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new gok'tad observations

keepcalmchiveonkeepcalmchiveon Member Posts: 1,810 Arc User
great ship so far. still like my dread a lot too. thanks for free fun ships...

some things i have noticed from the different ships in the line of fire:

id like to see flames more on the carrier similar to the dread. the dread seems to have the best fire exhaust while sitting still. id like to see this carrier have more of that.

sector space flight speed - can we please work on better tail pipe visuals? i am not liking this popcorn looking visual out the back while flying in sector space. (this goes for all the fire ships)

when arriving in a location after warping in, the ship is not level. the front end is dipped a bit. this is not game changing, just a visual ugh to me.

i like the small flame touch from the front oval. be nice if the extended prongs (?) had this same visual since they seem to be fire-forge hot all the time.

the details you all made for the small stuff is awesome. getting up close to see the small designs on the back engines, the open grate look on the wings, the spikes along the top, and that red reflective color...great job on all of these small touches.

well, thats all for now.

edit: some map xfers do not show the warp in or out animation - not sure if this is ship related, but this really is the only one i have noticed it on.
Post edited by keepcalmchiveon on
meh

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Comments

  • chastity1337chastity1337 Member Posts: 1,343 Arc User
    I could give a donkeyfart about cosmetics. I'm a "function over form" kind of guy.

    The first thing I noticed is that I didn't get an Admiralty card for it.
    Next thing is that it's surprisingly maneuverable for a carrier; she's a big girl, but she dances well.
    The console is kinda meh. The clicky power didn't always seem to work for me yesterday. But it can be used on any ship, and it says the damage is improved by Part Gens...

    The hangar pets have a quick recharge. That's all I'm willing to say until I have more time to test and parse.

    The Lt Cmdr universal seat makes her versatile. There are a few different ways to play this. She's not really a Science vessel, but we shall see how it goes.
  • corinthalascorinthalas Member Posts: 502 Arc User
    edited December 2020
    sector space flight speed - can we please work on better tail pipe visuals? i am not liking this popcorn looking visual out the back while flying in sector space. (this goes for all the fire ships)

    That would require sub-frame particle emission, which would be a pretty sizable performance hit and require a complete rewrite of the underlying emission system. I doubt they're going to do that for a single ship.

    My own observations:

    Good rate of turn, making it easy to keep your nose on targets. The console must be for the ship's trait, because it's another 'whatever' console dropped for one of any number of far better options. The hangar pets are ridiculously squishy, but you can relaunch them quickly, so that's handy. Needing to relaunch them to trigger the ship's trait is annoying. It would be nice if the underlying launch mechanic had a dynamic relaunch timer based on the number of ships launched, so you could more freely relaunch without wasting the cooldown when you only need to launch one, but that's a more 'all hangars' problem than just this one ship.


    So far, I like the ship -- it falls right between a weapons and an EPG ship.
  • seaofsorrowsseaofsorrows Member Posts: 9,923 Arc User
    edited December 2020
    Crazy that people are praising it's mobility... it's one of the worst flying ships in the game. Turns like a pig and has a terrible inertia rate. This thing is not agile or dexterous in the least.. it's a cinder block floating in cement.

    I took it on a couple patrols and dumped it.. I absolutely hated flying this pig.
    animated.gif
    Discovery is good, it's you that sucks.
  • foxrockssocksfoxrockssocks Member Posts: 2,075 Arc User
    edited December 2020
    Crazy that people are praising it's mobility... it's one of the worst flying ships in the game. Turns like a pig and has a terrible inertia rate. This thing is not agile or dexterous in the least.. it's a cinder block floating in cement.

    I took it on a couple patrols and dumped it.. I absolutely hated flying this pig.

    Don't you praise the Scimitars? The Gok'tad has slightly better handling than them.


