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Is there a way to make the biggest slowest ships as manoeuvrable as a Raider?

kayajaykayajay Member Posts: 1,990 Arc User
There are so many ships in the game, which are so fun...the Borg Juggernaut, the Scimitars etc, but they're so unwieldy. No matter what Traits or consoles I put in them, they're basically immovable. I don't know of a physical way to even approach finishing "Delta Flight" in one!

Does anyone know of any and all consoles, traits, equipment, gear and tricks that can make the most cumbersome ships playable?
Post edited by baddmoonrizin on

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    peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited July 2021
    On most ships I end up with:

    - emergency power to engines 1 boff power
    - doff from Phoenix box that resets evasive maneuver when using epte
    - Engine from the competitive reputation. Pick the one that profits the most from the boff powers you use.
    - Deuterium Surplus consumable

    It won’t turn a jugger into a raider but will surely be suffice to complete delta flight. :)
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    darkbladejkdarkbladejk Member Posts: 3,735 Community Moderator
    You also get a nice bit of turn from the Tachyokinetic Converter as well if you have access to lobi consoles. Basically what would happen if an RCS and Assimilated Module had a kid.
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    fleetcaptain5#1134 fleetcaptain5 Member Posts: 4,908 Arc User
    On most ships I end up with:

    - emergency power to engines 1 boff power
    - doff from Phoenix box that resets evasive maneuver when using epte
    - Engine from the competitive reputation. Pick the one that profits the most from the boff powers you use.
    - Deuterium Surplus consumable

    It won’t turn a jugger into a raider but will surely be suffice to complete delta flight. :)

    These things help greatly indeed.

    I also use the Delta reputation trait that adds turn rate and speed. Pilot tree is an useful thing to.

    Besides that, think of stuff like RCS consoles (Discovery rep has some that can add up to 1.5% crit chance on top of a huge turn rate boost). Some set bonuses can also help, like https://sto.fandom.com/wiki/Trilithium-Laced_Weaponry
    [4:46] [Combat {self}] Your Haymaker deals 23337 (9049) Physical Damage(Critical) to Spawnmother

    [3/25 10:41][Combat (Self)]Your Haymaker deals 26187 (10692) Physical Damage(Critical) to Orinoco.

    [6/12 9:59][Combat (Self)]Your Haymaker deals 24097 (13711) Physical Damage(Critical) to Elite Tactical Drone
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    zzzspina01zzzspina01 Member Posts: 310 Arc User
    this may help. he dose good build videos. https://www.youtube.com/watch?v=qd0VoI3-asw
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    evilmark444evilmark444 Member Posts: 6,950 Arc User
    kayajay wrote: »
    There are so many ships in the game, which are so fun...the Borg Juggernaut, the Scimitars etc, but they're so unwieldy. No matter what Traits or consoles I put in them, they're basically immovable. I don't know of a physical way to even approach finishing "Delta Flight" in one!

    Does anyone know of any and all consoles, traits, equipment, gear and tricks that can make the most cumbersome ships playable?

    I've managed to give my Universe class a decent turn rate, but it's still not very maneuverable due to it's inertia.
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    peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited July 2021
    The +300/350% turn rate strength one gets from the comp engine’s proc, deuterium or evasive easily kills all inertia issues. It only involves a bit of practicing and timing to use it to your advantage.

    If one uses cannons there is always the trait deft cannoneer. It stacks one up to +30 inertia in less than a min of play. No timing or practice needed here. Problem solved.
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    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
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    seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    The +300/350% turn rate strength one gets from the comp engine’s proc, deuterium or evasive easily kills all inertia issues. It only involves a bit of practicing and timing to use it to your advantage.

    If one uses cannons there is always the trait deft cannoneer. It stacks one up to +30 inertia in less than a min of play. No timing or practice needed here. Problem solved.

