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  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited October 2012
    I am going to say this one more time. The ship with the x2 skill tree bonus costs 300 dollars to get. Naturally since you have to pay so much, you get what you pay for. Why do you refuse to see this? This game is a p2w system. You pay, you get better ships. The lower cost and freebie ships aren't as good, simply because they are lower cost/free.

    I mean is it really fair to expect a ship that only costs $20 to be as good as a ship that costs $50 or higher? No. You pay, get better stuff. You go free, you get mediocre stuff. It's not that hard to figure out.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited October 2012
    You go free, you get mediocre stuff

    Try utter incompetent rubbish (the words I want to use would probably be against the forum rules)
    ZiOfChe.png?1
  • marc8219marc8219 Member Posts: 0 Arc User
    edited October 2012
    Its not as much as the OP is suggesting but I think upping the Galaxy turn rate to 7 so it is on par with the Sovereign would be fair.
    Tala -KDF Tac- House of Beautiful Orions
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited October 2012
    What was wrong with my idea on the 1-2 point buff?
    I thought it fair, more nimble but not overboard, add in skills and whatnot for better turns.
    Viola.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited October 2012
    Dude, I don't know why i'm getting x2 on my Chimira. I don't even have a special engine on it. I did say the stats are not really matching up when comparing to my Dreadnought's bonus.

    Well there have been issues I think. My game has been very unstable, crashing often.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2012
    when you compare a ship with 6 turn rate with one that has a 15 turn rate, your going to find after all the modifiers applied a 20 turn rate difference, at least. in game, any turn rate after modifiers thats less then about 18 is a huge liability. and this has always been the case, and it has always been a problem.

    the largest cruisers in game, the oddyssy and bortas, should not have a base turn below 8, period. the slopeing % increase on turn rate related buffs has massively exasperated the problem, it also means an extra point or 2 wont make fed cruisers suddenly escort like, even with between 8 and 11 turn they will all have only half the trun any escort will.

    inertia is also a problem. this is what makes some ships slide around and others trun on a dime. if you dont know what inertia is, go jump in a negvar and put a bunch of turn consoles on it, and come out of full impulse in the middle of a turn. THAT is a low inertia score at work. this score should truly be based on how large a ship is, but its all over the place. the sovereign has about twice the volume as a vorcha, yet they have the same inertia rating, that is incorrect. the inertia score should be assigned based on how much space the ship model displaces in the ship modeling program they use when properly scaled with each other. anyway, its the inertia score that makes escorts turn on a dime, and cruisers slide around, even if they are kdf cruisers with a bunch of turn consoles they do not turn like escorts because of inertia.


    this are the exact turn changes i would make


    Heavy Cruiser 10
    Advanced Heavy Cruiser 10
    Exploration Cruiser 8.5
    Assault Cruiser 10.5
    Star Cruiser 9.5
    Dreadnought 8.5
    Odyssey Cruiser 8

    Nebula 11
    Deep Space 12

    K't'inga Battle Cruiser 11.5
    Vor'cha Battle Cruiser 10.5
    Negh'Var Heavy Battle Cruiser 9.5
    Bortas Battle Cruiser 8
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited October 2012
    I am going to say this one more time. The ship with the x2 skill tree bonus costs 300 dollars to get. Naturally since you have to pay so much, you get what you pay for. Why do you refuse to see this? This game is a p2w system. You pay, you get better ships. The lower cost and freebie ships aren't as good, simply because they are lower cost/free.

    I mean is it really fair to expect a ship that only costs $20 to be as good as a ship that costs $50 or higher? No. You pay, get better stuff. You go free, you get mediocre stuff. It's not that hard to figure out.