    Now as for fire visuals, try the Sol Defense engines from Midnight.
  • keepcalmchiveonkeepcalmchiveon Member Posts: 1,810 Arc User
    edited December 2020
    oh yeah...admiral card. good call...i dont think i got mine either. will need to check. ((update - verified i did get it))

    a total re-write? naw. it has great visuals when flying in a mission or ESD area, etc. that is not popcorn. there is also many other places it works and looks good. just sector space sucks.

    im sad to hear you say that sea...inertia is one thing i noticed right off myself. it doesnt really effect me at all. she does turn great to me as well.

    as far as pets and the trait - i auto launch them. i dont parse or check stats so i cant say if its even working with the trait when they launch, but i want to say it works. they can be squishy, but with some modifiers from doffs, skills, and such they can launch fast. not sure if you all use the souls or the fighter. i use souls and often find they stay around for a long time depending on amount of ships in the area, what type of aoe they might be using etc, or how far i am from them when they attack.

    for the ramming function - i am not sold on that yet. ive used it a few times and dont see much with it. unless someone else does, it be gooc to hear from them. i swap b/w that trait and the chains of gerthor. i also use the ship trait from the storr ship and pull them as they get fireballed on at the same time.

    comparing the dread to this one is difficult. i like em both a lot.

    as far as visuals, as mentioned, i like a nice looking ship, especially if i am going to be playing it for any length of time. i dislike a lot of the designs they have, but the whole fire line of ships have been a favorite of mine for a time. i do have to add that the carrier bundle was a good design as well.

    meh

  • questeriusquesterius Member Posts: 7,542 Arc User
    Crazy that people are praising it's mobility... it's one of the worst flying ships in the game. Turns like a pig and has a terrible inertia rate. This thing is not agile or dexterous in the least.. it's a cinder block floating in cement.

    I took it on a couple patrols and dumped it.. I absolutely hated flying this pig.

    Won't say it is nimble, but it can easily be made maneuverable enough to efficiently fit a DHC/cannon tetryon build.

    Preeminent 4-piece space set, temporal vortex probe, Fiery Charge console and Chains of Fire Console.

    2-piece antichroniton
    2-piece radiant
    Heavy BioMolecular Tetryon turret
    tetryon Support turret.

    Everything else was https://sto.gamepedia.com/Piercing_Tetryon_Dual_Cannon

    It's pretty close to a full budget build, but it works like a charm on that ship.


    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.
  • chastity1337chastity1337 Member Posts: 1,343 Arc User
    Crazy that people are praising it's mobility... it's one of the worst flying ships in the game. Turns like a pig and has a terrible inertia rate. This thing is not agile or dexterous in the least.. it's a cinder block floating in cement.

    I took it on a couple patrols and dumped it.. I absolutely hated flying this pig.




    Turning starts around the 5-second mark.

    Yup, definitely a cinder block, uh huh.

  • pottsey5gpottsey5g Member Posts: 3,368 Arc User
    edited December 2020
    My observation is this ship opens up a new possibility of a Tricobalt themed build which due to all the cooldown bugs is not really possible on any other ship.

    My current Tricobalt themed build effectively has 6 Tricobalt torpedoes, 6 Tricobalt Mines plus 2 Tricobalt Clusters all firing and making use of Concentrate Firepower and strong Gravity Wells. You should see the damage I am doing to subspace, never mind the NPC’s. EDIT( 2 Tricobalt torps and 2 Tricobalt mines on ship rest from pets)

    No other ship can pull off that kind of Tricobalt damage.
    Post edited by pottsey5g on
  • questeriusquesterius Member Posts: 7,542 Arc User
    pottsey5g wrote: »
    My observation is this ship opens up a new possibility of a Tricobalt themed build which due to all the cooldown bugs is not really possible on any other ship.

    My current Tricobalt themed build effectively has 6 Tricobalt torpedoes, 6 Tricobalt Mines plus 2 Tricobalt Clusters all firing and making use of Concentrate Firepower and strong Gravity Wells. You should see the damage I am doing to subspace, never mind the NPC’s.

    No other ship can pull off that kind of Tricobalt damage.

    That might be interesting to replicate.
    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.
  • keepcalmchiveonkeepcalmchiveon Member Posts: 1,810 Arc User
    is it me or is it smaller than the dread from last year?
    meh

  • chastity1337chastity1337 Member Posts: 1,343 Arc User
    pottsey5g wrote: »
    My observation is this ship opens up a new possibility of a Tricobalt themed build which due to all the cooldown bugs is not really possible on any other ship.

