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Vesta testing and Feedback

jellico1jellico1 Member Posts: 2,719
edited November 2012 in Federation Discussion
Greetings Captions Devs Guests

Bought. Vesta and have tested it a little but
Have had many Issues with it

First
Autofire does not work,right clicking on weapons
I'n the 3 rows of functions does not turn on autofire
Anymore
Tried removing weapons logging out
Tried differnt weapons , old,new,and those that came
With the ship. Tried all 10 rows ,No autofire

Second
The phaser module seems to be very poor damage
Output

Third
Shuttle launch is very slow

Forth
Turn rate seems slower than it should be

Lack of autofire has hampered my testing further
It's a serious pain I'n the kiester not having it

Fifth
Beam weapons do not use Aux power,I like
Beam weapons and I didn't see anywhere posted
That the vesta Aux power to weapons was Cannon only !

I would not have bought the ship if this is intended .
Beam weapons draw power from weapons power and not
Auxiliary ,That was why I bought the ship .

I would appreciate dev comment on this issue please

Anyone else please post findings
Thanks
Jellico....Engineer ground.....Da'val Romulan space Sci
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng

JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
Post edited by jellico1 on

Comments

  • rahadamanthrahadamanth Member Posts: 0 Arc User
    edited November 2012
    Bought the vesta pack, had the opposite experience.

    Auto fire works fine for me, but I had the same problem you had with the Chimera. My auto fire has a little lag between cycles though sometimes it hangs up.

    Quantum Field Focuser is powered by AUX, phaser is the damage type, and is still effected by consoles. I have mine specc'd to do 4.5K DPS. It often does more

    Shuttle launch? It's always Sunday in the Vesta Shuttle Bay. Slow is putting it mildly, AUX is supposed to increase recharge of launch, but does not. At 120 AUX recharge is still 45+ seconds

    Turn rate seems normal. Might be about the same as the LRSVR

    In the description of the ships, the cannons that come with it use AUX, and are the only weapons that use AUX. The ship doesn't magically convert AUX to WEP when using any other weapon. The cannons use AUX...that was clearly stated. To have a science ship have a "do it all" energy pool would be pretty op and would break the current system.

    DPS of the skills when use propperly is high on hard stationary targets, DPS against moving targets and players is about the same as the other T5 science ship. Not comparable to the Tholian Ships and the 3 LTC Boff slots at the cost of lots of hull.

    To maximize DPS you need to be close, with low hull you get one shotted much more.
  • corgatagcorgatag Member Posts: 0 Arc User
    edited November 2012
    jellico1 wrote: »
    Autofire does not work,right clicking on weapons
    I'n the 3 rows of functions does not turn on autofire
    Anymore
    Tried removing weapons logging out
    Tried differnt weapons , old,new,and those that came
    With the ship. Tried all 10 rows ,No autofire

    I read somewhere that if you change your tray layout (the 1/2/3/4/ thing), that might fix this.
  • sentinel64sentinel64 Member Posts: 901 Arc User
    edited November 2012
    corgatag wrote: »
    I read somewhere that if you change your tray layout (the 1/2/3/4/ thing), that might fix this.

    Yes, the work around is to change to the three and change autofire in the smaller ui window. Hopefully the work around will be a short time solution :rolleyes:
  • unangbangkayunangbangkay Member Posts: 10 Arc User
    edited November 2012
    jellico1 wrote: »
    Fifth
    Beam weapons do not use Aux power,I like
    Beam weapons and I didn't see anywhere posted
    That the vesta Aux power to weapons was Cannon only !

    You weren't looking hard enough.

    From the very blog post that announced the ship:

    "Multi-Mission Science Vessels come standard with a Mark XII Auxiliary Dual Heavy Phaser Cannon. This cannon is designed to utilize Auxiliary power instead of Weapon power. "


    As you can see, it is not some kind of innate ability, just a special weapon like Quad Cannons. lrn2read and so on.
    I read somewhere that if you change your tray layout (the 1/2/3/4/ thing), that might fix this.

    I don't have my Vesta yet so I can't say, but supposedly the Steamrunner had a similar issue, and I fixed it by switching the HUD layout to #1 and right-clicking the weapon icons in the main tray.
  • januhulljanuhull Member Posts: 154 Arc User
    edited November 2012
    Very very tough little ship. I bought the three pack and loaded up the modules on an Engineering Vesta and went a shooting. Did a PvP run and several space missions on Elite. With an Engineer in the universal LCDR slot packing RSP and Engineering team, it took a ridiculous amount of punishment from a full group of Klingon players. It's very much a science ship, but fitted properly, she can take blows that would stagger an Odyssey. Lots of ways she can stave off damage altogether that can be fired off sequentially. Count on this ship causing massive agita from the KDF side.