    I'll add on to this statement to OP. You are summarily ignoring all of my posts that actually have logic in them (like my post two previous to this one) with explanations of why I am saying what I am saying, and instead going after my short posts that are my exasperation at your tunnel vision. So before responding, please, do us all a favor and actually read our posts instead of just grabbing the torch and pitchfork and going on a rampage to purge us from your swamp.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited October 2012
    this are the exact turn changes i would make

    Heavy Cruiser 10
    Advanced Heavy Cruiser 10
    Exploration Cruiser 8.5
    Assault Cruiser 10.5
    Star Cruiser 9.5
    Dreadnought 8.5
    Odyssey Cruiser 8

    "Advanced Heavy Cruiser 10" But they don't need it, 8 is fine especially when you add AP:A.

    personally I think if it's under 8 then yes, give it a boost, else leave it.
    ZiOfChe.png?1
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2012
    adamkafei wrote: »
    "Advanced Heavy Cruiser 10" But they don't need it, 8 is fine especially when you add AP:A.

    personally I think if it's under 8 then yes, give it a boost, else leave it.

    it would make no sense for the galaxy to turn as well as an excelsior, everything needs to be shifted up.
  • baudlbaudl Member Posts: 4,060 Arc User
    edited October 2012
    the list roach postet seems very reasonable to me. but the inertia needs to be adjusted aswell imho. Otherwise you just get endless sliding cruisers.
    However, i would leave carriers untouched.

    *ps: somebody else covered the inertia already.
    Go pro or go home
  • alexindcobraalexindcobra Member Posts: 608
    edited October 2012
    I am going to say this one more time. The ship with the x2 skill tree bonus costs 300 dollars to get. Naturally since you have to pay so much, you get what you pay for. Why do you refuse to see this? This game is a p2w system. You pay, you get better ships. The lower cost and freebie ships aren't as good, simply because they are lower cost/free.

    I mean is it really fair to expect a ship that only costs $20 to be as good as a ship that costs $50 or higher? No. You pay, get better stuff. You go free, you get mediocre stuff. It's not that hard to figure out.

    It didn't cost me a thing because I am a lifetime subcriber.
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited October 2012
    It didn't cost me a thing because I am a lifetime subcriber.

    Did you have to pay to get your LTS or did you somehow get it for free?
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • malifaemalifae Member Posts: 0 Arc User
    edited October 2012
    The Chimera has a good turn rate because it has afaik the best inertia value in the game, 80. This results in a higher base turn rate from which bonuses from buffs, consoles, skills, etc are computed.

    So what you have is a ship with a high base turn rate that gets bigger bonuses from any turn rate boost. When you consider how many things can buff turn rate, the cumulative effect will be quite large.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2012
    malifae wrote: »
    The Chimera has a good turn rate because it has afaik the best inertia value in the game, 80. This results in a higher base turn rate from which bonuses from buffs, consoles, skills, etc are computed.

    So what you have is a ship with a high base turn rate that gets bigger bonuses from any turn rate boost. When you consider how many things can buff turn rate, the cumulative effect will be quite large.

    that just means it doesn't slide around at all due to momentum, doesn't effect how quickly it rotates. among its peers, it has the lowest base turn rate, and receives the least benefit from any turn rate buffs.
  • cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    edited October 2012
    Heretic why are you jumping on OP so hard, It merely sounds to me he's trying to figure out why he is not getting the same kind of turning boost with skills etc. As the chimera he got recently, its no reason to point out pointless conjecture about pay to win or other such stupid non-sense. Not to say that the chimera shouldn't turn a lot faster then a dread. It shouldn't be getting such a disproportional difference in numbers. That is if what OP is saying is correct about his turn rate numbers. There is something wrong with the math formula's causing him not to gain the proper benefit from the increases he has.

    I do agree with some others that cruisers in general kling and fed need a slight turning boost, this won't make them anywhere near turn rates of escorts. Though I always thought turn rate increases should be more on slower turning ships. But as it stands that is not how they work, there shouldn't disproportional change in the increases on higher turning vessels then the lower ones. Unless there are factors I'm unaware of. I'm going to look on oddy and then my chimera and see if there are discrepancies there too.
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited October 2012
    I can't completely answer your question without starting an online flamethrower contest cryptkeeper. But I am answering his question as to why the Chimera is so much better with turn rate. It's an escort/cruiser hybrid. It takes the best of both worlds. The tankiness and durability of the cruiser with the damage output and mobility of the escort.

    What he is suggesting is that now that hybrids have been released, that they make a pureblood better. I don't disagree with WHAT he is asking, I disagree with WHY.

    I feel like a broken record, but I think that just because a 300 dollar ship was released with amazing modifiers to it's stats and the fact that it's a hybrid that takes the best of both worlds, is NOT a good reason to boost the mobility of cruisers.

