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winter ship stats and info

natureyouscarynatureyouscary Member Posts: 64 Arc User
https://www.reddit.com/r/sto/comments/dymhby/winter_event_tab_is_presumably_accidentally_up/

Thanks to reddit. It looks amazing, might even replace my vanguard carrier.
4/3 weaps, 2 hangers, 5 tact console slots, cmd tact, lt cmd engi and let cmd MW sci...the 5 turn rate will be rough but comp engines fix that.
Post edited by baddmoonrizin on
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Comments

  • foxman00foxman00 Member Posts: 1,481 Arc User
    I would just like to remind everyone to wait for the official blog post detailing the ship stat's. As it is always possible there may be last minute changes or additions.
    pjxgwS8.jpg
  • seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    I hope they stick with this.. looks really good.
    Insert witty signature line here.
  • questeriusquesterius Member Posts: 8,309 Arc User
    The event ships tend to be really good. First glance on the stats and layout is promising.
    That said, after leveling the mastery i will most likely return to my regular ships.

    The Fekh'lir style of ships either agrees or does not agree with you. I tend to lean towards the latter.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • avoozuulavoozuul Member Posts: 3,196 Arc User
    edited November 2019
    I don't really like how there's no ltcom universal, also I would've preferred miracle worker on the ltcom engi slot rather than the ltcom sci slot.

    It looks like once again I won't be able to use the phlogiston projector with fire damage on a fek'irhi ship since none of them so far have an experimental weapon slot, I guess I'll have to wait and see until they do the escort next.
    Post edited by avoozuul on
  • foxrockssocksfoxrockssocks Member Posts: 2,482 Arc User
    I got all excited imagining it being the second coming of the Kar'Fi.

    Then I saw the base turn rate of 5.
  • phoenixc#0738 phoenixc Member Posts: 5,494 Arc User
    I got all excited imagining it being the second coming of the Kar'Fi.

    Then I saw the base turn rate of 5.


    Depending on the inertia stat it may turn out to be another Vo'Quv that wallows no matter how much turn gear you stuff in it. Of course if that is the case it could be turned into a turret/omni ship I suppose similar to the "galactica" builds for the Vo'Quv.

  • foxrockssocksfoxrockssocks Member Posts: 2,482 Arc User
    I got all excited imagining it being the second coming of the Kar'Fi.

    Then I saw the base turn rate of 5.


    Depending on the inertia stat it may turn out to be another Vo'Quv that wallows no matter how much turn gear you stuff in it. Of course if that is the case it could be turned into a turret/omni ship I suppose similar to the "galactica" builds for the Vo'Quv.

    Well, the screen shot shows inertia of 30 which is better than the Vo'Quv's 20, and the 25 that the Kar'Fi, Galaxy variants and the like have. The Excelsior and Sovereigns have 40 inertia.

    A base turn rate of 5 is just awful though. Consider if you get +50% to turn rate, you're only at 7.5 which is still less than the base turn of a Kar-Fi. Inertia may keep you from sliding for half a sector, but you are still not turning the ship until the battle is done.

    A .14 impulse modifier is also abysmal. A Vo'Quv gets .15. The only things with worse, I believe, are the Universe and its counterparts at .13.

    I will say that because it has very little science ability, it can probably be a fine broadsider, and doesn't need to turn a whole lot. Still, that limits it to turrets or beam arrays, maybe a 180 torpedo, and that's about it.

    The trait isn't that good for this ship either. If it is a PBAOE, then this ship needs to be in the thick of things to use it, which can be bad for a slow turner, as it makes it real easy for targets to leave your frontal beam arc. And as hangar launch timing is based on aux, and this ship won't need much, that also hurts the value of the trait. Presumably its also exotic damage, which again, this ship needs very little. On a proper science carrier though, the trait might have a lot more value.
  • sci321sci321 Member Posts: 150 Arc User
    The seating for this ship just screams, "Meta Energy Weapon DPS build," to me since it can run EPtW 3, Narrow Sensor Bands 3, two copies of Aux2Bat 1, and has plenty of tactical seating.
  • ucgsquawk#5883 ucgsquawk Member Posts: 279 Arc User
    Beams would probably be best, but I might try all single cannons front turrets on the back. That's a lot of fun on some other slow builds, might work well here.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited November 2019
    The flaw of the ship is basically that it's Dreadnought Carrier. With the new Flight Deck Carriers, Carriers and Dreadnought Carriers are kinda obsolete, since the Flight Deck Carriers have the same perks, plus extra. 8 weapon slots, 2 hangar bays, Cruiser Commands. The Dreadnought Carrier has a weapon slot less. And probably a lower turn rate than most flight deck carriers, too. This is obviously not a problem with only this ship, but an inherent balance problem that the current solution has.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • phoenixc#0738 phoenixc Member Posts: 5,494 Arc User
    The flaw of the ship is basically that it's Dreadnought Carrier. With the new Flight Deck Carriers, Carriers and Dreadnought Carriers are kinda obsolete, since the Flight Deck Carriers have the same perks, plus extra. 8 weapon slots, 2 hangar bays, Cruiser Commands. The Dreadnought Carrier has a weapon slot less. And probably a lower turn rate than most flight deck carriers, too. This is obviously not a problem with only this ship, but an inherent balance problem that the current solution has.

