I don't know if this is a problem with all raptors or just the Qin but, seriously, this ship's turn axis is annoyingly set way too far back. In my opinion, it's the only thing that prevents it from being the perfect strike ship.
I thought I was the only one who feels that there is something wrong with how awkwardly the Qin Raptor turns. Then I come here and find out that this issue has been brought up before (several times by the looks of this
"archived" thread) and yet nothing has been done after more than a year.
Cryptic, please fix this. Thanks!
Comments
http://sto-forum.perfectworld.com/showpost.php?p=4116403&postcount=31
I think it's high time.
R.I.P
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those tickets have to be read by someone, where this thread might be missed. So that should be the new motto. "if it's broken, report it with a bug report".
And everytime you see someone complaining about it, have them submit a ticket on it. Squeeky mouse gets eaten by the targ.
Just saying thats its more important to keep leech console on KDF only rather just fixing just one ship's turn rate or axis bug.
And it will be worst turn on all ships we fly not just raptor which already suffers from low turn rates if u ask me and thats the reason i prefer fleet scourge destroyer and i recommend it instead of a fleet raptor.
What ever the reasoning for its poor design it needs to be fixed. I'm finding its poor turn is disruptive to my friends and fleet in STO and it makes me wish to play less.:P
R.I.P
significantly higher hull
or (my favorite) moving a single weapon slot from the rear to the front on all models.
or some combination of these.
Its simply not as competitive as is should be. The Higher hull would go well with the depiction of the Raptor in Sleeping Dogs (ENT), the additional slot in the front would fit right in with the description in STO's ship vendor for the Raptor class, noting its deadly front arc.
Devs: Jump onto Redshirt, gear up some Escorts and Raptors and see for yourself. Tweak some of the above and see if it balances. Just... do something.
ALL HOLDINGS FINISHED! - Starbase 5-5-5-5 || Embassy 3-3-3 || Mine 3-3-3 || Spire 3-3-3
A laid back KDF fleet welcoming independent, casual, & part-time players and groups. Roms & alts welcome.
Send in-game mail to Wampaq@Jnoh, visit our recruitment thread and FB page for more info.
If a KDF player chooses to fly the Qin and said player does not cycle ApO or use (2) RCS consoles they get very much out turned by every fed escort and even if they do use those two mentioned ideas they still get outturned by every fed escort.
The DPS output between a Qin and a fed escort may be the same, or at least comparable but without a way to turn overcome the f@#$ed pivot point the Qin can not use its DPS ability in a dogfight.
Now a KDf player can choose to buy the Fleet Somraw and enjoy a better turn pivot and the near same DPS output but thanks to Twitter the Aquarius may now turns as well any BoP making the KDF Raptor choice the bad choice again in a dogfight.
R.I.P
- The pivot point as a seperate factor does not influence the movement or turnrate of a ship.
- Making a full turn takes just as long as the turnrate indicates.
- Having the pivot point far back gives the raptor a unique look when maneuvering.
The problem is:
- The placement of the gun mounts in relation to the pivot point.
- The distance of the gun mounts from the pivot point.
- This effectively narrows down the forward firing arc.
A related problem may be:
- The placement of the thrusters in relation to the centre of the mass
- If so, this would reduce the Raptors ability to utilize inertia to make fast turns.
Much like holding a pencil by the eraser and attempting to bring the tip to target the front pivots on on the rear while the average fed escort seems to pivot more towards the center line and when the fore part moves the rear part does as well lessening the time to turn and making for tighter turns within the vessels on body length.
I would gladly keep the poor pivot on the Qin if they compensated it for its poor design with a 5th tac console or even a 4/4 weapon set up.
R.I.P
...Of course, IF the turn rate is calculated based on distance from the ships fulcrum to it's nose EVERY model ship will appear to turn differently from other models, but it's only a visual cue thats off. IF the Qin is build on the cruisers contact points then it should turn the same as a cruiser, but as long and narrow as a Raptor is a cruiser SHOULD turn faster as it's wider and the engines are further apart (I forget if sublight maneuvering is tied to thruster location or impulse location).
Awoken Dead
Now shaddup about the queues, it's a BUG
I believe it is built on a Cruiser frame as it turns like a cruiser and nothing like an Escort or even an escort Carrier. Both of which turn quickly on thier own axis(pivot) to bring weapons to bear to target unlike the Cruisers which turn slower as befits a larger vessel that is more designed for the broadside attack.
What ever changes where made for the fleet Somraw are much better and it turns better than the base Qin. I hope the fleet Qin is simirally tweaked.
R.I.P
actually prefer keeping the raptor less agile than fed escorts and either make it a bit tougher
or give it increased top speed. The first option would make it unique in many senses, it would
be more distinguishable from either Fed escorts and in extension BoPs and it would fill the
gap between escorts and cruisers (someone once compared the raptor to the A10 Warthog,
I loved that comparison). 2nd option is only there because raptors (especially the Qin)
remind me of the Lockheed Blackbird (no big plane fan, I just kinda like these 2)
An improvement to this ship would be an added incentive to buy the fleet version.
then, and now, i want this addressed. ya i remember that post saying that now.
My observations from doing that and recalling the feature episode mission "Night of the Comet" observations are thus:
The Qin raptor is sitting on the pivot point flight mesh of a D7 or similiar flight mesh, the position of the model on this mesh is set significantly forward, as well as underslung (consider the Qin model builds up, where the D7 builds down).
This positioning gives the appearance of the pitch and yaw being controlled by, for lack of better explanation, a pair of wheel barrow handles attached on top of the nacelles and haveing a lot of lead (dead?) weight in the nose section and being forced to manhandle the ship into position.
Overall, dropping the nose onto the target is super fast, pulling or swinging the nose onto the target takes far longer than it should.
In addendum, I feel the true turn rate of the Qin varies according to what your doing, if your pitching the nose up, or turning left/right I feel it's turn rate is more like 13, but, if your pitching the nose down it's rate is closer to 17.
The solution in theory is simple enough, align the model to the mesh so that the X axis is lower down in the hull, and the Z axis is further forward in the hull. In practice it could be so difficult to put in place that for all intense and purposes it may require a completely new sector/system flight mesh for the model to sit on (fed escort mesh may work, but not something I could be sure of).
Please note: This is a collection of my thoughts on this matter based upon my own personal observations from the game itself, and is in no way accurate.