secondly regarding the comments about warbirds having -40 power. Its not! Itsactually known as all power levels SET TO 40! Jeebus Christie!!!!! If it was MINUS 40 YPU WOULDNT HAVE ANY POWER TO ENGINES TO MOVE!!!!!!!
It has a Base 40 power level.
4 different power systems at 40 instead of 50. That's a -10 to each system compared to KDF and Fed ships.
escorts should do damage...that's their role.If you think escorts kill in a pvp match is because that's their role...how many goal keepers you see marking goals?
Cruisers should have support role /healing and tanking...not damage like they do now.I understand you like cruisers but this is not only not star trek but it also screws up pve....you try to get first place in fleet events with a escorts against cruisers these days .Even without a2b they will beat you at healing.Btw have you noticed that cruisers turn like escorts now?
if you think cruisers should get double role tanking/escort then escorts should get tanking/healing double role.
also remember that Im not talking about romulan escorts....Im talking about old fed escorts (defiant ,fleet patrol...you know...the ships that no one like to have anymore)
you dont know what the difference between raw DPS and effective damage/spike is do you? raw DPS, no mater how high, is applied over time, and during that time your target can cycle counters that completely negate your damage. a well built escort will do the DPS a cruiser will do in 10 seconds, in just 3 seconds, wile having lower DPS between bursts. this is the way things should be, and they way they are turning out.
and again, cruisers that have barn burning DPS arent zombie tanks at the same time, they cannot be both.
Not the cruiser upgrade I was expecting. But a very nice cruiser upgrade regardless. A little sad that I'll have to wait a bit with my Assault Cruiser Refit. I can already imagine using it in Crystalline Entity, being able to turn on that extra threat gen can really be useful when a sci or escort on my team is being pummeled.
The best part is that each is useful enough that I will be switching through them, very good.
I'm suddenly reminded of this moment, "This is Captain Picard of the Enterprise, I'm assuming command of the fleet, target your fire on these coordinates, fire on my command.".
When the Admiral's ship was destroyed, the Enterprise was the next cruiser to show up.
I think I know why the Jem Hadar Dreadnaught didn't receive this ability. If I recall correctly, it has the set bonus from the Dominion Console Set with Dominion Command interface and coordination protocol.
The Dominion Coordination Protocol allows you to execute the Fleet Maneuver Gamma ability, enhancing your team's damage, turn rate, and movement speed, as well as making them immune to Placate, Confuse, and maneuverability debuffs for a short time.
The Dominion Command Interface allows you to analyze a target's weak points and broadcast that information to your allies. This temporarily decreases the target's Defense and Damage Resistance, as well as highlighting a specific vulnerable system. If your target suffers enough damage while their system is vulnerable, that system will be knocked offline.
Set 2: Dominion Fleet Maneuvering
Passive
+10% Accuracy for 15 sec
+10% Defense for 15 sec
So in a way, they actually have their own equivalent of these abilities in their console set.
Also since they aren't actually Starfleet or KDF vessels, they wouldn't have this equipment installed (may even be incompatible technology).
well, actually using AtB, technicians ad BFaW cruisers can easy have 18-20k dps, how much dps will have using "Command ? Weapon System Efficiency"?
I must be doing something wrong. Either it's because I don't have fleet weapons yet, I'm not parsing my data correctly, or...I don't know. I'm FaW, APB, and AtB and I don't think I've ever hit 18-20k DPS. (Except when I spike a nice crit on my BO3.)
@Cryptic: I have been thinking you guys could buff all cruisers with an across the board 15% beam power cool down reduction to help make them more viable.
And possibly to proc the beam hits with a small tractor beam repulsor effect to simulate the size of the hit. The smaller the ship the more it would be jarred by the beam, especially when the hull is hit directly possibly debuffing the target's accuracy rating slightly.
But, I'm liking where you are going with this!
To quote the movie, Babe: That'll do, pig. That'll do.
You mean to quote Zefram Cochrane
How do the Klingons compete with the federation for anything?
Honestly this has always bugged me about Star Trek. Federation is an organization of hundreds of worlds that share resources and technologies, where the arts and sciences are apart of the shared culture. Engineering is considered a prestigious occupation.
Klingons historically have stolen almost every major technological advance. Warp drive? Gamma aliens. Cloaking? Obtained from Romulans. At the end of the day there is only so much technology that can be gained from the point of a disruptor.
Hold on. The Klingons actually gained the cloak from the Romulans from an alliance and technology trade. If you will recall the Romulans acquired the designs for the D7 Battlecruiser, the immediate predecessor to the K'Tinga.
This game has also shown that the Klingons are capable of creating alliances in a variety of ways. The Gorn were conquered and annexed, the Orions made a deal and alliance by trading a place to live for the Orions for access to their intelligence network, and the Nausicaans and Letheans were contractually annexed and are paid for their services.