    True. There was a thread about that balance problem not too long ago.

    One if the better sounding suggestions for solving the problem was a third fighter bay that could only handle fighters and not a heavier unit like frigates or the "fighter wings" (the other two would be the usual "handles anything" bays). It would close the gap a little but still not make it overpowered.

  • westx211westx211 Member Posts: 42,212 Arc User
    The flaw of the ship is basically that it's Dreadnought Carrier. With the new Flight Deck Carriers, Carriers and Dreadnought Carriers are kinda obsolete, since the Flight Deck Carriers have the same perks, plus extra. 8 weapon slots, 2 hangar bays, Cruiser Commands. The Dreadnought Carrier has a weapon slot less. And probably a lower turn rate than most flight deck carriers, too. This is obviously not a problem with only this ship, but an inherent balance problem that the current solution has.

    True. There was a thread about that balance problem not too long ago.

    One if the better sounding suggestions for solving the problem was a third fighter bay that could only handle fighters and not a heavier unit like frigates or the "fighter wings" (the other two would be the usual "handles anything" bays). It would close the gap a little but still not make it overpowered.

    Maybe giving them an experimental weapon slot would help? I mean they are dreadnoughts, it would make sense for them to be able to field such a weapon.
    Men are not punished for their sins, but by them.
  • foxman00foxman00 Member Posts: 1,481 Arc User
    > @phoenixc#0738 said:
    > (Quote)
    >
    > True. There was a thread about that balance problem not too long ago.
    >
    > One if the better sounding suggestions for solving the problem was a third fighter bay that could only handle fighters and not a heavier unit like frigates or the "fighter wings" (the other two would be the usual "handles anything" bays). It would close the gap a little but still not make it overpowered.

    Dont think that would work. The playerbase generally speaking doesnt like restricted slots on ships. If you had a third hanger bay to carriers but restrict what you could slot there I can guarantee there would be rage threads very quickly.

    You see how some react to frigate pet restrictions.
    pjxgwS8.jpg
  • davefenestratordavefenestrator Member Posts: 10,511 Arc User
    edited November 2019
    westx211 wrote: »
    The flaw of the ship is basically that it's Dreadnought Carrier. With the new Flight Deck Carriers, Carriers and Dreadnought Carriers are kinda obsolete, since the Flight Deck Carriers have the same perks, plus extra. 8 weapon slots, 2 hangar bays, Cruiser Commands. The Dreadnought Carrier has a weapon slot less. And probably a lower turn rate than most flight deck carriers, too. This is obviously not a problem with only this ship, but an inherent balance problem that the current solution has.

    True. There was a thread about that balance problem not too long ago.

    One if the better sounding suggestions for solving the problem was a third fighter bay that could only handle fighters and not a heavier unit like frigates or the "fighter wings" (the other two would be the usual "handles anything" bays). It would close the gap a little but still not make it overpowered.

    Maybe giving them an experimental weapon slot would help? I mean they are dreadnoughts, it would make sense for them to be able to field such a weapon.

    Only if we get one that shoots fire :)

    I am looking forward to my xmas present of a flaming skull-ship of DOOM!
  • ltminnsltminns Member Posts: 12,569 Arc User
    Well if the Kar'fi can bellow out smoke, then this should be able to belch fire.
    '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
  • westx211westx211 Member Posts: 42,212 Arc User
    edited November 2019
    westx211 wrote: »
    The flaw of the ship is basically that it's Dreadnought Carrier. With the new Flight Deck Carriers, Carriers and Dreadnought Carriers are kinda obsolete, since the Flight Deck Carriers have the same perks, plus extra. 8 weapon slots, 2 hangar bays, Cruiser Commands. The Dreadnought Carrier has a weapon slot less. And probably a lower turn rate than most flight deck carriers, too. This is obviously not a problem with only this ship, but an inherent balance problem that the current solution has.

    True. There was a thread about that balance problem not too long ago.

    One if the better sounding suggestions for solving the problem was a third fighter bay that could only handle fighters and not a heavier unit like frigates or the "fighter wings" (the other two would be the usual "handles anything" bays). It would close the gap a little but still not make it overpowered.

    Maybe giving them an experimental weapon slot would help? I mean they are dreadnoughts, it would make sense for them to be able to field such a weapon.