    An exact quote from OP: Alexindcobra - "Why can't I get the same doubled turn rate boost in my Galaxy brands? I should at least get boosted to 12 for my Galaxy brands." He is asking for a 100% increase in the turn rate of his galaxy class dreadnaught. And ONLY because he can get that same 100% increase from the Chimera. That is why I keep on pointing out the pay to win bit over and over and OVER.

    It makes perfect sense that a ship that requires a lifetime subscription would be able to achieve that 200% turn rate, whereas a ship that is not even close to the cost of a lifetime subscription would only be able to achieve a 150% turn rate. That is why I keep on stressing the pay to win system.

    Ships you pay a ton of money for are naturally going to be significantly better than any ship you pay less for. OP also keeps on asking for numbers, whereas the point I am trying to make is qualitative, not quantitative. I am trying to get a basic concept across to OP and he asks for numbers, which I cannot give him due to the nature of what I am trying to tell him. But his apparent refusal to listen to reason is one of the main reasons I am "jumping on OP so hard".
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited October 2012
    An exact quote from OP: Alexindcobra - "Why can't I get the same doubled turn rate boost in my Galaxy brands? I should at least get boosted to 12 for my Galaxy brands." He is asking for a 100% increase in the turn rate of his galaxy class dreadnaught. And ONLY because he can get that same 100% increase from the Chimera. That is why I keep on pointing out the pay to win bit over and over and OVER.

    ^^ This. /thread
    3lsZz0w.jpg
  • shookyangshookyang Member Posts: 1,122
    edited October 2012
    I'm reiterating this:

    Total turn rate = [ship stated turn rate] + [turn rate of the engines] + [inertia] + [impulse modifier] + [consoles]

    There is no magical 2x modifier. If you're turning twice as fast, it's because of the modifiers above.

    The consoles give you a % increase. If the ship's stated turn rate, inertia, and impulse modifier are low, then the % increase will not be significant (I left out turn rate of the engines, as this is a fixed amount and is the same increase on any ship).

    Even if you increase the stated turn rate of the ship, you are not going to get a 2x modifier to your turn rate (obviously, because a 2x modifier doesn't exist). Sure, you'll see a slight improvement, but no where near the turn rate of your Chimera.
  • cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    edited October 2012
    Well I have tested my oddy and chimera. From what i have gathered my oddy same engine same skills got 10.7 turn rate at max speed and engine power. 30.6 for the chimera at the same settings etc.

    The percentages are rounded off and are not exact.
    6 * 1.783 = 10.7

    14 * 2.186 = 30.6

    there is large difference between the percentages... I suspect that is due to the Impulse modifiers. 0.15 for cruisers and science ships. .20 for escorts but the chimera has .22

    still a little confused why they decided to make escorts etc gain better and better benefits from turning due to higher base turn and impulse modifier. When typically any other stat in this game has diminished returns or at least 1 to 1.

    I know this is comparing apples and oranges but they are both fruit. So some comparisons can be made.

    The shield modifier and the impulse modifiers is the biggest example of odd balance. Most science ships have 1.3 shield modifier. Cruisers have 1.0 except oddy with 1.15( which is the same as fleet cruisers) Escorts have 0.9.

    Science ships have highest gain from shields, escorts have highest gain from impulse engines... What do cruisers have hull ? Not really becuase there is no hull items except maybe consoles and they don't really count....

    I can see two approaches to this you could just increase our impulse modifiers to like .17-.18 and just say cruisers are middle ground... They neither have best engines or shields but they a nice medium.

    or they could add a hull item like structural integrity field that adds a percentage of hp increase to your hull and possible other bonuses and with cruisers greater hull strength they gain the largest increase.
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited October 2012
    6 * 1.783 = 10.7

    14 * 2.186 = 30.6

    List what Engine you use, hOw much you have in the SS Impulse Engines skill, Any RCS consoles, etc.

    I have a fully skilled TacToon with 9's in SS Impulse, 6's in Engine performance, using the Borg Engine and absolutely no RCS consoles and I see only a 26.7 at best in my KDF Peg.

