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Curious about the Tal Shiar adapted battlecruiser? Here's data not in summary

momawmomaw Member Posts: 0 Arc User
In case there's anybody out there like me that likes to really know everything about prospective purchases, I opened this ship on Tribble. Here's a quick breakdown of things I wanted to know but were not explained on the ship's description. See the description of the ship for (right-click a box on the exchange, and hit Info) for the more basic stats.

1.) The warp core
* It is a WARP core, not a singularity core. The adapted battle cruiser (ABC) cannot use Romulan "singularity powers"

* It has no level/i.e. it scales dynamically

* The "improved regeneration" means that it gives a bonus of 15 to Starship Hull Repair skill. No other kind of healing is described or observed.

* It is an "overcharged" warp core which means it increase your Aux power cap by 5.

* It grants bonus Aux power based on your power setting: At a setting of 15 (minimum) it gives a bonus of +6. At a setting of 25, it gives +5. At a setting of 75 or more it grants no extra power.

* It has an auxiliary capacitor: For 10 seconds (modified by Battery skill, up to 20 seconds), grants bonus of +15 Aux power. Can also repair disabled Aux system when activated. 4 minute cooldown.

* It is [A -> W] type, meaning that 7.5% of your Auxiliary power is added to your Weapon system.

* Standard warp speed.

2.) The cloak

* Despite being a Romulan ship, the cloaking device is a standard type, not a battle cloak, which means you cannot engage it during combat.

* It does not grant a turn rate bonus while cloaked like the Romulan cloaks.

* It does grant a 15% damage bonus for 5 seconds when decloaking.

3.) The console


The "indoctrination nanites" console.

* The cooldown time is 3 minutes.

* It has a 10km range, and can shoot a non-targetable sensor probe in any direction.

* It has a 3km AOE when it hits an enemy, causing all affected enemies to exhibit an electrical arcing effect onto their allied ships.

* The amount of damage per hit is determined by your Aux power, to a maximum of 500 damage per jolt twice a second.

* The effect is fairly potent when fired into a mob of enemies, but very brief; the base duration is only 5 seconds. It claims to be modified by the subspace decompiler skilll, but I could not test this. I would expect the duration to double, at maximum skill.

4.) Innate features


* Does have sensor analysis, which if it works like the version science ships has, gains 1 stack every 6 seconds as long as you don't change targets, giving +3% damage per stack. Maximum bonus of +30% damage is reached after 1 minute of engaging the same target. This is a "final bonus" and applies after all other factors are calculated.

* Does not have subsystem targeting. Some people thought it might.
Post edited by momaw on

Comments

  • momawmomaw Member Posts: 0 Arc User
    edited May 2013
    Man. I really wanted to like this ship since I'm such a big battlecruisers fan.

    But... Well, despite the name I don't even think it's properly a battlecruiser. Not when compared to the Galor, Dkora, or Excelsior. Its turn rate is bad, it has no bonus weapon power, it doesn't have a LTC tactical station.

    You can put a tac guy on the universal commander station, but then you have insufficient survivability for a ship of this size and sloth. LT engineer and EN engineer? So you've got EPTS1 chain and RSP which you will need. You could put a science guy in the commander slot, turning this into an uncommonly large science ship... But carriers already do that, and do it better because they have hangars. You're pretty much forced to put an engineer there to stay alive. COM engineer and LTC science is a great combo for staying alive, but staying alive by itself doesn't win battles and there's already ships that can do that anyway.

    Non-battle cloaking is basically pointless for PVE. The 15% bonus damage for 5 seconds, once per battle, disappears into the statistical noise.

    The unique console is hypothetically interesting, but in reality the cooldown time and short duration put it into the same novelty category as most other universal consoles. The unique warp core doesn't do anything interesting.

    On the whole it seems like it's an overly toothless engineering whale, an overly fragile tactical whale , or a redundant hangar-less carrier wannabe, that doesn't bring any unique features to the table.

    :(
  • aarons9aarons9 Member Posts: 961
    edited May 2013
    yeah but it looks cool?
    [12:35] Vessel Two of Two Unimatrix 01 deals 225232 (271723) Plasma Damage to you with Plasma Lance.
    [12:44] Vessel One of Two Unimatrix 01 deals 1019527 (1157678) Kinetic Damage to you with Plasma Energy Bolt Explosion.
  • momawmomaw Member Posts: 0 Arc User
    edited May 2013
    Meh. I don't care for the looks of it. I don't see how it possibly works as a ship, it's a mass of tiny struts and spikes with nowhere for a crew to function or for large equipment modules.
  • captainbmoneycaptainbmoney Member Posts: 1,323 Arc User
    edited May 2013
    I'll take 3.

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  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited May 2013
    It's turn rate is bad? Really?
    [SIGPIC][/SIGPIC]
  • xossetxosset Member Posts: 0 Arc User
    edited August 2013
    It has the turn rate the same as my Fleet Support Retrofit Cruiser(FSRC). As a matter of fact, the stats are the same except FSRC has a little more hull hit points(3450) which I feel is a photon hit away from being a non issue.
    I don't think the .2 increase in the Shield Modifier make up the difference in hit points from the FSRC to the Tal Shiar Adapted Battle Cruiser(TSABC). But the .2 does increase your shield HP and regeneration so that's a good thing. I haven't tested it and do not know the theory craft math to see if it equals out.
    Impulse mod is .15 for the FSCR and .18 for the TSABC so it's a bit faster. trade off for me was +5 all powers on the SFCR as opposed to the +10 shield power/Aux power of the TSABC.
    Equipping cannons on a turn rate 7 ship is not something I'd be willing to do but it's nice to know that it's not restricted. The evaluation of it being a toothless whale has some merit. It's not a tactical ship, it's not squishy like a Defiant but then again it's turn rate makes up for that. Coolness factor 10. I find it on par with my FSRC.
    The evaluation that a carrier does it better is fine but then again, most carriers in STO are designed to be slow moving miniature star bases IMHO. Atrox, Vo'quv, turn rate: 5; Heavy Escort Carrier: 15.

    That's my 32 cents worth of opinion. Your mileage may vary.
  • sernonserculionsernonserculion Member Posts: 749 Arc User
    edited August 2013
    Thanks mate. Was looking for this.

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