    My current Tricobalt themed build effectively has 6 Tricobalt torpedoes, 6 Tricobalt Mines plus 2 Tricobalt Clusters all firing and making use of Concentrate Firepower and strong Gravity Wells. You should see the damage I am doing to subspace, never mind the NPC’s. EDIT( 2 Tricobalt torps and 2 Tricobalt mines on ship rest from pets)

    No other ship can pull off that kind of Tricobalt damage.

    Please tell us more about how this works. Why is this ship uniquely suited?
  • szerontzurszerontzur Member Posts: 2,492 Arc User
    Crazy that people are praising it's mobility... it's one of the worst flying ships in the game. Turns like a pig and has a terrible inertia rate. This thing is not agile or dexterous in the least.. it's a cinder block floating in cement.

    I took it on a couple patrols and dumped it.. I absolutely hated flying this pig.

    Honestly, I find that handling is more of a build issue than something that is reliant on ship stats these days. When I was leveling my new Disco Captain, I absolutely hated how sluggish and unresponsive the handling on their Gagarin was. However, once I got some proper engines(!), specializations, and reputations with the character, I find the ship handles just right. Even my Durgath, while still a bear with its inertia(~10km braking distance from full impulse), is able to get up and move when I need it to thanks to pilot spec(which also gives it excellent protection) and high sub-system power levels. (Its high cruising speed combined with its massive size, which also increases its effective weapon range, means I almost never have to use full impulse on it.)
  • questeriusquesterius Member Posts: 7,542 Arc User
    pottsey5g wrote: »
    My observation is this ship opens up a new possibility of a Tricobalt themed build which due to all the cooldown bugs is not really possible on any other ship.

    My current Tricobalt themed build effectively has 6 Tricobalt torpedoes, 6 Tricobalt Mines plus 2 Tricobalt Clusters all firing and making use of Concentrate Firepower and strong Gravity Wells. You should see the damage I am doing to subspace, never mind the NPC’s. EDIT( 2 Tricobalt torps and 2 Tricobalt mines on ship rest from pets)

    No other ship can pull off that kind of Tricobalt damage.

    Please tell us more about how this works. Why is this ship uniquely suited?

    Aside from 4 tactical slots, access to heavy science for GW and access to Concentrate Firepower?

    Must be this then:
    https://sto.gamepedia.com/Hangar_-_Fer'Jai_Frigates#Ultra_Rare_.28Elite.29
    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.
  • seaofsorrowsseaofsorrows Member Posts: 9,923 Arc User

    Don't you praise the Scimitars? The Gok'tad has slightly better handling than them.

    I do yes, but not for it's maneuverability. I praise the Scimitar for the overall package.. the entire layout. I compensate for it with gear and traits just I do on the Gok'Tad. After the release of the previous carrier, I was initially hoping this one would be more of a 'little brother,' with better maneuverability just to further distinguish it from the other carrier. Instead, they distinguished it in other ways making it a more 'science heavy' carrier.

    It's not a bad ship, and I can compensate for the handling.. I just don't personally enjoy the feel of this ship. I'm sure you get it, each ship has it's own 'feel' that goes beyond the base stats.. I don't really care for this one. But yes, the Scimitar is also a pig. :lol:

    Yup, definitely a cinder block, uh huh.

    Glad you like the ship, I am not sure what in that video I was supposed to be impressed with. The shift 'drifts' like crazy even for a ship with standard low inertia. I am always 'power sliding' it past my target and having to compensate with something else. If you like it then fine, but that doesn't invalidate my own opinion for my uses. I find the ship cumbersome and unwieldy, if you like it.. enjoy it.
    animated.gif
    Discovery is good, it's you that sucks.
  • keepcalmchiveonkeepcalmchiveon Member Posts: 1,810 Arc User
    hahaha. i thought the drifting was odd at first too, but its grown on me.
    meh

  • pottsey5gpottsey5g Member Posts: 3,368 Arc User
    edited December 2020
    pottsey5g wrote: »
    My observation is this ship opens up a new possibility of a Tricobalt themed build which due to all the cooldown bugs is not really possible on any other ship.