    Firepower is decent, if not overwhelming, but that's to be expected. There is definite lag in the danube deployment, but that could be intentional, I don't know.
  • jellico1jellico1 Member Posts: 2,719
    edited November 2012
    You weren't looking hard enough.

    From the very blog post that announced the ship:

    "Multi-Mission Science Vessels come standard with a Mark XII Auxiliary Dual Heavy Phaser Cannon. This cannon is designed to utilize Auxiliary power instead of Weapon power. "


    As you can see, it is not some kind of innate ability, just a special weapon like Quad Cannons. lrn2read and so on.



    I don't have my Vesta yet so I can't say, but supposedly the Steamrunner had a similar issue, and I fixed it by switching the HUD layout to #1 and right-clicking the weapon icons in the main tray.


    Appreciate all the info guys, yes the unique weapon
    Only using Aux power slipped by me totally I ( assumed ) it was all weapons

    Looks like I wasted my money here then :( I don't like
    The tactics involved using cannons and with my auto fire broke for
    The moment I can't click fast enough to keep up fire and do my real job
    ( science )

    Dang shame you can't give away or sell ships
    For me the Vesta is a Lemon
    Jellico....Engineer ground.....Da'val Romulan space Sci
    Saphire.. Science ground......Ko'el Romulan space Tac
    Leva........Tactical ground.....Koj Romulan space Eng

    JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
  • tom61stotom61sto Member Posts: 3,669 Arc User
    edited November 2012
    1) Issue is effecting random players, regardless of ship. Autofire is working fine for me on both captains I have Vestas on.
    2) The Quantum Field Focus Phaser is heavily influenced by your Particle Generators skill/stat. If you're not skilled into that it's a pea-shooter practically. Also, Phaser Tac Consoles do buff it, so if you're running some other energy type console, it'll shoot under 2K DPS without either phaser consoles or particle gens buffing it. Edit: Also very dependent on Aux power
    3) Agreed, both the launch itself and the cooldown between wings of fighters/danubes.
    4) The turnrate feels odd to me as well.
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited November 2012
    jellico1 wrote: »
    Greetings Captions Devs Guests

    Bought. Vesta and have tested it a little but
    Have had many Issues with it

    First
    Autofire does not work,right clicking on weapons
    I'n the 3 rows of functions does not turn on autofire
    Anymore
    Tried removing weapons logging out
    Tried differnt weapons , old,new,and those that came
    With the ship. Tried all 10 rows ,No autofire
    Having that problem with all my ships, lag in firing cycles, it's not just you.


    Second
    The phaser module seems to be very poor damage
    Output
    Check your skills. Unless you are specced into sci with lots of sci consoles, it's less than useful.

    Third
    Shuttle launch is very slow
    It's not a carrier. Of course it will have slower deployment times.

    Forth
    Turn rate seems slower than it should be
    Cruiser/Science HYBRID. You can't have it all.

    Lack of autofire has hampered my testing further
    It's a serious pain I'n the kiester not having it

    Fifth
    Beam weapons do not use Aux power,I like
    Beam weapons and I didn't see anywhere posted
    That the vesta Aux power to weapons was Cannon only !
    Previous poster answered this.

    I would not have bought the ship if this is intended .
    Beam weapons draw power from weapons power and not
    Auxiliary ,That was why I bought the ship .

    I would appreciate dev comment on this issue please

    Anyone else please post findings
    Thanks

    Most of my commentary is in red in the quote. I have a few friends who bought the vesta, and they are in love with said ship. I have trouble gettin them to talk about anything else. That being said, she's about where I anticipated her to be. Very powerful, but not invincible. Had a few fly with me in fleet actions, was still able to out-dps them (sorry to say, 8 weapons still outdoes 6), but their utility was amazing. And TRIBBLE that wiped out my Oddy, they lived through, and vice versa. She can do it all, but not all at once XD.

    My 2 ecs? Good ship overall, not as godly as we thought, actually borderline fair.
    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)
  • unangbangkayunangbangkay Member Posts: 10 Arc User
    edited November 2012
    Had a few fly with me in fleet actions, was still able to out-dps them (sorry to say, 8 weapons still outdoes 6), but their utility was amazing. And TRIBBLE that wiped out my Oddy, they lived through, and vice versa. She can do it all, but not all at once XD.

    My 2 ecs? Good ship overall, not as godly as we thought, actually borderline fair.

