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Turn rate

robdmcrobdmc Member Posts: 1,619 Arc User
Just going to put this here.

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I noticed that even when I do the exact same boost the turn rate and speed fluctuate. this is as good as I've gotten it.
Post edited by Unknown User on

Comments

  • asmodeus451asmodeus451 Member Posts: 257 Arc User
    edited October 2013
    holy.....................

    have you actually tried flying it when its that high?
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  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited October 2013
    The hell did you have active to cause that?
  • khayuungkhayuung Member Posts: 1,876 Arc User
    edited October 2013
    Aux2ID1 with doff, EPtE1 with movement buff doff, 4x Enhanced RCS, a Turnx3 hyperimpulse engine at 130 power?

    Can't say it would be very effective, and that I can do the same with a Fleet B'rel and go full hamster.


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  • nagrom7nagrom7 Member Posts: 995 Arc User
    edited October 2013
    He's gone to plaid....:eek:
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  • jetwtfjetwtf Member Posts: 1,207
    edited October 2013
    So just tap the turn button and do a 360? Wouldnt be very good that way lol, but a near instant 180 would be nice at times.
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  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited October 2013
    I wouldn't be surprised if he also threw in Pattern Omega 3 and Evasive Manuvers.
  • robdmcrobdmc Member Posts: 1,619 Arc User
    edited October 2013
    This is what I did.

    [Elite Fleet Efficient Hyper-Impulse Engines Mk XII [Turn]x2 [Spd] [Pow]]
    [Advanced Fleet Hyper-Charged Warp Core Mk XII [Coi] [W->E] [SCap] [SSR]]

    [Console - Engineering - Enhanced RCS Accelerator Mk XII [+AllRes]] x4
    [Console - Tachyokinetic Converter]

    Trait: Helmsman
    Starship Impulse Thrusters at 9
    Power levels were divided between engines and auxiliary. nothing in shields or weapons.

    I then activated the following
    [Red Matter Capacitor]
    Emergency Power to Engines 2
    Auxiliary to Dampers 1
    Attack Pattern Omega 3
    Evasive Maneuvers
    [Deuterium Surplus]

    It seems there is some stacking issues so the number when this is done is different each time.

    This is not practical in any combat scenario. I was just to see how high I can get it for kicks. Did the same thing on the gal-x and a few other ships as well.
  • voporakvoporak Member Posts: 5,621 Arc User
    edited October 2013
    What's the base turn of it? My bugship's base turn is 52, and I can push it up to somewhere extremely high with buffs, but not that fast of a turn. Wow. :)
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  • robdmcrobdmc Member Posts: 1,619 Arc User
    edited October 2013
    voporak wrote: »
    What's the base turn of it?

    If I do just the gear and have full power to engines it is at 90. It still isn't practical with 4 rcs consoles though. I usually fly it with only the tachyo on it and 87/70 engine power and it is at 52.4.
  • robdmcrobdmc Member Posts: 1,619 Arc User
    edited October 2013
    Command ? Strategic Maneuvering:

    While this Command is active, the cruiser and nearby allies have their flight speed and turn rate increased. This Command is intended to give slower starships such as carriers, dreadnaughts and cruisers a needed boost to their turn rate and flight speed as long as they stay near the cruiser with this Command active.

    And in one dev blog my number will be obsolete. As soon as this goes live I will need a cruiser on team to see how high I can get it now. I will post the updated turn rate when that happens.
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