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DRAFT - The Nebula

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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Dunno if it has been stated before, but what about an escort, sci and crusier variants. Each one with different mission pods.(The triangle thingy above the saucer section)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Nebula
    A Fleet Escort variant.

    Requires:
    Rear Admiral

    Weapons:
    4 Fore
    3 Aft

    Boff seats (4 Boffs, 11 Powers):
    1 Lt Sci
    1 LC Eng
    1 Cm Tactical
    1 Lt Universal

    Mods:
    3 Eng
    2 Sci
    4 Tact

    3 Device Slots

    750 Crew

    Unique Ability:
    Tachyon Detection Grid: PBAoE buff that increases your, and allies w/in 10k, Starship Sensor Stat and Cloak Detection. Each buffed ally in turn will buff more allies within 10k of them - thus extending the grid.

    Turn Rate = Galaxy
    Any other stats not mentioned are the same as a Fleet Escort.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Please make the Nebula a T4 or T5 SCIENCE vessel. :)

    Also if/when you guys make the Ambassador class (really hoping this is next on your list), I would like to see that class as another T4 cruiser variant. Give people a choice between it and the Galaxy class, with the Ambassador being a wee bit more manuverable but at the cost of less crewman and possibly slightly less hull.

    Btw guys, I love the work done on the Excelsior! Top notch stuff. Also I really enjoyed Cold Call, yesterday. :)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    getawaybot wrote: »
    Dunno if it has been stated before, but what about an escort, sci and cruiser variants. Each one with different mission pods.(The triangle thingy above the saucer section)

    To my understanding, the mission pod for the Nebula is for science, however this is a cool idea. But instead of different mission pods, why not make the BO slots universal? This would give the Feds a ship that is just as flexable as the Klingon BoP's.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    PlanetFall wrote: »
    To my understanding, the mission pod for the Nebula is for science, however this is a cool idea. But instead of different mission pods, why not make the BO slots universal? This would give the Feds a ship that is just as flexable as the Klingon BoP's.

    Even tho the triangular one is a Missile Silo. Very scientific... lol
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Universal commander slot and a universal ensgin slot
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    The nebual is designed as a dedicated "anti-cloak" vessel and is fine the way it is, imo.
    We don't need to start flooding the Federation with more specilized vessels as they already have the biggest selection to choose from and the vessels ingame are already divided by thier specialites of Cruiser, Science and Escort.
    If the flood of specail ships with extra torpedoes pods that function outside of the global cooldown, more universal BO slots, etc - are implemented then Cryptic might as well just bend the Klingons over the barrel and have complete the TRIBBLE.
    The Nebula is a good well thought out design that should solve one of the whines about cloaking in pvp, but to implement some other ideas in this thread would only hurt the game in its current state. Keep chasing off the Klingon fans and the only thing left for the Federation will be to play with themselves.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    A universal LTC slot would be a massive step too far. It already has the ability of using EPtS3 and TSS3.

    (HY3/APO1/BO3) + TSS3 + EPtS3 + Cruiser hull + Cruiser shields = truly overpowered.

    No, the specs dstahl gave are fine. Enough to make it a powerful sci slanted cruiser, but not enough that it'd own everyone in a 1v1 (or for that matter, be the most deadly ship in a premade).
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    If there Nebula at Tier 5? It would be a for Vice Admiral star ship. Just like how the Excelsior is available for Vice Admiral.

    It would be silly for Rear Admirals to get this ship that seems more powerful than others.

    I wouldn't mind the Nebula be available to all divisions Making it a Universal Starship.

    I think the consoles should only be changed from all variants. It would be nice if you place a Commander BO is a Universal Commander and the ship will auto set up the consoles to that type of variant.

    4 Fore and 4 Aft weapons for all variants seems fair.

    The ship should be powerful as your character's build skills. So the Ship can be a Power House or a Support ship. Depending on your build and variant you want.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Alendiak wrote:
    A universal LTC slot would be a massive step too far. It already has the ability of using EPtS3 and TSS3.

    (HY3/APO1/BO3) + TSS3 + EPtS3 + Cruiser hull + Cruiser shields = truly overpowered.