    Were they running the cannons, or beams? I only plan to get one Vesta (the Science variant) right now, so I won't have 3 aux cannons to mount up front. Do you have any suggestions for a setup? Any advice for preferred Boff abilities is also welcome. I'm an Engi captain and currently fly a Chimera and Armitage.

    I haven't flown a science-y ship in ages, and methinks this is a fine place to try it out again (unless I go crazy and splurge on a carrier).
  • illcadiaillcadia Member Posts: 1,412 Bug Hunter
    edited November 2012
    The autofire is *not* affecting random players. It's affecting all players. The thing is, weapons can be set to autofire, and that's a trait of that specific weapon. Thus, weapons already set to autofire before emergence of the glitch, will continue to be set to autofire. However, players cannot 'turn them off', as it were.
  • tom61stotom61sto Member Posts: 3,669 Arc User
    edited November 2012
    Were they running the cannons, or beams? I only plan to get one Vesta (the Science variant) right now, so I won't have 3 aux cannons to mount up front.

    You should be able to claim the Vesta, grab the cannons, dismiss and reclaim the ship until you have three of the Aux Cannons. This is sorta like what I did to get 3x DHCs and the three consoles on my Eng, even though I had only one ship slot free.
    illcadia wrote: »
    The autofire is *not* affecting random players. It's affecting all players. The thing is, weapons can be set to autofire, and that's a trait of that specific weapon. Thus, weapons already set to autofire before emergence of the glitch, will continue to be set to autofire. However, players cannot 'turn them off', as it were.

    My 3x Aux cannons are firing fine, which are obviously all after S7 when the glitch started being reported. I can turn autofire on and off just fine of both weapons acquired before and after the S7 launch.
  • unangbangkayunangbangkay Member Posts: 10 Arc User
    edited November 2012
    tom61sto wrote: »
    You should be able to claim the Vesta, grab the cannons, dismiss and reclaim the ship until you have three of the Aux Cannons. This is sorta like what I did to get 3x DHCs and the three consoles on my Eng, even though I had only one ship slot free.

    Thanks for the advice!

    That said, how is the Vesta when running a beam build (and what's a good beam build for it)? I'd also like to use the ship's native subsystem stuff, which I undertand is beam exclusive.
  • rrincyrrincy Member Posts: 1,023
    edited November 2012
    theres a simple fix for the autofire bug

    enable your weapon tray , you can switch autofire on with that , its currently not working on the main tray
    12th Fleet
    Rear Admiral , Engineering Division
    U.S.S. Sheffield N.C.C. 92016
  • tlamstriketlamstrike Member Posts: 0 Arc User
    edited November 2012
    That said, how is the Vesta when running a beam build (and what's a good beam build for it)? I'd also like to use the ship's native subsystem stuff, which I undertand is beam exclusive.

    I would go with Phasers for extra disabling goodness. Also since the Quantum Field Focused Phaser from the Nav-Deflector is Phaser energy type it should be a boost from it as well (yet to confirm)

    On one of mine I run the Tac-Vesta with 5 MK XII Phaser Arrays and the wide angle Q-Torp, I use 3 Phaser Consoles as well.

    I was doing PvP testing with my fleetmates and this thing destroyed a Guramba with its QFFP by locking the target down in a tractor beam. The target just vanished... :eek:
    My Romulan Liberated Borg character made it to Level 30 and beat the (old) Defense of New Romulus with the skill point bug. :D
  • areikou#8990 areikou Member Posts: 0 Arc User
    edited November 2012
    So far I've tried this out on a tac and a sci.

    Tac build is very similiar to an escort. 3xDHC/3 turrets. Usage of LTC Tac, Ens Eng in the universals.

    So far I've found a very lethal combo with APB1+GW3+CSV2+PDS
    Enemies literally melt, regardless of the difficulty (Elite sphere groups in ISE for example).
    She has a good amount of shielding and can take punishment better than your average Defiant. The focus phaser is good to target on individual large enemies while using CSV or CRF and Tyken's 1.

    I also have the Omega shield, Fleet Turnx3 impulse, and Aegis deflector mostly for shield buffing. The omega shield helps a lot with getting those cannons to bear if you need to in the middle of a fire fight.

    All in all for a tactical, a very tough, very damaging ship.

    For a Sci however, she's a godsend.
    So far I've maxed her shields up to 20788 with an Aegis shield and 5 Field Gens. Max aux, 1xAux DHC, 1 Fleet Phaser array, 1 torpedo (Still working on which to use, using Transphasics for now). 3xPhaser arrays in aft for broadsiding while turning to bring forward arcing weapons to bear and target subsystems (Still debating on whether or not to keep the 3 in back). On top of that, all of the science powers you could ever ask for. VM1, GW3, Tyken's 2, TSS3, so on and so forth.