That said, Klingon scientists don't actually get a lot of respect. And most of there intellectual energy is put into building better guns and keeping their cloaking device technology up to snuff. And of course there's the philosophy that Klingons take what they want.
"Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many they are few"
How do the Klingons compete with the federation for anything?
Honestly this has always bugged me about Star Trek. Federation is an organization of hundreds of worlds that share resources and technologies, where the arts and sciences are apart of the shared culture. Engineering is considered a prestigious occupation.
Klingons historically have stolen almost every major technological advance. Warp drive? Gamma aliens. Cloaking? Obtained from Romulans. At the end of the day there is only so much technology that can be gained from the point of a disruptor.
Wrong. We gave the Romulan warp drive capable ships for thier cloaking technology. As well much technology can be gained from a conquered society.
Hell, it was a KDF scientist that built the Time travel device Janeway used, not to mention the first space going Klingons back engineered technology from the Hurg and where conquering systems well before the humans left their own.
You racial hate and arrogance that only feds can create anything is funny. How do you think all those members races in the UFP came yo be as advanced as they where when they joined? Or do you think they just say around wringing thier hands crying, " Oh save us Star Fleet. Save us" waiting for your human only club to swoop in?
its really disappointing that the kdf arent getting their negvar refit at the same time. why couldn't this system be introduced with that ship? instead of being pushed back AGAIN, for the hundredth time. the kdf is dead because stuff like this is reserved for federation first, and it then just tricles down to the also ran kdf.
First thing that popped into moi head on seeing this... it reminds me of playing as a GW2 Guardian, with it's selected Auras active. It feels like cruisers are really now, the Guardians of STO, so to speak. Would like to know more what the 'nearby' distance component is, for the range that... well, aura effects, effect other 'nearby' players. We talking within 5 kim? 7.5 km? 10 Km would be too easy sorta, though fights tend to take players well away from each other readily, such as bugging out away from an ISE/KASE Gate, and so on. As such, 10km might not be unfeasible, if not further, such as 12.5 km. Might seem too far, but not fully certain of that part.
Will be interested on more info, concerning Comm Arrays. (As a USAF Comm Tech vet, the name alone, piques moi interest. )
Will Armitage class carriers eventually be eligible for these buffs?
I tend to fly my carrier with things like extend shields, the Team fortress console, etc. to generally help out my team. These would be a welcome addition.
Will Armitage class carriers eventually be eligible for these buffs?
I tend to fly my carrier with things like extend shields, the Team fortress console, etc. to generally help out my team. These would be a welcome addition.
Ok I was not over excited by the new Avenger - but now you just got another sale:P
However, please to prevent any tears from me - give her a 9+ turn to put her into the range of KDF battle crusiers and the new Monbash.
I mean 5 forward guns - really needs a 10 turn - similar to the Vor'cha
Or for my case since I will get the C-store and the fleet
10 turn on the c-store and 11 turn on the fleet would be a really nice incentive for me to buy about 6 mods to outfit all relevant toons with the fleet version.
I really think the 10% booster should apply to turn and not just hull and shield mod.
Sorry, this is at 20 pages so I'm just going to ask the question:
The way the Q&A's are worded, each non-Cruiser ship can only be under the influence of 1 Comms Array effect, correct? Or if there are 3 Cruisers each with 1 different Comms Array ability a ship in range can get all 3?
The way I'm reading it is the non-Cruiser ship can be affected by only 1 ability at a time, and it doesn't stack in effectiveness with multiples active.
It is funny, all I see are powers that indirectly make Escorts even more powerful.
The only way around this is to set the powers to not affect Escorts and Destroyers of any type....
Well here's the key: You need a Cruiser to get these buffs. Right away that's one less Escort in the team. Escorts won't need the firepower perks or maneuvers perks but that still leaves some nice things. At the very least a team would want a single Cruiser if not a pair of them.
You've got a pair now you're down to 3 Escorts, now if they make Science do something unique and worthwhile we'll find the number of Escorts even lower.
They're basically just getting things to a place where it should have been at launch, a reason for each ship class.
Kinda wish there were Ship-Class powers that you unlock as a captain based on XP with that ship class instead of universal Captain powers regardless of class, or the powers functioning differently depending on the ship class you're in would be nice.
The Bortasqu' and the Vo'Quv are also described as Dreadnoughts in NPC groups.
NPC are not the same as player version. NPC torps are killer, player torps are not, NPC ships can use abilities their player version can not, like the NPC karfi can eject warp plasma, the player version doesn't have high enough eng boff to do that, so don't look to the NPC classifications.
That's not how it is in Star Trek. A ship classification is a ship classification. As in, not only a gamepay element. If you claim gameplay-story segregation, you're going to have to demonstrate it.
