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Fleet Name? |
Favor the Bold |
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66% |
[ 6 ] |
Shades of Grey |
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33% |
[ 3 ] |
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Total Votes : 9 |
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Plague Site Admin
Age: 44 Joined: 24 Jun 2005 Posts: 1562 Location: Columbus, Ohio
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Posted: Thu Feb 04, 2010 10:52 am Post subject: |
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Also, based on the 6 to 3 vote for fleet name we formed Favor the Bold last night.
I will send invite as I see people online.
if you are online and I am online and you are not yet in the fleet message me.
Christa Phoenix@nachoconnery _________________ "Never fear, I is here!"
Jared Sellars (a.k.a. Plague) |
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Grand Master Sef Forum Legend
Age: 42 Joined: 24 Jun 2005 Posts: 2439 Location: DERPlahoma
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Posted: Fri Feb 12, 2010 6:01 am Post subject: |
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Ben or Daniel gonna play this game? I've heard Daniel is but I wanna know his game info so I can add him to my friends list _________________
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Ravage Forum Legend
Age: 54 Joined: 27 Jun 2005 Posts: 1739 Location: ROFLbama
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Posted: Mon Feb 15, 2010 2:37 pm Post subject: |
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I found an interesting bug today, courtesy of general chat. Maybe you already know it, but it's news to me.
You can set multiple (perhaps all?) weapons to autofire by first de-activating all auto-fires, then rapidly clicking on each of your forward (or aft) weapons. Assuming you're fast enough to click on them all before auto-fire registers on the first, all of them will be set to auto.
Neat little bug...hope they don't fix it. |
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Plague Site Admin
Age: 44 Joined: 24 Jun 2005 Posts: 1562 Location: Columbus, Ohio
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Posted: Tue Feb 16, 2010 2:23 pm Post subject: |
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humm. I don't think I could get that to work, I can't get to rear weapon to deselect for auto fire. might try that later. _________________ "Never fear, I is here!"
Jared Sellars (a.k.a. Plague) |
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Dana Forum Legend
Age: 48 Joined: 24 Jun 2005 Posts: 1618 Location: Right behind you
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Posted: Tue Feb 16, 2010 6:23 pm Post subject: |
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Jared -- for cruisers, it's a little different. You have to do both forward weapons first, then both rear weapons. I got it to work after Damin suggested this. I can help you sometime on Vent if you still can't get it to work. _________________
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Plague Site Admin
Age: 44 Joined: 24 Jun 2005 Posts: 1562 Location: Columbus, Ohio
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Posted: Wed Feb 17, 2010 1:44 pm Post subject: |
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ok, I will have to get this to work, I hate my galaxy class at the moment... and one of the reasons is too many weapons to manage, can't keep track of my shields and other specials.
and I will not even start on how slow it is in combat. torpedoes are worthless almost. _________________ "Never fear, I is here!"
Jared Sellars (a.k.a. Plague) |
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Deathscythe343 Forum Pro
Age: 44 Joined: 04 Jul 2005 Posts: 544
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Posted: Wed Feb 17, 2010 3:09 pm Post subject: |
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then you probably dont want to know i pretty much 1 shot jem'hadar attack ships then _________________ Why run? You'll only die tired.
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commandertracker Forum User
Age: 44 Joined: 26 Jul 2005 Posts: 303 Location: Ohio
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Posted: Wed Feb 17, 2010 5:58 pm Post subject: |
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This "bug" is pretty fantastic, let me tell you. Only have to concentrate on the one torpedo launcher - which I don't use that often, being in a crusier. The bug's presence shows that this feature coud easily be added to the game. Perhaps not being able to do it normally is the bug *shrug*
@Jared - Yep, crusiers be slow. Turning is terrible. I can't speak on it too much as I just made Leutenient Commander myself this week, but the strength of the crusier is broadsiding. I only have one on my (lower than galaxy class) ship and normally forget to use it. A couple of EPS consoles to keep bream weapon power up, and who cares about torpedos? (except for maybe 1 high-damage slow recharge launcher). Who cares about turning?
@Dodd - Would be sweet to one-shot targets like that. I prefer fighting 10 at once w/o having to pay attention to my shields though (never been a tank in an MMO before, its kinda nice) . But I gotta say, sometimes when I try to line up the torpedo I wish for an escort ship. _________________
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Plague Site Admin
Age: 44 Joined: 24 Jun 2005 Posts: 1562 Location: Columbus, Ohio
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Posted: Wed Feb 17, 2010 6:17 pm Post subject: |
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Todd, I had not thought of the EPS consoles. you are a god send... thank you.
I actually bought a Defaint and was tanking in it after getting pissed at my galaxy class. but I will give the EPS consoles a try on it tonight. _________________ "Never fear, I is here!"
Jared Sellars (a.k.a. Plague) |
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Ravage Forum Legend
Age: 54 Joined: 27 Jun 2005 Posts: 1739 Location: ROFLbama
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Posted: Wed Feb 17, 2010 8:40 pm Post subject: |
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You can help your turning drastically by installing Combat Impulse engines, or any variant with +turn. They tend to be expensive, though.
