Basically they removed a limitation of the game, that are x,y,z axis, and gave them to a limited selection of ships, even if in space you should be able to do barrel rolls and stuff on every ship out there.
Am I the only one who feels this very... stupid?
Because lol, the Defiant never did a barrel roll in the shows, correct?
I need to get to him. I can't just leave him out there alone. - Sometimes you've got to makes sacrifices, Lara. You can't save everyone. - I know about sacrifices. - No, you know about loss. Sacrifice is a choice you make. Loss is a choice made for you. - I can't choose to let him die, Roth.
Public Service Announcement: The trait from the science pilot variant only applies against yourself.
Yes, the faster you fly, the lower your own resist. It doesn't appear to have any effect on enemy resistance values at all.
Ah... Wonderful bug... That's what you get when only a small number of people have the chance to even test the ships before they are released, I guess. Of course, maybe they already know.
Basically they removed a limitation of the game, that are x,y,z axis, and gave them to a limited selection of ships, even if in space you should be able to do barrel rolls and stuff on every ship out there.
Am I the only one who feels this very... stupid?
Because lol, the Defiant never did a barrel roll in the shows, correct?
I think it actually didn't. Nor did it make any fancy backwards flight manoeuvres or sudden speed bursts.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
* Lock Trajectory seems to be a situational skill - that is, I find I'm not using it every time I get into a fight. Especially against quicker enemies, using it is fairly pointless. Against Vaadwuar, with their tric mines and dodgy little attack ships and AOE artillery, it's almost pointless.
* Some of the pilot skills seem neat, but I'm not sure they're good enough to replace, say, having Engineering Team or CRF III on my science pilot ship. As a result, the only one I really use is Lock Trajectory I.
* The style of flying is incredibly engaging and stimulating. It rewards flying aggressively and having a quick finger, and it gives you a lot of new options for hit-and-runs and sudden moves to position yourself in an enemy's most vulnerable shield arc. I pine for rear-firing DPS a bit, but for the most part, the ships are great for, say, when the tac cube in ISA is rotating away from you, you just aileron roll with it and keep your dual heavies on its weakened shield facing. Its strength is its mobility - it's a great positioning ship, and it's better in the hands of a skilled pilot who knows where on the battlefield he or she needs to be. It's a totally different experience from any other type of escort because you basically have total command of your angle of attack. Only the Defiant comes close on the Fed side, and cloak only comes close in terms of positioning for your alpha strike.
* Even with Lock Trajectory, overshooting is still a big issue when running these ships as cannon escorts if you want to fly at full speed all day long, though retro-rockets seriously do help. I still spend a lot of time trying to turn back into combat. This might be an artifact of my not having used cannon builds in ages, though.
The artist formerly known as PlanetofHats.
Actual join date: Open beta, 2009ish.
* Lock Trajectory seems to be a situational skill - that is, I find I'm not using it every time I get into a fight. Especially against quicker enemies, using it is fairly pointless. Against Vaadwuar, with their tric mines and dodgy little attack ships and AOE artillery, it's almost pointless.
* Some of the pilot skills seem neat, but I'm not sure they're good enough to replace, say, having Engineering Team or CRF III on my science pilot ship. As a result, the only one I really use is Lock Trajectory I.
* The style of flying is incredibly engaging and stimulating. It rewards flying aggressively and having a quick finger, and it gives you a lot of new options for hit-and-runs and sudden moves to position yourself in an enemy's most vulnerable shield arc. I pine for rear-firing DPS a bit, but for the most part, the ships are great for, say, when the tac cube in ISA is rotating away from you, you just aileron roll with it and keep your dual heavies on its weakened shield facing. Its strength is its mobility - it's a great positioning ship, and it's better in the hands of a skilled pilot who knows where on the battlefield he or she needs to be. It's a totally different experience from any other type of escort because you basically have total command of your angle of attack. Only the Defiant comes close on the Fed side, and cloak only comes close in terms of positioning for your alpha strike.
* Even with Lock Trajectory, overshooting is still a big issue when running these ships as cannon escorts if you want to fly at full speed all day long, though retro-rockets seriously do help. I still spend a lot of time trying to turn back into combat. This might be an artifact of my not having used cannon builds in ages, though.
remember, since lock trajectory is a toggle, you can shut it off by clicking it again. That helps with the overshooting problem.
