cruiser. I never made it there in beta (closed or open) or I would have commented then.

It's cripplingly slow and not very enjoyable to play. It's not that I'm getting killed, I'm virtually unkillable, short of being Herculeanly stupid, but it takes awhile to even get a broadside on some things, and 90 degree weapons on my nose might as well be left back in the bank for all their usefulness.

Cryptic, please do at least one of the following:
- Double our turn speed, at the very least.
- Give us MUCH better consoles for turn enhancement...8% of 12 seconds is still 11 seconds to turn 90 degrees. This means I'm over 20 seconds turning around to go pick up loot because you require us to be on top of it to pick it up.
- Give us power options that help our turning. If we're high engine power but low speed, let us put that power into horizontal thrusters.

It's painful to fly the thing, which is upsetting because it's such a beautiful ship.
Post edited by Unknown User on
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Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I'm wondering how good a full bank of RCS Accelerator Consoles is. I believe the ones for T4 improve the turning rate by 25% each and you have 3 slots. That would theoretically give a slightly better turn rate than an unmodified Constitution. However, I have my problems getting behind the math of the game so I could be wrong.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    macallen wrote: »
    12 seconds to turn 90 degrees? Really?

    I've played with every possible power combination, none of them affect rotation.
    This is incorrect - auxiliary power level does affect turn rate (see Ship Power Levels link in my sig for details).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    If they don't fix this I may stop at T3 for Crus and stick with SVs the rest of the way up to Admiral. If they had the turn rates tick up like they mostly do for the other classes, Crus would still be lower than all the rest, but flying a Galaxy wouldn't feel like you're flying the galaxy.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    JonBuck wrote:
    If they don't fix this I may stop at T3 for Crus and stick with SVs the rest of the way up to Admiral. If they had the turn rates tick up like they mostly do for the other classes, Crus would still be lower than all the rest, but flying a Galaxy wouldn't feel like you're flying the galaxy.

    real galaxies turn quicker
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    There was a massive thread about the T4 and 5 cruiser turn rates somewhere about this very thing. Full of exactly what the OP was saying along with people saying that you shouldn't fly a cruiser like an escort and STFU and L2P.

    I don't know if it survived the wipe or not, but yea...its just ridiculously slow turning....especially considering the Klingon equivalents turn at like 8-10.

    That's just what I was reading, Im just now getting back to Commander and haven't made it to Captain rank. From what Ive been reading however, I may just have a Galaxy to look at and keep flying my T3.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    BigBadB wrote:
    This is incorrect - auxiliary power level does affect turn rate (see Ship Power Levels link in my sig for details).

    I checked your sig, then I did this:

    Go in game
    Dead Stop
    0 Aux, turn 180 degrees
    100 Aux (115 actual), turn 180 degrees

    it takes the exact same time to make the half turn.

    Set to halve speed, repeat, same
    Set to full speed, same
    Set to full impulse, same

    I don't know about your aux, but my aux does absolutely nothing for my turning, from min to max.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Lord_Xomic wrote: »
    real galaxies turn quicker

    Real Galaxy Cruisers can do the Picard Maneuver, so yeah.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Its supposed to give a % extra to turn rate the more aux you have. Problem with the Galaxy and Sovvie are that their base rates are so low that that bonus isn't really noticeable. Something about 20% of 5 is still 1, ie 6 total.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    This isn't about canon or game balance. If it's not fun to play a T4 Cruiser (and believe me, it's not), it should be fixed. You can nerf something else about them if you really want to, but right now it's an exercise in frustration to even fly the ship at all.

    Fun has to come first in a video game.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Tarby wrote:
    Its supposed to give a % extra to turn rate the more aux you have. Problem with the Galaxy and Sovvie are that their base rates are so low that that bonus isn't really noticeable. Something about 20% of 5 is still 1, ie 6 total.

    I've plenty of power, and don't mind adding to Aux, but if the difference between 100% and 0% is not significant (i.e. I can't measure it at all in game), it's pointless. If I "transfer all power to the lateral thrusters", I want to TURN!!! I don't want to fly faster, I want to turn faster.

    And they can't quote inertia to me because I can go from 0 to full impulse in seconds and slam into another ship with ramming speed, going from 0 to 100% and then to 0 in seconds without turning my crew into goo on the walls, so I should be able to do similar things turning.

    "Helm officer, bring the nose around NOW!"
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    macallen wrote: »
    I've plenty of power, and don't mind adding to Aux, but if the difference between 100% and 0% is not significant (i.e. I can't measure it at all in game), it's pointless. If I "transfer all power to the lateral thrusters", I want to TURN!!! I don't want to fly faster, I want to turn faster.