    While my damage with the sci is obviously not going to be very high. I felt very good last night in a Fleet Alert, tractoring ships, throwing out GW3, slamming them with VM1 and holding them in place while a Jem bug thrashed them to death with their cannons. We had a rather good synergy going that I never had in an intrepid.
    [SIGPIC][/SIGPIC]
    [Unrepentant] Lapo@overlapo: the problem with space STF
    is that you can't properly teabag your defeated opponent

    Unrepentant: Home of the Rainbow Warrior and the Rainbow Brigade.
  • tenkaritenkari Member Posts: 2,906 Arc User
    edited November 2012
    with the phaser module, theres one hting you forget, its a very narrow beam that fires continuously for 12 seconds doing damage per second.... which means 12 ticks. my vesta before using power boosts does about 900 damage a tick. 900 x 12 = 10800 damage. after all my boosts including batteries as a tac officer, i've seen it get upto 1300+ per tick. and it can crit i believe. 1300 x 12 = 15600 damage.

    if i recall this weapon also is based on aux power, but you have to continuously move to follow your target so that it could stay in the target range the whole 12 seconds.
  • kronosathkronosath Member Posts: 0 Arc User
    edited November 2012
    Personally I do not mind the slow hangar.
    The turn rate is somewhat strange. It feels that it is not what it is supposed to be. I do not know if the size and inertia play any roll or it is a "bug" not an accurate term, but something feels strange.

    I acquired the 3 ship pack. So far I tested 2 builds. First build was the same from my Long Range. I could not say that I was astonished but it was better in many aspects. The second build was more to an escort with a few modifications, after all it is a science vessel not an escort. I can only say that it put a smile on my face :D:D:D

    The only thing that is left to test is to see if it can match a cruiser tank, and I think that it can easily match a cruiser.

    Concerning the consoles Fermion is the best of the 3. Also the extra ability from all 3 is good, feels like the ablative armor. The phaser module can do high damage if you target a slow moving target or immobilize the target and with 3 AUX cannons in Rapid fire do the math in DPS :P

    My opinion/conclusion is that if you expect to use your standard science build from another ship, you will not see a great difference, improvement yes/maybe depends on the switch. If you are planning to have a mix of tac-sci build or eng-sci build, then yes it transforms to a different beast. My advice the Ensign Universal a Sci Boff and the Lt.Com Universal depending on tac or eng build.
    Fed Sci: Tethys U.S.S. Chronos Aionios, U.S.S. Denomon Gnosis {Fleet: HSF}
    KDF Eng: Boreas I.K.S. Demonon Nemesis {Fleet: HoS}
    Rom Sci: Crius I.R.W. Noctem Aeternus {Fleet: LoS}
    Fed Tac: Kronos U.S.S. Xibalba, I.S.S. Theogonia{Fleet: HSF}
  • tadeusltadeusl Member Posts: 2 Arc User
    edited November 2012
    kronosath wrote: »
    My opinion/conclusion is that if you expect to use your standard science build from another ship, you will not see a great difference, improvement yes/maybe depends on the switch. If you are planning to have a mix of tac-sci build or eng-sci build, then yes it transforms to a different beast. My advice the Ensign Universal a Sci Boff and the Lt.Com Universal depending on tac or eng build.

    This. I use a sci captain and I fly all three types of ship depending on my mood. For starters I wasn't too impressed about the Vesta because I ran a standard sci ship setup. It was better than my other sci ships, but perhaps not enough to justify the zen I spent.

    Now, however, I'm starting to like this ship a lot more because simply changing your ltc universal boff and a few items the gameplay drastically changes. A standard beams setup+sci ltc boff and you get your regular sci support gameplay. Slot an engi ltc and you become a decent tank. Slot the aux cannons and a tac ltc and you get nice dps.

    Don't get me wrong, escort will always be better for dps and cruisers for tanking, but I enjoy being able to adapt my gameplay. Even in the middle of missions, if there are breaks between fights you can change your setup if different parts of the mission are better suited for dps, soaking dmg, cc, etc.

    About aux cannons, imo they are an all or nothing. To get the most of them I use all three (sometimes 2 when I don't want to lose the torpedo launcher) with a tac boff in the ltc universal slot. After a few days of experiencing the ship I found if I'm running a tanky or support setup without said tac ltc boff, I'm more comfortable going back to beams.
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