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Fleet Aquarius Destroyer: inferior to lower-tier fleet ships, in need of improvement

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  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited December 2013
    orangeitis wrote: »
    As suggested in another thread, give destroyers a new mechanic.
    Destroyers, OTHER than the Failquarius, are fine, however: They don't need a new mechanic. They're regular Escorts, and they're strong enough as it is.

    The problem with the Failquarius is that, by equipment loadout and hull strength, it's a BoP without a cloak. And it won't get what other BoPs get. The Failquarius, on the other hand, is missing hull strength, a discount in FSM cost for owning the Oddy that it comes from, shield mod, and weapon slot.

    Frankly, I'm not sure who the heck buys them. I have certainly never seen anyone flying it...
    [SIGPIC][/SIGPIC]
  • maliusnightmaliusnight Member Posts: 30 Arc User
    edited December 2013
    I think everyone knows the Aquarius is badly in need of revisions. I expect it will eventually make it on the list.
  • jrq2jrq2 Member Posts: 263 Arc User
    edited December 2013
    The Aquarius is an odd ship; I have posted this question for the Devs and have yet to hear a response.

    What is the ships intended use?

    Its way overpowered to be in the shuttle class and way underpowered to be in the main class of ships. (Underpowered doesn?t always mean DPS) in this case it falls in its survivability.

    I have always considered the Aquarius the appetizer for a BoP, something to snack on before the main course

    Its only standout feature is it has a universal Lt. Slot along with an Ensign slot.

    A Fleet Patrol Escort would be a better choice it has the same console layout as a Fleet Aquarius practically an identical bridge officer layout and the turn rate on the FPE is almost the same, not to mention the Fleet Patrol Escort has far more hull strength and a significant amount of shield strength then the Aquarius.

    I ask again, what is the Aquarius intended use?
  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited December 2013
    Personally, I think the Aquarius only exists because people nagged for it when they first saw it clamped to the Oddy's butt. And you don't even get a discount for having the Oddy! The Aquarius and Hohsus should gain an FSM discount if you own the corresponding C-Store ship that it is a part of.

    But basically, it's BoP with no cloak. They may as well rename it to Fleet Aquarius Raider, since it really isn't in the same class as other "Destroyer" type escorts, with its anemic Engi slots.
    [SIGPIC][/SIGPIC]
  • irre00nudelirre00nudel Member Posts: 6 Arc User
    edited December 2013
    i tried different builds on fleetaquarius the past few months .. and yes it IS totally fail :(

    even if they gave it same stats as Brel BOP it would be worthless .. coz the whole BoP concept is based on the battlecloak (hit&run)

    if no battlecloak for (fleet)aquarius?

    -> +1 after wep slot
    -> +15% hull at least
    -> +10% shieldmodifier
    -> 21 turnrate
    -> 0.5 impulsemodifier (if no hit&run with battlecloak at least normal hit&run pls)

    OR

    -> universal BO layout ...

    that way we would not be forced to compare it with BoPs or other Escorts/raider anymore .. (i would use it as little healer with cannons .. )




    reading this topic makes me sad coz i realize again i wasted 20 euro -.-
    i hope they edit the stats of (fleet)aquarius again ..
  • paxdawnpaxdawn Member Posts: 767 Arc User
    edited December 2013
    fleet aquarius buffs I would do:
    a higher turn rate at least 22 (higher than the jem bug)
    a higher impulse modifier, at least 0.23 (faster than the jem bug or the chimera destoryer slower than risan corv)
    keep every other stat the same

    fleet aquarius should never turn as slow as larger fleet fed escorts nor should be as slow as fed cruisers. Cannot have a fleet Aquarius that would be as slow as large cruisers like odyssey, galaxy in impulse modifier. A lot of non fleet escorts would out run the Aquarius due to that 0.15 impulse modifier.
  • baudlbaudl Member Posts: 4,060 Arc User
    edited December 2013
    whats the deal this week with necroing long dead aquarius threads? srsly!
    Go pro or go home
  • maliusnightmaliusnight Member Posts: 30 Arc User
    edited December 2013
    Well the Devs have said the Aquarius is an escort, its clearly a raider. It needs to get the flank bonus and join its raider brethren
  • simeion1simeion1 Member Posts: 898 Arc User
    edited December 2013
    I would love to see the Aquarius be in the new raider class of ships. The stats show it is close. Here is my problem with it. The federation would never call a ship class a raider. It is not PC enough for the federation. It does have some inherit problems looking at the ship. One of them is hit and run tactics that the raider class ships are going to be know for. Another is take any BoP and put it against the Aquarius and the Aquarius loses in a one v one. It lacks the hull and shields to with stand a true alpha strike. I would love to see the normal version removed from the fleet store and put in the zen store. I would add a console with that would stop all weapons power and aux power for ten seconds, this power would then be diverted into resistance and a minor stealth boost, like mask energy sign, but you could not do any captain, boff, or console powers in the first ten seconds. Once that happens all power power is then diverts back into previous settings and for ten seconds you get your alpha or strike time. After the strike the weapons and aux power is redirected back to the resistance and stealth mode, once again now powers are allowed to be used for ten seconds except evasive maneuvers, deuterium, and batteries. This is how I would improve the Aquarius. But there might be better ways.
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  • irre00nudelirre00nudel Member Posts: 6 Arc User
    edited December 2013
    hi,