    And they can't quote inertia to me because I can go from 0 to full impulse in seconds and slam into another ship with ramming speed, going from 0 to 100% and then to 0 in seconds without turning my crew into goo on the walls, so I should be able to do similar things turning.

    "Helm officer, bring the nose around NOW!"

    I'm not yet in game, still down loading it as we speak. But this isn't sounding very good to me. Doesn't seem to make any since to be able to stop a ship of any size faster than that same ship can turn, or have I missed something in reality? A ship in space should be able to turn a full 180 even befor it's able to come to a complete stop. Or am I mistaken?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    remember that Star Trek is Science Fiction, not Science Fact!

    To get a good idea of what newtonian physics in space looks like watch some babylon 5 with the Fury figters swivelling about but not changing the course of their motion.

    It is of course non-sensical that an inetial dampening system capable of coping with longitudinal accelerations, to the degree that they do in Star trek, would be that much worse at coping with vector changes.

    The reason they've done it is to make cruisers feel meaty and ponderous, like oceon going super-tankers. You are entirely correct in thinking that it will make flying the them much less immediate and responsive.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    My spelling in that post was poor, but I'm feeling rebellious so I'm going to leave it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I've heard there is a balance though, the firepwoer and especially shields of a Galaxy are off the charts.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    are you talking TV or in game?

    I would expect T4 escorts in game to dish out considerably more damage than cruisers since they can equip more forward facing weaponry and can equip cannons, where cruisers cannot.

    Cruisers are capable of sustaining far more damage than the escorts though.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Waffleuk wrote: »
    are you talking TV or in game?

    I would expect T4 escorts in game to dish out considerably more damage than cruisers since they can equip more forward facing weaponry and can equip cannons, where cruisers cannot.

    Cruisers are capable of sustaining far more damage than the escorts though.

    What good is a forward facing weapon if you can't turn to face forwards? NOTHING will stay in the front 45 degree arc, PvE or PvP.

    If I kill something behind me (which is where everything is), and I'm outside the loot range (which is pathetically small), it takes me 75 seconds to turn 180, fly back, pick it up, turn back around and head to the next waypoint/enemy. Given the 90% chance it's just a battery, I'm blowing off loot right and left because it's just bloody infuriating.

    And that's the key here. I really enjoyed my Miranda. I LOVED my Cruiser, more than my Miranda. My Heavy Cruiser was a bit slower but a lot heavier, loved it more.

    I'm hating the Galaxy. Fights that I enjoyed now suck because of this mechanic. They're not harder, more difficult, or even more challenging. MY SHIP is the hardest part of these fights. The damn thing won't move and it's so frustrating I'm going to level up through Captain in my Heavy Cruiser with Mk VIIII weapons, simply because it's a better ship.

    The Exploration Cruiser is not:
    - More fun, it sucks and is frustrating.
    - More powerful, it has more bays that can't be used unless they're beams because nothing is in the front 270 of the ship and you're not bringing it around.
    - More effective, I can kill at almost the same rate, but moving group to group, or dropping back to pick up loot is a HUGE pain.

    In short, I was demoted at Captain by given a piece of TRIBBLE ship as punishment.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I think you missed the point of my comment that escorts can equip more forward facing weapons (and cannons). Escorts have the agility to ensure that their targets are in their forward firing arc wheras cruisers do not.

    I would absolutely agree that it is pointless for a slow, lumbering, cruiser to equip weaponry with very limited fire arcs.

    That is why escorts will have higher dps.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Waffleuk wrote: »
    I think you missed the point of my comment that escorts can equip more forward facing weapons (and cannons). Escorts have the agility to ensure that their targets are in their forward firing arc wheras cruisers do not.

    I would absolutely agree that it is pointless for a slow, lumbering, cruiser to equip weaponry with very limited fire arcs.

    That is why escorts will have higher dps.

    Sorry, I misread. I'm just very tired and frustrated. Took a couple of days off to grind through the ranks I'd already seen many times to get to the new content, and slam full tilt into this miserable disappointment.

    I'm an afk tank. AFK because I can't move or turn so the only weapons that I can bring to bear are the ones autofiring, and trying to turn is pointless, so I just drive into the middle of a group and sit there auto firing while chatting with my friends about other stuff...it's not like I can actually participate in the combat, it's more like the combat is going on around me and I'm the fat guy who has to sit because he's out of breath and no one will play with.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Someone made a post once pointing out that the current rates of turning (in order of tiers starting at 2) for cruisers is 8, 7, 5, 6. Their suggestion - and it's a good one, was to change it to 8, 7, 7, 8. Not enough to make a big difference in combat, you'd mostly feel it OUT of combat when trying to pick up loot and things of that nature - which is where the abysmal turning rate really hurts the most.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I have no doubt that t4/t5 cruiser manouverability will never be buffed by Cryptic, in the same way that I doubt Cryptic will ever balance the tracking of contributing actions in fleet actions with regard to the loot tables for anything that isn't straight out damage done.

