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[PC] Hur'q Dreadnought Leads an Infinity R&D Promotion!

ambassadorkael#6946 ambassadorkael Member, Administrator Posts: 2,673 Community Manager
The Hur'q's greatest weapon - their living city known as the Vecrid Hive Dreadnought Carrier - is a part of our newest Infinity R&D Promotion, starting this week on PC!

https://www.arcgames.com/en/games/star-trek-online/news/detail/10960923
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Comments

  • disqord#9557 disqord Member Posts: 567 Arc User
    This thing sounds painfully overpowered in almost every single aspect. Figures it'd be an R&D ship.
  • peachpest04peachpest04 Member Posts: 62 Arc User
    edited July 2018
    So what Cryptic have done is made a Player ship with all the Hur'q NPC gimmicks rolled into it and then made it an R&D Promo ship.

    Guess the whales need milking again.
  • ltminnsltminns Member Posts: 12,569 Arc User
    No specialty seating.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • leemwatsonleemwatson Member Posts: 5,331 Arc User
    ltminns wrote: »
    No specialty seating.

    Cmdr Eng/Command seating.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • ltminnsltminns Member Posts: 12,569 Arc User
    Sorry missed that.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • voodoopokeyvoodoopokey Member Posts: 244 Arc User
    Stats on the hangar pets? That sort of thing is usually included when a ship's stats are listed...
  • nommo#5819 nommo Member Posts: 1,105 Arc User
    The ship looks certainly alien in appearance & wicked. The Automated Defensive Screens must be super with only a 0.8 Shield Modifier ... because 0.8 alone is pitiful. Only having other Command ships benefit from it's ability seems lackluster too. The Energy Nullifier Disperser seems like an Antimatter Spread but also with an offensive punch which is cool. The Repulsive trait sounds like it could be lots of fun in a few scenarios. I'm sure it will be since it is a dreadnought carrier, but I hope it is a massive ship so it will add to it's wicked appearance. "Can Equip Dual Cannons" is hilarious even if not too efficient.

    Then again with this being a gambling ship good luck to anyone that tries, hopefully Cryptic clicked your account's win box, but as someone already stated this seems like STO whale bait.
  • shadowfirefly00shadowfirefly00 Member Posts: 1,026 Arc User
    How surprising.
    nommo#5819 wrote: »
    The ship looks certainly alien in appearance & wicked.
    There are two videos I can find readily (1; 2) which do a good job of showing off the Hur'q space ORBAT.

    The Energy Nullifier Disperser seems like an Antimatter Spread but also with an offensive punch which is cool.
    If I recall right, this is the trick used by the Vridyat-class. It, along with aceton assimilators, can get Vanguard wingmen in trouble... it's rather disappointing that their AI doesn't know to consider these as non-targets.
    The Repulsive trait sounds like it could be lots of fun in a few scenarios.
    Ah, the Nekcrid-class' trick. Gravity Kills comes to mind...

    [/quote]I'm sure it will be since it is a dreadnought carrier, but I hope it is a massive ship so it will add to it's wicked appearance.[/quote]
    You can get a good close look at one in 'Home', if you're curious.
    Then again with this being a gambling ship good luck to anyone that tries, hopefully Cryptic clicked your account's win box, but as someone already stated this seems like STO whale bait.
    I imagine this is sarcasm because the implied behavior is unethical and may even be outright illegal, but that's a conversation for another thread.
  • voodoopokeyvoodoopokey Member Posts: 244 Arc User
    nommo#5819 wrote: »
    The ship looks certainly alien in appearance & wicked. The Automated Defensive Screens must be super with only a 0.8 Shield Modifier ... because 0.8 alone is pitiful.

    I think the 1.7 hull modifier is how it compensates for the 0.8 shield modifier.
    nommo#5819 wrote: »
    Only having other Command ships benefit from it's ability seems lackluster too.

    They're talking about inspiration, which can only be used by command ships, so I'm not sure why non-command ships would benefit from it. The actual command abilities affect all the teammates regardless of ship type.
    nommo#5819 wrote: »
    I'm sure it will be since it is a dreadnought carrier, but I hope it is a massive ship so it will add to it's wicked appearance.

    They're not that massive as an NPC ship. They seem to have toned down on model sizes in recent releases... no more temporal heavy dread sizes.
    nommo#5819 wrote: »
    "Can Equip Dual Cannons" is hilarious even if not too efficient.

    All dreads can.
    nommo#5819 wrote: »
    Then again with this being a gambling ship good luck to anyone that tries, hopefully Cryptic clicked your account's win box, but as someone already stated this seems like STO whale bait.