Here, I know the perfect way to settle this. Hey Bran, which ships in STO count as dreadnoughts? And how many are classified as a dreadnought cruiser?
NPC vs Player ships is incredibly inconsistent, take the D'D using powers and powers in combinations that a player could never use or the Stadi being able to use Grav Well 3 when player version only has a Lt Sci.
Hi, my name is: Elim Garak, Former Cardassian Oppressor
LTS, here since...when did this game launch again?
Sorry, this is at 20 pages so I'm just going to ask the question:
The way the Q&A's are worded, each non-Cruiser ship can only be under the influence of 1 Comms Array effect, correct? Or if there are 3 Cruisers each with 1 different Comms Array ability a ship in range can get all 3?
The way I'm reading it is the non-Cruiser ship can be affected by only 1 ability at a time, and it doesn't stack in effectiveness with multiples active.
The range is apparently currently set to 5km, so ships would ahve to be in a REAL close formation to get all three buffs, but if I am not mistaken, they are saying ships can have one of all three buffs (four if you count the threat one) active at once, they just do not stack multiples of the same buff.
That's not how it is in Star Trek. A ship classification is a ship classification. As in, not only a gamepay element. If you claim gameplay-story segregation, you're going to have to demonstrate it.
Here, I know the perfect way to settle this. Hey Bran, which ships in STO count as dreadnoughts? And how many are classified as a dreadnought cruiser?
I thought this post made it clear enough about what player ships are considered Dreadnoughts by the devs.
This makes sense as science would have the advanced sensors to have better stealth sight and accuracy and could probably analyze enemy weapons to improve shield resistance, however, they apparently lack advanced comm arrays, so they would have no way of communicating that benefit to their allies. :P lol.
Comments
Of course
Cheers,
Brandon =/\=
Now I just have to think of a name for my future Avenger Battle Cruiser.
I'm rather excited about this.
How many of the arrays will the Oddy pack?
It has a Base 40 power level.
4 different power systems at 40 instead of 50. That's a -10 to each system compared to KDF and Fed ships.
-10 across 4 systems is where '-40' comes from.
Cruiser = Galor?
you dont know what the difference between raw DPS and effective damage/spike is do you? raw DPS, no mater how high, is applied over time, and during that time your target can cycle counters that completely negate your damage. a well built escort will do the DPS a cruiser will do in 10 seconds, in just 3 seconds, wile having lower DPS between bursts. this is the way things should be, and they way they are turning out.
and again, cruisers that have barn burning DPS arent zombie tanks at the same time, they cannot be both.
The best part is that each is useful enough that I will be switching through them, very good.
I'm suddenly reminded of this moment, "This is Captain Picard of the Enterprise, I'm assuming command of the fleet, target your fire on these coordinates, fire on my command.".
When the Admiral's ship was destroyed, the Enterprise was the next cruiser to show up.
I think I know why the Jem Hadar Dreadnaught didn't receive this ability. If I recall correctly, it has the set bonus from the Dominion Console Set with Dominion Command interface and coordination protocol.
The Dominion Coordination Protocol allows you to execute the Fleet Maneuver Gamma ability, enhancing your team's damage, turn rate, and movement speed, as well as making them immune to Placate, Confuse, and maneuverability debuffs for a short time.
The Dominion Command Interface allows you to analyze a target's weak points and broadcast that information to your allies. This temporarily decreases the target's Defense and Damage Resistance, as well as highlighting a specific vulnerable system. If your target suffers enough damage while their system is vulnerable, that system will be knocked offline.
Set 2: Dominion Fleet Maneuvering
Passive
+10% Accuracy for 15 sec
+10% Defense for 15 sec
So in a way, they actually have their own equivalent of these abilities in their console set.
Also since they aren't actually Starfleet or KDF vessels, they wouldn't have this equipment installed (may even be incompatible technology).
I must be doing something wrong. Either it's because I don't have fleet weapons yet, I'm not parsing my data correctly, or...I don't know. I'm FaW, APB, and AtB and I don't think I've ever hit 18-20k DPS. (Except when I spike a nice crit on my BO3.) Thath 5km is a little tight, especially considering that one buff is to maneuverability, which logically may take you out of formation.
Everything else is what I expected and quite good. You mean to quote Zefram Cochrane
Hold on. The Klingons actually gained the cloak from the Romulans from an alliance and technology trade. If you will recall the Romulans acquired the designs for the D7 Battlecruiser, the immediate predecessor to the K'Tinga.
This game has also shown that the Klingons are capable of creating alliances in a variety of ways. The Gorn were conquered and annexed, the Orions made a deal and alliance by trading a place to live for the Orions for access to their intelligence network, and the Nausicaans and Letheans were contractually annexed and are paid for their services.