    Since I intend to go down the cruiser route though, I have to hope that they do make the changes. If not, I'd like to see a nice detailed post from the devs explaining exactly why anyone should ever choose to fly whales instead of escorts, especially given the current state of the aggro system.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    All of the klinks have better turn rates compared to feds, i believe there biggest cruiser has a turn of 8.

    I thing the biggest flaw of the low turn rate is that feds have to sub in an item to even get a reasonable turn rate. Which the klink do not, so just from that we are out dps'd.

    They shoudl drop teh cruisers turn rate.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Riyx wrote:
    All of the klinks have better turn rates compared to feds, i believe there biggest cruiser has a turn of 8.

    I thing the biggest flaw of the low turn rate is that feds have to sub in an item to even get a reasonable turn rate. Which the klink do not, so just from that we are out dps'd.

    They shoudl drop teh cruisers turn rate.


    Biggest KDF battlecruiser (the NeghVar) has a turn rate of 9.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    sevensided wrote: »
    Biggest KDF battlecruiser (the NeghVar) has a turn rate of 9.

    Which explains why I started out behind a Negh'var and ended up with it behind me. It out turned me that much.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Someone made a post once pointing out that the current rates of turning (in order of tiers starting at 2) for cruisers is 8, 7, 5, 6. Their suggestion - and it's a good one, was to change it to 8, 7, 7, 8. Not enough to make a big difference in combat, you'd mostly feel it OUT of combat when trying to pick up loot and things of that nature - which is where the abysmal turning rate really hurts the most.

    I see no reason why it shouldn't be 8, 7, 8, 9. Fact is, they still stay much slower than the other two classes, but are still usable in battle.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I agree tier 4 and 5 cruisers are pigs to fly. Shame really.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I ate to many Red Vines!! My head is going to explode!
    Sugar!!

    ... ermmm, turn rates need to be 8,7,7,8 for the sake of playability both in PvE/PvP and Solo/Group play.
    Among other reasons of course +)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Not this again.
    macallen wrote: »
    It's not that I'm getting killed, I'm virtually unkillable
    No. You're asking Cryptic to make the durable class agile as well. Isn't going to happen, because if it does, there's no reason to pick any other ship. Suck it up or pick a science vessel like the rest of the whiners.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Not this again.

    No. You're asking Cryptic to make the durable class agile as well. Isn't going to happen, because if it does, there's no reason to pick any other ship. Suck it up or pick a science vessel like the rest of the whiners.

    A turn rate of 7 or 8 is not "agile" for top tier cruiser. Saying "go pick science vessel" is tantamount to admitting that cruisers are broken and should not be equal to other classes.

    Here's a great comparison: The Negh'Var has a turn rate of 9 and 2500 crew so it is practically the most durable cruiser in the game. It's also a tier higher than the Galaxy class. If you boosted the Galaxy's turning rate to 7, it would still be out-turned by every Klingon ship in the game. This would not be overpowered.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    they work fine. stop trying to use your t4 cruiser like your t1-3 cruisers, it's a different beast but it works fine. My fleetmate has been exceptionally effective with one in a couple different configurations and he is deadly whether you are in front of him, behind him, or god forbid you go to the side of him where you melt. He pops aux batteries or uses evasive manuevers if a turn HAS to be done more quickly, but other than that he's had no problems.

    He runs with the EPS consoles and switches to full aux quickly as well when needed.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Harkonis wrote: »
    they work fine. stop trying to use your t4 cruiser like your t1-3 cruisers, it's a different beast but it works fine. My fleetmate has been exceptionally effective with one in a couple different configurations and he is deadly whether you are in front of him, behind him, or god forbid you go to the side of him where you melt. He pops aux batteries or uses evasive manuevers if a turn HAS to be done more quickly, but other than that he's had no problems.

    He runs with the EPS consoles and switches to full aux quickly as well when needed.

    The main problen in maneuverng out of combat to grab loot, etc. If you're saying he doesn't mind turning like a whale taking five minutes every time he tries to grab a drop, then fine. Hell if you try T4 cruisers, maybe you won't be able to stand them for their turn rate.

    Just because your fleetmate doesn't mind them, doesn't make them "fine".
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