    Maybe its just to make all the sto (aesop) foxes angry?
  • avoozuulavoozuul Member Posts: 3,196 Arc User
    Honestly I think the Jem'Hadar Light Battlecruiser is more interesting than this one.
  • kaggert27kaggert27 Member Posts: 138 Arc User
    Hey Devs, I'm wondering, why did you all pick it as Command vs say Miracle Worker? As you already have the Tzenkethi Tzen-tar Dreadnought Carrier as Command and Miracle Worker anyway I would say no to making this a ship with same set mechanic. I mean I feel like this ship would be more interesting with that Miracle Worker mechanic based on the way the Hur'q are, but same time feel like then it would be too similar to the Tzenkethi one. Or maybe I'm overthinking and it can be Command ship with Miracle Worker as secondary. (Maybe the Lt Sci would be good vs the Lt. Commader Universal for being the MW abilities)




    And while you are at it.... Krenim Annorax Science Dreadnought (T6), maybe turn one of the intelligence things to Temporal....just saying nothing wrong with QoL updates on some ships that "existed before" some developments. I mean it is a T6 time ship....
  • schloopdooschloopdoo Member Posts: 373 Arc User
    If nothing else, it's interesting to see how the invulnerability field works spelled out in a dev blog. I figured we'd get official answers to questions like that, and whether the Swarmers count as hangar pets for the purpose of countermeasures like the Intercept carrier command, once playable versions of the ships started showing up.
  • dracounguisdracounguis Member Posts: 5,358 Arc User
    Meh, unless that Hur'q ship is selling for insane prices, then I'd choose a different ship. If you are looking to make EC the T6 Connie is really the only ship to choose, sadly. It really should be in a separate prize box if Cryptic has any desire to actually see any of those other ships in the game.
  • voodoopokeyvoodoopokey Member Posts: 244 Arc User
    kaggert27 wrote: »
    Hey Devs, I'm wondering, why did you all pick it as Command vs say Miracle Worker? As you already have the Tzenkethi Tzen-tar Dreadnought Carrier as Command and Miracle Worker anyway I would say no to making this a ship with same set mechanic.

    Certainly it'd be boring to have two promo ships in a row be miracle worker dread carriers. In terms of which hybrid seating to put on a hur'q hive ship, I'm not sure anything other than command makes much sense... not that I like command seating (they really should update some of the boff abilities to make it better rounded) but it wouldn't make much sense with pilot or temporal. Maybe intel? Meh.

    It is, however, interesting that it has inspiration abilities. We haven't seen that on a promo before... and ships with inspiration are almost always command-focused... which is sad. Intel would be much nicer seating!
    kaggert27 wrote: »
    And while you are at it.... Krenim Annorax Science Dreadnought (T6), maybe turn one of the intelligence things to Temporal....just saying nothing wrong with QoL updates on some ships that "existed before" some developments. I mean it is a T6 time ship....

    I think it's bad form to retcon ships, especially promo ships. People who have them will already have built them a certain way, so changing the seating later on is sketchy. I'm all for adding things to old ships, like molecular reconstruction to older temporal ships that lack it like the annorax and temporal destroyers, etc.
  • disqord#9557 disqord Member Posts: 567 Arc User
    Between the energy screen making you practically invincible, the energy nullifies making you practically invincible, and player-use Hur'q Swarmers, I genuinely don't see how anyone is supposed to fly a ship that isn't this one and still have a viable build.
  • voodoopokeyvoodoopokey Member Posts: 244 Arc User
    Between the energy screen making you practically invincible, the energy nullifies making you practically invincible, and player-use Hur'q Swarmers, I genuinely don't see how anyone is supposed to fly a ship that isn't this one and still have a viable build.

    We have no stats on swarmers yet, and people claim this about every new ship... yet, everyone continues to have plenty viable builds without the latest shiny. Also, not everyone wants to fly a carrier that turns like a brick... in fact, very few people seem to.
  • slifox#0768 slifox Member Posts: 379 Arc User
    They can keep their ships and their R&D packs. Not going to sell $250+ worth of keys for any of it.
  • schloopdooschloopdoo Member Posts: 373 Arc User
    edited July 2018
    I've been melting the NPC versions of these ships in PvE with Gravity Well, Subspace Vortex, Kemocite Weaponry, and Anti-Time Singularity on my carrier. If I were flying a Multi-Mission ship with its Temporal boff seat, I'd be throwing Timeline Collapse as well just to have more cooldowns to spread around.

    These things are killable, and I'd expect an antagonist with shield-penetrating radiation attacks in future content in order to keep the arms race going.
  • captaincelestialcaptaincelestial Member Posts: 1,925 Arc User
    I once got a Universe-Class starship, when the 26th Century R&D ships rolled out. Got it on the fifth box openning. The other twenty I opened afterwards for that 'event' period were the 10 Lobi payouts.