    This is what I use as well, I almost exclusively fly big ships with Cannons, I have for years. I used to fly a Scimitar with Cannons back before we even had most of these buffs and even though it was tough it was doable even then. With the stuff pete listed it's not only doable, it's downright easy. I love to use Cannons on a Scimmy, Vengeance, or something like a Tzen-Tar and usually the competitive engines, Power to Engines/Evasive, Deft Dannoneer, and maybe an occasional shot of Deuterium is more then enough to get me through any situation.
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    gaevsmangaevsman Member Posts: 3,190 Arc User
    You also need to increase the inertia multiplier... STO is weird, the biggest the inertia number, the easiest the ship moves, but there is very little consoles and engines that modify that number, thou is totally worth it!
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    gaevsmangaevsman Member Posts: 3,190 Arc User
    gaevsman wrote: »
    You also need to increase the inertia multiplier... STO is weird, the biggest the inertia number, the easiest the ship moves, but there is very little consoles and engines that modify that number, thou is totally worth it!

    The besto source to inertia is the (inertia) modifier in crafted engines.. helps a lot, and console that its name escapes from me in the Adml Paris mission...
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    legendarylycan#5411 legendarylycan Member Posts: 37,282 Arc User
    There really should be more things that alter inertia - the fact there's only 3 things that do so when there are literally dozens that alter almost every other stat in the game is...odd.​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

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    gaevsmangaevsman Member Posts: 3,190 Arc User
    Yes, but of those, you can use only two of them:

    Impulse Engines with [Inertia] modifier
    Console - Engineering - Polaric Modulator
    Counter-Command Hyper Impulse Engines

    Impuse engines with inertia gives you +10, and polaric +5

    I still think that the inertia damper consoles should modify inertia too, to a maxium of 3 perhaps, so you have to sacrifice a lot to get more inertia rating. I understand that the idea is to avoid that a cruiser works like an escort, and i'm ok with that, but i prefer the freedom to choose if a want to sacrifice a lot to get near that.
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    edrickvellorinedrickvellorin Member Posts: 346 Arc User
    There at least one other console that can affect inertia, at least on a temporary basis. The Elachi Rift Jump console from the Qulash Frigate. The second power of the Temer's console (Alliance Tactics) also gives a temporary speed/turn rate boost.
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    gaevsmangaevsman Member Posts: 3,190 Arc User
    westmetals wrote: »
    The second power of the Temer's console (Alliance Tactics) also gives a temporary speed/turn rate boost.

    Turn rate but not inertia.

    And that's a key stat. Double or tripling your turn rate and flight speed is great and all, but if you don't improve your ship's inertia by the same amount, all you've accomplished is greatly increasing the amount of time your ship spends drifting when you try to maneuver.

    Yes, absolutelly.. i ha e a universe class that turns like the legendary Excelsior because of the inertia engines and console, works quite well, but its the best i can do with the limited surces of inertia mods that we have..
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    szerontzurszerontzur Member Posts: 2,724 Arc User
    edited July 2021
    Attack Pattern Omega is the main Inertia tool I use for my Durgath. Speed and Turning is relatively easy to enhance, it's mostly learning to use APO as an emergency breaking/acceleration system that takes getting used to(and lowering your speed while still in Full Impulse to avoid drifting 10km past your target once you open fire.)

    That said, having poor inertia can be useful for cannon builds. With enough thrust and turn rate, you can circle your targets while keeping your nose trained on them in an eternal power-slide/circle-strafe. I still think this(low inertia/high turnrate) would be a great playstyle for "Pilot (Battle)Cruisers" if we ever got them.
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    burstorionburstorion Member Posts: 1,750 Arc User
    I can get carriers up to 30 to 40+ degree turn ...basically its via a blend of RCS+Aux to intertial dampners+any uni other turn type consoles+the various space traits that increase turn+comp engine+doff that recharges evasive when epte is used (evasive increases turn)+emergency power to engines+apo and that cannon trait that increases turn when a cannon special attack is used (rainbow heavy turrets on a carrier is pretty powerful)

    Compared to the past, theres a lot more ways to increase turn


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    vanhyovanhyo Member Posts: 234 Arc User
    what was said above but remember to lower impulse when turning. If you are used to pedal to the metal starship trait you have adapted a very bad habit.
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