    The OP may be basing his desires on a Bug in the system.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • shookyangshookyang Member Posts: 1,122
    edited October 2012
    The percentages are rounded off and are not exact.
    6 * 1.783 = 10.7

    14 * 2.186 = 30.6
    bitemepwe wrote: »

    List what Engine you use, hOw much you have in the SS Impulse Engines skill, Any RCS consoles, etc.
    Impulse speed as well, please.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2012
    the impulse mod just effects your movement speed, not turn rate. inertia just effects how much you slide around, not your turn rate.
  • cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    edited October 2012
    bitemepwe wrote: »

    List what Engine you use, hOw much you have in the SS Impulse Engines skill, Any RCS consoles, etc.

    I have a fully skilled TacToon with 9's in SS Impulse, 6's in Engine performance, using the Borg Engine and absolutely no RCS consoles and I see only a 26.7 at best in my KDF Peg.

    The OP may be basing his desires on a Bug in the system.
    I have the borg engine, no RCS consoles, engine performance is maxed, impulse thrusters at 3, 9 in warp core potential and efficiency Other then that I have nothing modifying turn rate or even engines. I'm also a fully speced engineer.

    Oh fudged a little on the numbers, I forgot my operation oddy had +5 engine power so i redid with tac oddy and got 10.5 instead. 6 *1.75 =10.5

    if you want to know 31.1 turn rate at 125 engine power for chimera 14 * 2.22 = 31.1 rounded off.




    As i said both were tested with 120 engine power but at balanced which my engine power is at 75 in both.

    25.7 turn rate chimera at 75 engine power
    9.2 turn rate tac oddy at 75 engine power

    6 *1.53 = 9.2
    14 * 1.84 =25.7

    impulse speed this is at max impulse before full impulse.

    23.26 tac oddie at 75 engine power
    31.43 tac oddie at 120 engine power

    29.73 chimera at 75 engine power
    41.59 chimera at 120 engine power
  • shookyangshookyang Member Posts: 1,122
    edited October 2012
    the impulse mod just effects your movement speed, not turn rate. inertia just effects how much you slide around, not your turn rate.
    Wiki says inertia affects your turn rate. Do you have a source that says otherwise?
    http://www.stowiki.org/Playable_starship#Stats

    If I divert more power to my engines, my impulse speed goes up as does my turn rate. I know this, as I've observed it countless times. Is there anything that will increase impulse speed on it's own, without boosting turn rate? The only skills I can think of are Attack Pattern: Omega and Evasive Maneuvers, but both of those skills also affect turn rate.

    Seems to me, that impulse speed is related to turn rate. Since impulse modifier seems to affect the impulse speed, it seems to me like it would also affect turn rate.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2012
    shookyang wrote: »
    Wiki says inertia affects your turn rate. Do you have a source that says otherwise?
    http://www.stowiki.org/Playable_starship#Stats

    If I divert more power to my engines, my impulse speed goes up as does my turn rate. I know this, as I've observed it countless times. Is there anything that will increase impulse speed on it's own, without boosting turn rate? The only skills I can think of are Attack Pattern: Omega and Evasive Maneuvers, but both of those skills also affect turn rate.

    Seems to me, that impulse speed is related to turn rate. Since impulse modifier seems to affect the impulse speed, it seems to me like it would also affect turn rate.

    a low inertia score works against you when you want to turn, the ship wants to keep going the direction it was going, so its slides a bit. this does not effect the rate at which the ship rotates, the turn rate.

    and yes, your turn rate goes up when your speed went up, but thats because you increased your engine power, thats increased turn rate and speed. you should see your turn rate not go up wile your speed goes up if you swap between a fleet SPDx3 engine and any other.
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited October 2012
    What do cruisers have hull ? Not really becuase there is no hull items except maybe consoles and they don't really count.... *snip snip*

    *snip snip*
    or they could add a hull item like structural integrity field that adds a percentage of hp increase to your hull and possible other bonuses and with cruisers greater hull strength they gain the largest increase.

    ...
    I really feel like slapping you right now. I really do. Hull tanking is VERY important. ESPECIALLY to cruiser pilots. And what do cruisers have? The most engineering consoles out of any ship. The highest possible defenses out of any ship. They also have the most weapons out of the 3 ship classes. And if you tell me my 4 neutronium consoles don't count, I have 45% defenses that say otherwise.