    So it is possible to get them, but with my luck (which I've had a worse streak with the Deep Space Nine boxes thusfar (and not a merchant on the exchange kind of guy), I'd be luckier with keeping my Zen for future ship offerings in the C-Store.
  • avoozuulavoozuul Member Posts: 3,196 Arc User
    Well, this one was designed more like a dreadnought than the freebie dreadnought for the event.
  • kaggert27kaggert27 Member Posts: 138 Arc User
    kaggert27 wrote: »
    Hey Devs, I'm wondering, why did you all pick it as Command vs say Miracle Worker? As you already have the Tzenkethi Tzen-tar Dreadnought Carrier as Command and Miracle Worker anyway I would say no to making this a ship with same set mechanic.

    Certainly it'd be boring to have two promo ships in a row be miracle worker dread carriers. In terms of which hybrid seating to put on a hur'q hive ship, I'm not sure anything other than command makes much sense... not that I like command seating (they really should update some of the boff abilities to make it better rounded) but it wouldn't make much sense with pilot or temporal. Maybe intel? Meh.

    It is, however, interesting that it has inspiration abilities. We haven't seen that on a promo before... and ships with inspiration are almost always command-focused... which is sad. Intel would be much nicer seating!

    I toyed with the Intel in my head, but considering all the other event/promo/lockbox/lobi ships that have Intel on it, I was like...eh.... (even though Intel and MW boff seating would be interesting)
    kaggert27 wrote: »
    And while you are at it.... Krenim Annorax Science Dreadnought (T6), maybe turn one of the intelligence things to Temporal....just saying nothing wrong with QoL updates on some ships that "existed before" some developments. I mean it is a T6 time ship....

    I think it's bad form to retcon ships, especially promo ships. People who have them will already have built them a certain way, so changing the seating later on is sketchy. I'm all for adding things to old ships, like molecular reconstruction to older temporal ships that lack it like the annorax and temporal destroyers, etc.

    Built a certain way? eh, I wouldn't say adding the ability for one of the Boff seats to have an additional set of skills to pick from is a negative. The Annorax has an innate ability that basically knocks out the allotment of having Molecular Reconstruction: the Chroniton Lance. Also didn't realize the refreshed T6 versions of the Temporal sci and destroyers didn't have Molecular Reconstruction added. It would be nice, but really I don't think they need them. Also this isn't so much a Promo ship thing as a general give a reason to aim for said ship or for people to run such. I'm sure there are other ships that need some boff modifications that people clamor for.*cough*
    Advanced Heavy Cruiser Ensign Engineer to Universal Boff Seat
    *cough*



    *Side note: I own T5u Wells/Mobius, The Annorax, the Fleet Advanced Heavy Cruiser T6, the T6 Paradox Temporal Sci Dread. I also have a Temporal TOS agent with the Temporal Light Cruiser T6.
  • lopequillopequil Member Posts: 1,226 Arc User
    Looks good (apart from Command of course) so I might have a flutter with my stipend, but I’m done with ridiculously priced ships.

    Seems like 80% of the new stuff in STO is just ships that are variations on a theme.
    Q9BWcdD.png
  • voodoopokeyvoodoopokey Member Posts: 244 Arc User
    kaggert27 wrote:
    Built a certain way? eh, I wouldn't say adding the ability for one of the Boff seats to have an additional set of skills to pick from is a negative.

    I would say that changing a ship that is quite a hassle to get, to a different configuration, is a negative. It's not simply adding more options, it's removing something in the process. I agree that if the annorax were being created as a modern t6 ship it would have temporal seating, but the temporal specialization didn't exist at the time the annorax was released so... intel it is.

    Adding new options is fine, so long as you don't remove old options in the process.
    kaggert27 wrote:
    The Annorax has an innate ability that basically knocks out the allotment of having Molecular Reconstruction: the Chroniton Lance.

    Both the chroniton lance and the molecular deconstruction beam are gimmicks - the benefit of molecular reconstruction is the ability to shift between roles, taking penalties in one area to gain bonuses in another. For a science ship the support mode is a very nice boost to damage (the real stuff, not the gimmicky stuff).
    kaggert27 wrote:
    Also didn't realize the refreshed T6 versions of the Temporal sci and destroyers didn't have Molecular Reconstruction added. It would be nice, but really I don't think they need them.

    I wouldn't say they need them, but Cryptic has been trying to give ships "types" with special ability sets associated with them... and temporal ships were all being given molecular reconstruction. They went back and gave escorts slots for experimental weapons... doesn't seem like it'd rock the boat all that much to give older temporal ships the temporal stuff and it'd make them a bit more interesting.
  • lopequillopequil Member Posts: 1,226 Arc User
    A broadside slot for dreads would be nice. Fit a regular beam array in it and it gets a ninety degree arc on either side of the ship.
    Q9BWcdD.png
  • voodoopokeyvoodoopokey Member Posts: 244 Arc User
    lopequil wrote: »
    A broadside slot for dreads would be nice. Fit a regular beam array in it and it gets a ninety degree arc on either side of the ship.