    My current Tricobalt themed build effectively has 6 Tricobalt torpedoes, 6 Tricobalt Mines plus 2 Tricobalt Clusters all firing and making use of Concentrate Firepower and strong Gravity Wells. You should see the damage I am doing to subspace, never mind the NPC’s. EDIT( 2 Tricobalt torps and 2 Tricobalt mines on ship rest from pets)

    No other ship can pull off that kind of Tricobalt damage.

    Please tell us more about how this works. Why is this ship uniquely suited?
    The devs broke the coodowns on Tricobalt weapons in a faulty patch meaning its impossible to build a Tricobalt themed ship because all the Tricobalt weapons send each other on cooldown. At most we can fit 2 Tricobalt torpedo's and 2 Tricobalt mines even that is not ideal due to cross over cooldown as mines and torp send each other on 5 second cooldown due to a bug.

    Anyway fit those and fill the other 2 front slots with 2 Tricobalt Clusters with yet another bug which is we can only upgrade 1 cluster which cannot be reengineer. The 2nd cluster we can reengineer but not upgrade. Then use the 4 Frigate pets each has both a Tricobalt torpedo and Tricobalt mine. Your pets will steal most of the Concentrate Firepower High Yields as your own Tricobalt torps will be on cooldown most of the time. Set the pets to attack mode so they attack the target with Concentrate Firepower on.

    Due to the bugs and broken cooldowns all other ships are limited to 1 Tricobalt torpedo and 1 Tricobalt mine volley every 15seconds which is not useable. This ship however can spam Tricobalt volleys far better then 1 every 15 seconds while taking strong SCI Gravity Wells we can try to maximize the large AoE hits.

    Far from optimal compared to other weapons but its the only Tricobalt themed ship I have managed to get to work and handle Elite level content. It would really help if the devs fixed the long standing bugs that keep getting bug reported.

  • peterconnorfirstpeterconnorfirst Member Posts: 6,013 Arc User
    Crazy that people are praising it's mobility... it's one of the worst flying ships in the game. Turns like a pig and has a terrible inertia rate. This thing is not agile or dexterous in the least.. it's a cinder block floating in cement.

    I took it on a couple patrols and dumped it.. I absolutely hated flying this pig.

    Your honesty will be your undoing captain! :D
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    felisean wrote: »
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  • seaofsorrowsseaofsorrows Member Posts: 9,923 Arc User
    Crazy that people are praising it's mobility... it's one of the worst flying ships in the game. Turns like a pig and has a terrible inertia rate. This thing is not agile or dexterous in the least.. it's a cinder block floating in cement.

    I took it on a couple patrols and dumped it.. I absolutely hated flying this pig.

    Your honesty will be your undoing captain! :D

    Wouldn’t be the first time. :lol:
    animated.gif
    Discovery is good, it's you that sucks.
  • phoenixc#0738 phoenixc Member Posts: 2,468 Arc User
    edited December 2020
    is it me or is it smaller than the dread from last year?

    Assuming it is the same size as the Kar'Fi (I will be unlocking it later today so I cannot say for sure) it is small . It used to be the smallest most agile two-bay carrier in the game from what I heard, which is in line with what I have observed in the carriers I have played so far (which is not a lot of them), though that is not true anymore since most of the one-bay hybrid carriers (including some flight deck escorts) got bumped up. Still it is a nice ship.
    hahaha. i thought the drifting was odd at first too, but its grown on me.

    That skidding is what makes it so easy to keep guns on target even though it is not a zippy little escort, the Chronos is the same way (and lack of it is what makes the Khitomer rather aggravating to fly for me).
  • duasynduasyn Member Posts: 450 Arc User
    I just stick my competitive impulse engines on everything. Then I don't worry so much about turn rates.
  • coldnapalmcoldnapalm Member Posts: 9,145 Arc User
    Crazy that people are praising it's mobility... it's one of the worst flying ships in the game. Turns like a pig and has a terrible inertia rate. This thing is not agile or dexterous in the least.. it's a cinder block floating in cement.