That said, Klingon scientists don't actually get a lot of respect. And most of there intellectual energy is put into building better guns and keeping their cloaking device technology up to snuff. And of course there's the philosophy that Klingons take what they want.
Wrong. We gave the Romulan warp drive capable ships for thier cloaking technology. As well much technology can be gained from a conquered society.
Hell, it was a KDF scientist that built the Time travel device Janeway used, not to mention the first space going Klingons back engineered technology from the Hurg and where conquering systems well before the humans left their own.
You racial hate and arrogance that only feds can create anything is funny. How do you think all those members races in the UFP came yo be as advanced as they where when they joined? Or do you think they just say around wringing thier hands crying, " Oh save us Star Fleet. Save us" waiting for your human only club to swoop in?
R.I.P
That's probably more of an issue with the build than the ship. Most escorts I've flown can tank the STF gate alone with little difficulty.
Daizen - Lvl 60 Tactical - Eclipse
Selia - Lvl 60 Tactical - Eclipse
Obviuosly you do not know what foreplay is or knew she was an novice orion domimatrix.
I'm still curiuos about that ship? It looks BortasQuish but the wings are too long to my eye
R.I.P
Will be interested on more info, concerning Comm Arrays. (As a USAF Comm Tech vet, the name alone, piques moi interest. )
I tend to fly my carrier with things like extend shields, the Team fortress console, etc. to generally help out my team. These would be a welcome addition.
It's classified as a battleship in game.
Its the Bortasqu, he Bright effect near the rear is obscuring the back end making the 'wings' look longer.
No, it is classified as a Heavy Escort Carrier.
However, please to prevent any tears from me - give her a 9+ turn to put her into the range of KDF battle crusiers and the new Monbash.
I mean 5 forward guns - really needs a 10 turn - similar to the Vor'cha
Or for my case since I will get the C-store and the fleet
10 turn on the c-store and 11 turn on the fleet would be a really nice incentive for me to buy about 6 mods to outfit all relevant toons with the fleet version.
I really think the 10% booster should apply to turn and not just hull and shield mod.
Doesn't the Federation Dreadnought NPC group include the Odyssey as a potential spawn?
The Bortasqu' and the Vo'Quv are also described as Dreadnoughts in NPC groups.
Exactly NPCs not Player Ships. That doesn't count.
Player ship class names say otherwise.
Maybe my escort just needs a few tweaks.
The way the Q&A's are worded, each non-Cruiser ship can only be under the influence of 1 Comms Array effect, correct? Or if there are 3 Cruisers each with 1 different Comms Array ability a ship in range can get all 3?
The way I'm reading it is the non-Cruiser ship can be affected by only 1 ability at a time, and it doesn't stack in effectiveness with multiples active.
Well here's the key: You need a Cruiser to get these buffs. Right away that's one less Escort in the team. Escorts won't need the firepower perks or maneuvers perks but that still leaves some nice things. At the very least a team would want a single Cruiser if not a pair of them.
You've got a pair now you're down to 3 Escorts, now if they make Science do something unique and worthwhile we'll find the number of Escorts even lower.
They're basically just getting things to a place where it should have been at launch, a reason for each ship class.
Kinda wish there were Ship-Class powers that you unlock as a captain based on XP with that ship class instead of universal Captain powers regardless of class, or the powers functioning differently depending on the ship class you're in would be nice.
NPC are not the same as player version. NPC torps are killer, player torps are not, NPC ships can use abilities their player version can not, like the NPC karfi can eject warp plasma, the player version doesn't have high enough eng boff to do that, so don't look to the NPC classifications.
That's not how it is in Star Trek. A ship classification is a ship classification. As in, not only a gamepay element. If you claim gameplay-story segregation, you're going to have to demonstrate it.
Here, I know the perfect way to settle this. Hey Bran, which ships in STO count as dreadnoughts? And how many are classified as a dreadnought cruiser?
Helpful Tools: Dictionary.com - Logical fallacies - Random generator - Word generator - Color tool - Extra Credits - List of common English language errors - New T6 Big booty tutorial
LTS, here since...when did this game launch again?
The range is apparently currently set to 5km, so ships would ahve to be in a REAL close formation to get all three buffs, but if I am not mistaken, they are saying ships can have one of all three buffs (four if you count the threat one) active at once, they just do not stack multiples of the same buff.
He already said there are three player dreadnoughts, the gal-x, the jem dread carrier, and the scimitar.
I thought this post made it clear enough about what player ships are considered Dreadnoughts by the devs.
Commanding Officer: Captain Pyotr Ramonovich Amosov
Dedication Plaque: "Nil Intentatum Reliquit"
R.I.P
This makes sense as science would have the advanced sensors to have better stealth sight and accuracy and could probably analyze enemy weapons to improve shield resistance, however, they apparently lack advanced comm arrays, so they would have no way of communicating that benefit to their allies. :P lol.