    first of all the reason why i posted in this " long dead topic" is that i use the fleet aquarius ...
    i got a warning by a forummod already because i posted here ..

    im sorry for that, i thought i could AVOID "spamming" when i use searchfunction instead of starting same topic again with my own forumentry ..

    well ...

    i think i got a build which could be possible for fleetaquarius ..
    even without battlecloak :

    http://skillplanner.stoacademy.com/?build=anjasturretaquanoodle_0

    why turrets?
    - because it doesnT matter how i fly, they ALWAYS attack my target
    -> missing turnrate VS BoP is no point anymore
    -> u can always fly behind ur target and other escorts have massive problems getting u into their cannonrange
    -> scattervolley increases the damageoutput massively as long as im less than 2km away from my target
    -> 2x beta1 increases damageoutput too for ME and for my teammates
    -> acc2 increases the chance to hit the enemy in pvp so less damage goes into space instead than onto the enemies shields/hull
    -> kinetic cuttingbeam increases kinetic damage when enemies shields r down

    why rcs console?
    - to compensate missing basicturnrate VS BoP
    - to increase kinetic resistence with fleet RCS
    - to compensate the flexibility as long as i cannot use energy2dampers coz of its CD

    -> more hullprotection
    -> more turnrate in same console
    -> no waste of a special slot for rcs OR protection .. it has both in 1 slot

    why sif generators?
    - to compensate the missing hullreg skill which misses because of the not-universal-BO layout compared to BoP
    - to increase the continuing hullreg and use hazardemitter only for heavy torps or too much plasmaburn

    why just one 17,5% max shield console?
    - to add more shields coz of missing battlecloak compared to BOP which can "disappear" when shields got shot down

    why energy to dampers AND omega?
    - aquarius cannot disappear like a BoP, even if aquarius is much weaker than a BoP ..
    - now aquarius can "run away" .. at least in pvE

    i did not test the setup in pvp but i guess it still is just a support damage .. NO destroyer

    at least with that build the fleet aquarius lives a bit longer ..

    things which still would be necessary :

    - battlecloak OR hideenergysignature ( when u use it u r stealth as long as its activated OR as long as u no shot at the target <-- would be different to battlecloak of KDF even if it had almost same effect + it would stick to the FED theme )

    - MORE impulsemodifier !!!

    - if no battlecloak or hidenergysignature an increasement of shieldmodifier and hullstrength would be necessary too

    difference between raider and eskort reffering to cloak?

    -> raider plays hit and run with battlecloak
    -> eskort is more tanky, a bit slower and no needs battlecloak

    -> destroyer is what? ... atm it has LESS damage than an eskort but dies even faster than a BoP coz it annot "hide" ..

    option 1 :
    -> it gets battlecloak/hidenergysignature

    option2:
    -> it gets more wep slots to do MORE damage than an eskort (for example 5x front 2x heck )

    option3 :
    -> delete the destroyeridea and make it same hull and shieldstrength as an eskort so it no needs to hide or run anymore


    -
  • ltdata96ltdata96 Member Posts: 15 Arc User
    edited December 2013
    terongray wrote: »
    My simple solution for the Aquarius would be to boost the turn rate closer to BoP levels, and give it a built-in Enhanced Mask Energy Signature, akin to Tier 3 with 9 ranks but better stealth levels. Not true cloak, but it allows the thing a chance to sneak up on things to get an opener before being seen first like the other Raiders.

    Agreed on that, it's a really small ship, why the hell does it turn like a Defiant (or just a bit slower than a much bigger fleet patrol...)
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