    No, the specs dstahl gave are fine. Enough to make it a powerful sci slanted cruiser, but not enough that it'd own everyone in a 1v1 (or for that matter, be the most deadly ship in a premade).

    How you would get 3 LtC skills on a ship that would only has 2 baffles me.

    So if the Sci was a Lt and the LtC was universal you could choose HY3/AP:O/BO3 or TSS3 but not both. So no it isn't OP.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    I like the setup Dstahl has in the 1st post, and really like that it is a Star Cruiser. The reftrofit subclass isn't needed, just keep the original classes, or do what some other folks have said and revamp the entire class tree into small medium and large ships.

    I don't have it so bad since I'm a cruiser only Captain, but the ridiculous amounts of subclasses for the folks that like to fly different ship type is too much.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Ironearth wrote: »
    How you would get 3 LtC skills on a ship that would only has 2 baffles me.

    So if the Sci was a Lt and the LtC was universal you could choose HY3/AP:O/BO3 or TSS3 but not both. So no it isn't OP.

    The Sci station isn't a Lt though, it's a LtC.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Alendiak wrote:
    The Sci station isn't a Lt though, it's a LtC.

    He proposes swapping the ltc science station for a LTC universal, and making the current lt universal a lt science.

    As I've said before, I think that the idea would and could work without being overpowerd, but there's definitely plenty of reason for caution before we should give the idea a thumbs up.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    AlgoMike wrote:
    For whom?

    For anyone. The Galaxy Turn rate doesn't mix well with science powers. So having the ship be that dedicated to science powers ... is basically asking the devs to give you a ship that isn't playable.

    The DSSV is already complained about in terms or being sluggish. It's why the Intrepid Retro and RSV get so much use. They can turn fast and make use of science powers much easier.

    This ship as a slower turning DSSV variant ... is a terrible idea.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    superchum wrote: »
    For anyone. The Galaxy Turn rate doesn't mix well with science powers. So having the ship be that dedicated to science powers ... is basically asking the devs to give you a ship that isn't playable.

    The DSSV is already complained about in terms or being sluggish. It's why the Intrepid Retro and RSV get so much use. They can turn fast and make use of science powers much easier.

    This ship as a slower turning DSSV variant ... is a terrible idea.

    This is nonesense ... I am playing a Science myself and seldom use 90 degree skills. This could work with Slow turnrate ... Just would cause another playstyle.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    AlgoMike wrote:
    This is nonesense ... I am playing a Science myself and seldom use 90 degree skills. This could work with Slow turnrate ... Just would cause another playstyle.

    So many of science's best powers use a 90 degree arc.

    You're going to have to post your build now please.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    artic1337 wrote:
    I want a cape.
    A cape would go nicely with my VA uniform.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Its not just 90 degree arc skills, even the PBAOE skills would be incredibly difficult for a galaxy to use. I seen Galaxies run off in PVP after hitting evasive maneuvers or something, TRYING so very hard to turn, and they end up 9km away from everyone. Think about how hard it is to keep a ship in range for extend shields, even on an assault or star cruiser. And if someone on the other team is using tractor beam repulsors, just give up and go home.

    In PVE no one cares, a rowboat and a knife will work there, but PVP is where the Science Nebula, as presented, will be a complete and total failure, despite its cloak detection power. You either end up having to be a healer which is better done in a proper cruiser, or use a tiny subset of 10km omnidirectional science skills which aren't even very good.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Well, as Captain of the U.S.S. AWACs, I think the power is very cool... but I think I'd be hard pressed to leave my Recon Sci ship behind for a cruiser.

    I dunno. I'll have to think about it.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    superchum wrote: »
    So many of science's best powers use a 90 degree arc.

    You're going to have to post your build now please.

    I use at Commander BO:
    Jam Targeting Sensors , Hazard Emitters II, Scramble Sensors II and Tykens's Rift III
    On my LT Commander BO i use:
    Polarize hull, Transfer Schield Strenght II and SCience Team III

    The only 90 degree skill is tzken's Rift there. Additional there is Subnukleonic beam which gets every science charater. I could change Tyken's Rift to feedback pulse for example. So there is not really a need for high turn rate.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    AlgoMike wrote:
    I use at Commander BO:
    Jam Targeting Sensors , Hazard Emitters II, Scramble Sensors II and Tykens's Rift III
    On my LT Commander BO i use:
    Polarize hull, Transfer Schield Strenght II and SCience Team III

    The only 90 degree skill is tzken's Rift there. Additional there is Subnukleonic beam which gets every science charater. I could change Tyken's Rift to feedback pulse for example. So there is not really a need for high turn rate.