    I'd be down for that so long as the special slot gave ANY weapon a 90-degree arc on either side, since it'd be clunky to require only beam arrays there. It'd be interesting to have DHC for side attacks.
  • voodoopokeyvoodoopokey Member Posts: 244 Arc User
    So, I've been flying the Hurq Vedcrid for the past day or so, and it is a very, very disappointing ship considering it is a promo. I thought I'd post about the unique aspects, review them, and suggest some alternatives or improvements that could be made (though I am fully cognizant that it will fall on deaf ears).

    My hopes for the Vedcrid was that it would be a similar ship to the Sarcophagus, which is the tankiest dreadnought carrier that-ever-there-was, and which is a considerably cheaper/easier ship to obtain than the Vedcrid though restricted to KDF. The considerably lower shield modifier (0.8 vs 1.05) suggested it would compensate in other areas, which it doesn't really (well, it gets 10k more hull... <finger twirl>).

    The New Innate: Automated Defense Screens
    ---

    This sounds powerful, and if you could control when your enemies are going to hammer you it could be situationally powerful, but in practice it is too random in its application to compensate for the especially low shields. It's not *terrible* or anything, but it's not reliable enough.

    My suggestion for the ability is to have it apply damage negated during the immunity period be converted into shield healing for that shield facing.. since when the immunity ends that facing is going to be hammered, and be extra vulnerable to that damage since it has to re-build stacks of Automated Defense. Not that the shield healing will *save* it from those attacks, but it'd give it a bit of a buffer and make the defense screens feel like semi-reliable defense.


    The Trait
    ---

    Repulsive sounds like a crappy trait right from the get-go, really, but it performs worse than it sounds. The best part about it is the tooltip error that claims it will perform a 2000+ point repel (not the damage, the repel..) on the nearby target. That would be a one-way ticket to the gamma quadrant from pretty much anywhere. Sadly, the error is in the tooltip not the trait ;)

    In practice most people hate repels, be they from enemies or from allies. Frequently the repel from this trait does nothing at all to its target, the arc is only 45 degrees, and the damage is trivial. It also has a 10 second lockout after use.

    My suggestion is to remove the 10 second lockout period as it serves to limit an already lackluster trait. Add a short accuracy debuff to the targets (since really, moving ships out of intended position is WHY people hate repels).

    We can compare the trait to the Tzen-Tar's "Automated Aggression", which has a longer range, does more than double the damage, and has no lockout timer. It fires on the nearest target any time you activate Tactical or miracle worker boff abilities, and it deals AOE radiation damage, potentially leaving a radiation cloud DOT behind.


    The Hangar Pets
    ---

    This is the most disappointing part of the Vedcrid. The Vedcrid sports 2 hangars of Hurq Swarmers which are, during hurq missions, equal parts comical and really, really frustrating. As hangar pets they are just lame.

    The hangar pets do NOT use the AI from the npc hurq swarmers, which normally jam themselves up your ship's TRIBBLE with all the tact of a blind proctologist. Instead they act like regular hangar pets, circling around enemies and shooting at them while giving enemies a shot at them with every firing arc.

    The swarmers have no shields, a single weapon (a miniature mining laser) and take as long as every other hangar to launch. They die fast and kill slowly, at least compared with things like the obelisk swarmers which have shields, longer range, stronger weapons, and torpedoes.

    My suggestion is to... well... do these differently. In fact, the main suggestion is to make the hangar pet swarmers more like the actual swarmers they are meant to represent.

    To do this, make them get CLOSE to their targets... very close, and preferably on the rear arc like their NPC counterparts do. Give them an improved damage/range core breach on death, and remove their immunity to core breaches so they are prone to chain reacting with one another like the NPCs do... and make them launch twice as fast, like the House Mokai raider pets of the Sarcophagus ship. Make their mining lasers apply a small, immediate, flat, and stacking (with other swarmers) resistance debuff rather than the very slowly ramping up debuff from the mining drill.

    The result will be swarms of swarmers that act almost like irritating, self-guided torpedoes rather than crappy shield drones that replace their shield healing with a single beam array.


    The Layout
    ---

    The ship is fine, if boring. It's interesting to have inspiration abilities, but there are much better overall ships for those. Single hybrid seating, especially command, is a bit meh, but its far from terrible. Miracle worker or Intel seating may have suited the hurq better, but command tends to go with inspiration, so.. it is what it is.


    The Looks
    ---

    Nobody can complain here.. the Vedcrid is a nice looking ship. No real appearance options other than those provided by visual items.. and the bridge is what you'd expect from the hurq... a big ball in the middle of a green room. Its just missing its own Loriss to croak criticisms at you in her wicked witch of the west voice.
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