Hold Together is HE but doesn't require Aux power, so if making an A2B pilot ship, HT is freaking awesome
Wasn't looking to by a new escort. Got plenty of them already. What I was looking for was a bigger ship that could fly like a escort. That is what i mainly read about pilot ships before the release of them. Although the new pilot ships look very cool in action. They aren't what I had in mind. So, Ill just wait for another day to get a new shiny ship. Wonder whats next, intel/command/pilot ship seating mix.
Let me get this off my chest first: I believe 'Reroute Reserves to Weapons' is the worst skill ever released. It's a single-target attack, about as weak as SS3 (thanks again, Bort; that was sarcasm, btw); except that SS3 at least comes with a substantial wad of CrtH, whereas RRtW is just pathetic. And has a hopelessly broken cd mechanic to boot: goes into cd only after it finishes (very lame for a2b), and then has a weird unaccounted for 5 sec extra cd.
The Pilot ships themselves are great! And the players love them!
N.B. The other day I was actually thinking about combining 'Fly Her Apart' with 'Hold Her Together' (which I lovingly call the Kira Manoeuvre, hehe). They don't share a cd, but 'Hold Her Together' has a longer cd. I was able to make it work quite well with a2b, though. More testing needs to be done, but so far I'm loving it.
Also happy with Attack Pattern Lambda being available at Ensign level (making it possible to free up a Lt. slot for a TS2 or something).
Tl;dr: while not all Pilot skills are pwnsome, their variety makes for good, clean fun.
Comments
Yes, the faster you fly, the lower your own resist. It doesn't appear to have any effect on enemy resistance values at all.
Am I the only one who feels this very... stupid?
Because lol, the Defiant never did a barrel roll in the shows, correct?
I think it actually didn't. Nor did it make any fancy backwards flight manoeuvres or sudden speed bursts.
* Lock Trajectory seems to be a situational skill - that is, I find I'm not using it every time I get into a fight. Especially against quicker enemies, using it is fairly pointless. Against Vaadwuar, with their tric mines and dodgy little attack ships and AOE artillery, it's almost pointless.
* Some of the pilot skills seem neat, but I'm not sure they're good enough to replace, say, having Engineering Team or CRF III on my science pilot ship. As a result, the only one I really use is Lock Trajectory I.
* The style of flying is incredibly engaging and stimulating. It rewards flying aggressively and having a quick finger, and it gives you a lot of new options for hit-and-runs and sudden moves to position yourself in an enemy's most vulnerable shield arc. I pine for rear-firing DPS a bit, but for the most part, the ships are great for, say, when the tac cube in ISA is rotating away from you, you just aileron roll with it and keep your dual heavies on its weakened shield facing. Its strength is its mobility - it's a great positioning ship, and it's better in the hands of a skilled pilot who knows where on the battlefield he or she needs to be. It's a totally different experience from any other type of escort because you basically have total command of your angle of attack. Only the Defiant comes close on the Fed side, and cloak only comes close in terms of positioning for your alpha strike.
* Even with Lock Trajectory, overshooting is still a big issue when running these ships as cannon escorts if you want to fly at full speed all day long, though retro-rockets seriously do help. I still spend a lot of time trying to turn back into combat. This might be an artifact of my not having used cannon builds in ages, though.
Actual join date: Open beta, 2009ish.
remember, since lock trajectory is a toggle, you can shut it off by clicking it again. That helps with the overshooting problem.
Hold Together is HE but doesn't require Aux power, so if making an A2B pilot ship, HT is freaking awesome
The Pilot ships themselves are great! And the players love them!
N.B. The other day I was actually thinking about combining 'Fly Her Apart' with 'Hold Her Together' (which I lovingly call the Kira Manoeuvre, hehe). They don't share a cd, but 'Hold Her Together' has a longer cd. I was able to make it work quite well with a2b, though. More testing needs to be done, but so far I'm loving it.
Also happy with Attack Pattern Lambda being available at Ensign level (making it possible to free up a Lt. slot for a TS2 or something).
Tl;dr: while not all Pilot skills are pwnsome, their variety makes for good, clean fun.