    I took it on a couple patrols and dumped it.. I absolutely hated flying this pig.




    Turning starts around the 5-second mark.

    Yup, definitely a cinder block, uh huh.

    Looks like a cinder block to me. I'm sorry...but I need my ships to turn 45 degrees or more per second.
  • coldnapalmcoldnapalm Member Posts: 9,145 Arc User
    duasyn wrote: »
    I just stick my competitive impulse engines on everything. Then I don't worry so much about turn rates.

    But that can't be kept up 100% uptime.
  • phoenixc#0738 phoenixc Member Posts: 2,468 Arc User
    edited December 2020
    The thing is never going to fly like an escort, but it is still exceptionally nimble for a cruiser-hulled carrier even if the method by which it does that is a bit unusual. I like the difference in the way it handles compared to typical ships of its sizeclass, variety is the spice of life and all that.
  • seaofsorrowsseaofsorrows Member Posts: 9,923 Arc User
    I swapped it over to a turret boat, using SAD and the right type of pets makes it so that the pets can make up for the DPS but I can use things like Deft Cannoneer to improve the inertia. It makes it fly a lot better. The Power Sliding was just too much for me, but with some traits and equipment you can mitigate it.

    For a free event ship, it's a good ship. It has a good hardpoint, console and BoFF layout. The trait and console are nothing special but the core ship is pretty solid. Overall, it's not my taste.. I don't personally like the feel of flying it and I probably never will. Some will like it, some won't.. spice of life.

    I am grateful to Cryptic for providing it as an event reward, it's a pretty solid admiralty card as well. Overall though, it's never going to be a favorite of mine. It's very useable, it's a good ship, but nothing fits everyone's need.
    animated.gif
    Discovery is good, it's you that sucks.
  • nikephorusnikephorus Member Posts: 2,714 Arc User
    Crazy that people are praising it's mobility... it's one of the worst flying ships in the game. Turns like a pig and has a terrible inertia rate. This thing is not agile or dexterous in the least.. it's a cinder block floating in cement.

    I took it on a couple patrols and dumped it.. I absolutely hated flying this pig.

    Patrol for the trait and dismiss.
    Tza0PEl.png
  • chastity1337chastity1337 Member Posts: 1,343 Arc User
    nikephorus wrote: »
    Crazy that people are praising it's mobility... it's one of the worst flying ships in the game. Turns like a pig and has a terrible inertia rate. This thing is not agile or dexterous in the least.. it's a cinder block floating in cement.

    I took it on a couple patrols and dumped it.. I absolutely hated flying this pig.

    Patrol for the trait and dismiss.

    Is there some screen to get the patrols from, or do you just fly around?
  • ltminnsltminns Member Posts: 12,239 Arc User
    One of the Tabs on the Screen you Launch TFOs from is dedicated to the 'reimagined' Patrols. There are sub-tabs along the vertical there for Beta Quadrant (Discovery), Delta Quadrant, and Klingon Civil War. Not all Patrols have been converted to this system launch.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!
    Judge Dan Haywood
  • corinthalascorinthalas Member Posts: 502 Arc User
    I swapped it over to a turret boat, using SAD and the right type of pets makes it so that the pets can make up for the DPS but I can use things like Deft Cannoneer to improve the inertia. It makes it fly a lot better. The Power Sliding was just too much for me, but with some traits and equipment you can mitigate it.

    For a free event ship, it's a good ship. It has a good hardpoint, console and BoFF layout. The trait and console are nothing special but the core ship is pretty solid. Overall, it's not my taste.. I don't personally like the feel of flying it and I probably never will. Some will like it, some won't.. spice of life.

    I am grateful to Cryptic for providing it as an event reward, it's a pretty solid admiralty card as well. Overall though, it's never going to be a favorite of mine. It's very useable, it's a good ship, but nothing fits everyone's need.