    As for your second comment, there ARE items that increase your SIF skill. Deflectors? If you want more of them, you use positron deflectors. And if you do it right, you can also end up with additional shield strength with the proper deflector. Soooo... yeah. I hate to ask this, but have you ever actually built a tank cruiser, and if so, did you read any of the build threads?
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • whamhammer1whamhammer1 Member Posts: 2,290 Arc User
    edited October 2012
    bitemepwe wrote: »
    What was wrong with my idea on the 1-2 point buff?
    I thought it fair, more nimble but not overboard, add in skills and whatnot for better turns.
    Viola.

    The only problem I see with it Roach is that the inertia factor will still keep the cruisers with numerically lower inertia factors at a stronger disadvantage than cruisers with higher number inertia factors and the will still be complaining. The inertia factor seems to act more as an exponential multiplier than a linear number multiplier, so people thinking linear returns will not be happy with the results. It will actually make the turning gap worse between the Galaxy (or Ody') vs. Excel' . Other than that it's fine.
  • cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    edited October 2012
    ...
    I really feel like slapping you right now. I really do. Hull tanking is VERY important. ESPECIALLY to cruiser pilots. And what do cruisers have? The most engineering consoles out of any ship. The highest possible defenses out of any ship. They also have the most weapons out of the 3 ship classes. And if you tell me my 4 neutronium consoles don't count, I have 45% defenses that say otherwise.

    As for your second comment, there ARE items that increase your SIF skill. Deflectors? If you want more of them, you use positron deflectors. And if you do it right, you can also end up with additional shield strength with the proper deflector. Soooo... yeah. I hate to ask this, but have you ever actually built a tank cruiser, and if so, did you read any of the build threads?

    Wow do you just read in what you want a person to write ? I meant that they don't matter becuase A. I wasn't talking about resistances which are important, but they are important for everyone not just tanking cruisers. Yes they have 8 weapons possible firing all at once though 8 phaser arrays don't work to well... Due to power drain and power level caps out at 125.

    Though that is good otherwise no one would have torpedo bays. Cruiser have one more engineering console with regards to most escorts and cruisers... With diminished returns that extra resistance doesn't turn out to be much I'm afraid... And with skill rotations you can easily make up what little you could loose with one console, considering most attack patterns have damage resistance and hull heals do... And omega even increases your chance to not even get hit... Shield resistances are still more important... Which can only really buffed by skills and shield power. As your hull is your last line of defense of course you want to be able to survive any burst damage to it , if you haven't seen a escort do it then you haven't seen very many good escort pilots with their supposed handicap of one console not counting fleet ships or oddy all of which have 10 though I know one of the fleet escorts has the same as your average cruiser.

    Um while it is true it increases the SIF skill... engines and shield have more then just one way of increasing them. Shields have the base shield * the shield mod along with the skill, along with consoles that straight up increase hp. Engines have the engine and consoles that buff both turn rate and speed( if you include engine power)
    Hull has the skill and I'm drawing a blank on any console or otherwise that buffs the base hp of your ship without buffing via skill.... and I use the maco deflector it provides a nice buff to sif and shield systems.

    I'm not really going to answer that as while I do look for information to better my tanking I typically go through fleet channels and pure number calculations myself. But its honestly not as if buff the hull hp of cruisers will make them unstoppable... Escort already have the edge of being able to completely outmaneuver us and force us to use only 4 of are supposed 8 weapon advantage...
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited October 2012
    So basically your gripe is that there is no item that specifically says increases max hull by X% like field generators do for shields? Ok, I can see that. It would also be interesting if they had those, but in all honesty, I would rather take additional defenses over additional hull.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited October 2012
    The only problem I see with it Roach is that the inertia factor will still keep the cruisers with numerically lower inertia factors at a stronger disadvantage than cruisers with higher number inertia factors and the will still be complaining. The inertia factor seems to act more as an exponential multiplier than a linear number multiplier, so people thinking linear returns will not be happy with the results. It will actually make the turning gap worse between the Galaxy (or Ody') vs. Excel' . Other than that it's fine.

    Tweak the inertia while the hood is up.
    Leonard Nimoy, Spock.....:(

    R.I.P
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