    Too true. I'll also point out there are a lot of Science Captains using Cruisers with little difficulty (beyond the failings of Cruisers in general). This isn't a major concern.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Foxrocks wrote:
    Its not just 90 degree arc skills, even the PBAOE skills would be incredibly difficult for a galaxy to use. I seen Galaxies run off in PVP after hitting evasive maneuvers or something, TRYING so very hard to turn, and they end up 9km away from everyone. Think about how hard it is to keep a ship in range for extend shields, even on an assault or star cruiser. And if someone on the other team is using tractor beam repulsors, just give up and go home.

    In PVE no one cares, a rowboat and a knife will work there, but PVP is where the Science Nebula, as presented, will be a complete and total failure, despite its cloak detection power. You either end up having to be a healer which is better done in a proper cruiser, or use a tiny subset of 10km omnidirectional science skills which aren't even very good.

    I have three chars at VA1:
    Engeneer, Science and Tactical

    I never had problems with my Galaxy Refit to use extend shield and stay in range. And the science skills are all at maxrange of 10k .. There is absolutely no problem.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Does anyone remember the Kaufman Retrograde? I use it quite often, here. It actually works pretty well.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    artic1337 wrote:
    I want a cape.

    God yes!! I love you for suggesting that but I'm a bit of a germaphobe so you'll pardon me if I don't kiss you on the mouth.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    delete dbl post
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Mojo wrote: »
    Does anyone remember the Kaufman Retrograde? I use it quite often, here. It actually works pretty well.

    I loved that maneuver in Starfleet battles.;)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    AlgoMike wrote:
    I use at Commander BO:
    Jam Targeting Sensors , Hazard Emitters II, Scramble Sensors II and Tykens's Rift III
    On my LT Commander BO i use:
    Polarize hull, Transfer Schield Strenght II and SCience Team III

    The only 90 degree skill is tzken's Rift there. Additional there is Subnukleonic beam which gets every science charater. I could change Tyken's Rift to feedback pulse for example. So there is not really a need for high turn rate.

    You seem to be choosing pretty sub par powers that have been nerfed in the past few patches. Like Jam Targeting Sensors and Scramble Sensors and Tyken's Rift.

    Good luck with that. I will concede that your build won't notice much if any difference in effectiveness no matter what kind of tub you fly.

    But that has to do with Snix making Tyken's Rift soft as a kitten, Jam Sensors break very easily, and Scramble get resisted a lot more effectively in the last few patches.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    I think the main problem is...

    Cryptic shows us an new ship that coming out for cruisers class. And doesn't tell us or give us any idea of other ship classes. This cause every one to want the Nebula to be a Engineer, Science, or Tactical ship.

    The Nebula is 3 types in one. Because the series shows the ship doing 3 roles.

    Nebula is a multi-purpose ship that is built differently at space dock for it's task or able to refit easily for different duties.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    superchum wrote: »
    You seem to be choosing pretty sub par powers that have been nerfed in the past few patches. Like Jam Targeting Sensors and Scramble Sensors and Tyken's Rift.

    Good luck with that. I will concede that your build won't notice much if any difference in effectiveness no matter what kind of tub you fly.

    But that has to do with Snix making Tyken's Rift soft as a kitten, Jam Sensors break very easily, and Scramble get resisted a lot more effectively in the last few patches.

    Think want you want .... Powers that are nerved aren't nessearly ineffective ... Why don't you tell us what powers you would use instead.

    MtG Michael
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    AlgoMike wrote:
    Think want you want .... Powers that are nerved aren't nessearly ineffective ... Why don't you tell us what powers you would use instead.

    MtG Michael

    I'd just recommend anyone looking to build a decent science build ...
    Go Here

    And get tips on effective builds from experts. I might recommend you do that too.
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