    I play it mostly like a dual-cannon battlecruiser with the advantage of having commander-sci grav-well to throw at my enemies to keep them all nicely clustered. it combines particularly well with a Command station, even if it is just a LtComm. Overwhelm emitters to soften up enemy shields, Concentrate Firepower to add more heavy torpedoes, and because I can, Emergency Artillery to pound anything caught in the grav well.

    I may have recently gotten the 10th Bundle deal, but I was pleasantly surprised enough by how well everything on Gok'tad comes together that I'm keeping it active in my ship roster. It's easily the best event ship of this year.
  • keepcalmchiveonkeepcalmchiveon Member Posts: 1,810 Arc User
    nikephorus wrote: »
    Crazy that people are praising it's mobility... it's one of the worst flying ships in the game. Turns like a pig and has a terrible inertia rate. This thing is not agile or dexterous in the least.. it's a cinder block floating in cement.

    I took it on a couple patrols and dumped it.. I absolutely hated flying this pig.

    Patrol for the trait and dismiss.

    Is there some screen to get the patrols from, or do you just fly around?

    use the PVE tfo tab under the mini map in the corner...then look for patrols tab
    meh

  • stolokstolok Member Posts: 72 Arc User
    Well, I was planning to start a thread about equipping Fek'Ihri ships in general, not just the Gok'Tad. But this is a good a place as any to make my points and ask my questions.

    I have to agree that it is surprisingly agile for a carrier. This is good for a number of reasons, mainly that you don't need to use up console slots giving it more agility, allowing for more firepower! :smile:

    The main thing I have been considering is the conflict between 'cosmetic' theme and sheer firepower. The Fek'Ihri use antiproton weapons by default, which are bright red and blend well with all the fire flying around. But it looks to me that the best set to equip on these ships is the Bajor Defense set. It's designed for close in fighting, and what does this 'fiery charge' console do but send you in very close to your opponent? The 'fiery entrance' trait from the dread is also for close range effects, with only 3 km radius. The Fek'Ihri have a very 'in your face' orientation, and the power siphon, hull scraping, and retaliation when shields are depleted from the Bajor set complement that very nicely.

    But... the damage bonuses for the set are given to only three weapon types -- plasma, disruptor, and phaser. These weapons have colors that don't match so well with all the fire. Greens and blues of various shades, although the default orange of phasers isn't so bad. Obviously you can just go ahead and use antiproton for the cosmetic appearance, but you won't be getting maximum use of your set. On the other hand, some of the variants of phasers and plasma would work better, like the blood red of agony phasers or the yellow of isolytic plasma. The weird proc of isolytic plasma also fits rather well with the 'otherworldly' theme of the Fek'Ihri. Combined with boronite-laced weapons these could make a very effective AoE attack that looks eerie, too.

    Do tactical plasma consoles improve the damage of the plasma retaliation from the Bajor shield? If so, I think it's a really good match to have Isolytic plasma on a Fek'Ihri ship with the Bajor defense set. Too bad they are so expensive on the exchange. I guess someone likes them?

    Another possibility is "Assimilated Fek'Ihri" -- put the Assimilated Borg Technology set on a Fek'Ihri set, and since that doesn't have a warp core you can STILL use the Bajor Defense warp core for the power siphon! :smiley: This would probably synergize well with the Assimilated Tractor Beam. Again, that 'in your face' closing in to fight theme for the Fek'Ihri. Choice of other weapons wouldn't matter so much here since the disruptor/phaser/plasma bonus is a set bonus. And it would look really, really weird to have all that spiky Borg cosmetic stuff added to the already spiky Fek'Ihri ships, too.

    And one other idea I had was "Fire and Ice" -- get the Breen Absolute Zero set, and some of the boff powers from the Winter event like 'Very Cold in Space'. You could set off the cryo-plasma at the same time as the 'chains of fire' and burn/freeze the mobs simultaneously. It would also look cool to have Lost Souls breathing fire at ships caught in the cryo-turbulence from 'Very Cold in Space'...

    After all my own ideas, though, I am intrigued by the Tricobalt build mentioned above. I wasn't planning to buy the Fer'Jai frigates because they use cannons, and so would probably not be able to stay on target, but this makes me think about the possibilities of massed Tricobalts. I might try it out.
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