    Only if we get one that shoots fire :)

    I am looking forward to my xmas present of a flaming skull-ship of DOOM!

    I believe there is actually an experimental weapon that shoots fire, but I don't remember what it comes from. Someone was complaining in game that neither of the fekirhi ships can use it
    Men are not punished for their sins, but by them.
  • ltminnsltminns Member Posts: 12,569 Arc User
    The Phlogistin Projector from the Maqui Raider.
    '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
  • avoozuulavoozuul Member Posts: 3,196 Arc User
    I think it's very unlikely that they will release a third tactical based fek'irhi ship next year since we will get a second one now, so we probably won't ever be getting the escort one used by NPC's, no fek'irhi ship not even the previous one with a console which boosts fire damage will be able to equip a fire based experimental weapon like the phlogiston projector, it's kind of a shame really since those ships are fire based in design mostly.
  • foxrockssocksfoxrockssocks Member Posts: 2,482 Arc User
    I'd hope that a Fek'ihri ship that can use a Phlogiston Projector would get its own fire based experimental weapon. Expecting people to have a Maquis Raider to fit the theme of fire ship is silly.
  • avoozuulavoozuul Member Posts: 3,196 Arc User
    edited November 2019
    I never tried to implied that, I would expect it to have its own (I would want some variety), I just don't think they will do the fek'irhi escort after already two tac ships.
  • foxrockssocksfoxrockssocks Member Posts: 2,482 Arc User
    It wasn't directed at anyone in particular, just the general idea.

    Fire damage is pretty rare, though the Hestia has a console to do fire damage too. Its odd because fire really fits better as plasma damage, but they want fire damage for some reason.

    A proper Fek'ihri experimental fire weapon though, I think I'd like to see a short range flame thrower, maybe 3km max range but pretty high damage or maybe a CD so low it is nearly continuously firing at that range.
  • smokebaileysmokebailey Member Posts: 4,661 Arc User
    ltminns wrote: »
    Well if the Kar'fi can bellow out smoke, then this should be able to belch fire.

    https://www.youtube.com/watch?v=XchwE9zVdnw
    dvZq2Aj.jpg
  • lnbladelnblade Member Posts: 410 Arc User
    Its odd because fire really fits better as plasma damage, but they want fire damage for some reason.
    They're leaning hard into the Fek'lhri = demons theme. Not that all of the space magic really makes any sense, given what we know about them now.
  • saber1973asaber1973a Member Posts: 1,224 Arc User
    Personally, I think the ship would be just right for pirate ship in Disney's "Treasure Planet" - but that may be just me...
  • lianthelialianthelia Member Posts: 7,823 Arc User
    Looks interesting to me...may actually fly it if the souls turn out to be any good.
  • markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    lnblade wrote: »
    Its odd because fire really fits better as plasma damage, but they want fire damage for some reason.
    They're leaning hard into the Fek'lhri = demons theme. Not that all of the space magic really makes any sense, given what we know about them now.
    From a certain PoV it makes MORE sense. The Feks have had MILLENIA to make goofy but effective designs.
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  • warpangelwarpangel Member Posts: 9,427 Arc User
    lnblade wrote: »
    Its odd because fire really fits better as plasma damage, but they want fire damage for some reason.
    They're leaning hard into the Fek'lhri = demons theme. Not that all of the space magic really makes any sense, given what we know about them now.
    From a certain PoV it makes MORE sense. The Feks have had MILLENIA to make goofy but effective designs.
    But why would they WANT to make "goofy" designs, effective or not?
  • foxrockssocksfoxrockssocks Member Posts: 2,482 Arc User
    lnblade wrote: »
    Its odd because fire really fits better as plasma damage, but they want fire damage for some reason.
    They're leaning hard into the Fek'lhri = demons theme. Not that all of the space magic really makes any sense, given what we know about them now.
    From a certain PoV it makes MORE sense. The Feks have had MILLENIA to make goofy but effective designs.

    My original point on this was that fire is basically plasma, unless you think that ship hulls are flammable. Why does the game use fire damage when it should logically be plasma? The crazy Fek'ihri make their weird designs with a certain insanity that fits them, but from a game perspective, they should still be bound by physical laws of the universe.
  • sennahcheribsennahcherib Member Posts: 2,823 Arc User
    good luck for those who are going to grind for this ship :)

    i'm personally not interested by this ship or an other. any ship can be used to do the same content over and over. if one day they change the current tfos (especially the old ones) and if they add really difficult content, and add something really new. I might be interested in a specific ship. Currently, there is no reason to grind for this ship unless you are a collector or a newcomer., or if you like to keep ships in your shipward, covered by dust.

    plasma, fire, polaron, phaser etc nothing make a real difference. it is always the same old game mechanism.
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