Really, Todd is absolutely correct that a cruiser probably shouldn't worry about turning, or torpedoes. You want some good high damage beam weapons to burn the shields down so that peeps like me can get in and nail the torpedoes. However, I know soloing is probably very irritating like this. Even if you don't get this "bug" to work for you, I'd suggest rebinding a button to "fire all phasers". I actually have torpedoes and several key skills bound to my mouse and my Q/E keys. Very helpful in a fight. My mousewheel now controls acceleration, and I find I like this a lot.
I think this is one of many areas where if they didn't intend for EVERYONE to be able to set multiple auto-fires, they could at least include a skillset to allow it. This would provide a very nice skillpoint sink, and be well worth the points. I am afraid every day that they will "fix" this bug, b/c as a cannon user, I get even more benefit from it than you guys probably see. Target enemy, aim ship, press cannon's rapid fire skill, pwn...fun times! |
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commandertracker Forum User
Age: 44 Joined: 26 Jul 2005 Posts: 303 Location: Ohio
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Posted: Thu Feb 18, 2010 12:16 am Post subject: |
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I have combat impulse engines current, and sacrifice some shield energy for auxiliary. Does make a different, but I'm not sure I'd depend on that.
Word is that phasers do more damage to shields than other beam types, but less to the hull. Not something I've been able to verify though. If you use a torpedo launcher on a cruiser I'd go for a slower but higher damage one, say Quantum over Photon (I don't know anything about the other types yet).
Nice idea on binding weapons to a better button than space bar; if the bug gets fixed I'll have to do that.
Back to beams - high damage, high power. I haven't played with the idea yet, but Emergency Power to Weapons + Beam Overload sounds promising. If you manage to get the bug to work you're gonna have to keep power up for weapons or the beams will do a bunch of nothing. Key to consistent beam damage is keeping weapon power up, hence the EPS consoles. Probably are other things that can be used too I'd bet. I've read that you should ideally have +1 power transfer per every beam over 2 that you intend to use (I have 3 beams and +.75 power transfer, seems to be ok).
Also, the galaxy is the Tier4 ship right? I understand the turn rate for Tier4 is actually worse than Tier5, seems they made the stat out of order (i.e. turn rate should be Tier3>Tier4>Tier5 but is actually Tier3>Tier4<Tier5. I've read lots of complaints about turning in the Galaxy ship and the next tier is supposed to be a bit better. _________________
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Ravage Forum Legend
Age: 54 Joined: 27 Jun 2005 Posts: 1739 Location: ROFLbama
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Posted: Thu Feb 18, 2010 6:40 am Post subject: |
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Beams suck up energy like nobody's business, so yeah, you're going to have to have some kind of backup energy plan. It's also not a terrible idea to put some turrets in the aft slots, since that will straight add to DPS no matter where you are, without killing your energy pool.
If you're still using mines, then ditching them for turrets might not be a bad call, as mines are very unreliable.
I think you're right about phasers doing more shield damage. I do know that disruptors are the weapon of choice for escorts, but I'm not sure why, as I've not seen a great deal of difference. I have also used some plasma cannons and beams, and it seems to damage shields even less, although often applies a DoT. I have a tetryon cannon right now that seems to rip shields a new one. I'll have to research that one more. |
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Deathscythe343 Forum Pro
Age: 44 Joined: 04 Jul 2005 Posts: 544
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Posted: Thu Feb 18, 2010 10:57 am Post subject: |
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phaser have a change to disable subsytems
tetryon have a chance to disable shields
plasma have a chance to apply a dot to the hull.
chroniton disable moving
anti-proton have a chance to disable weapons i think
my personal choice is plasma beams. i toyed around with cannons and didnt like them. im running 4 plasma arrays. 1 quant torpedo and 1 chroniton mine. _________________ Why run? You'll only die tired.
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Plague Site Admin
Age: 44 Joined: 24 Jun 2005 Posts: 1562 Location: Columbus, Ohio
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Posted: Thu Feb 18, 2010 3:20 pm Post subject: |
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Well, after getting a chance to fight with the EPS consoles in, I am now loving my galaxy class, I have 5 beam arrays at the moment and with a minor pause in the hitting of my spacebar the energy is good.
Current setup.
5 arrays (4 phaser, 1 disruptor)
1 photon torpedo launcher
1 photon mine launcher.
This is what I am going to try
3 arrays (disruptor)
2 turrets (1 disruptor and 1 techyon)
1 photon torpedo launcher
1 photon mine launcher. _________________ "Never fear, I is here!"
Jared Sellars (a.k.a. Plague) |
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Grand Master Sef Forum Legend
Age: 42 Joined: 24 Jun 2005 Posts: 2439 Location: DERPlahoma
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Posted: Thu Feb 18, 2010 4:20 pm Post subject: |
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Plague wrote: |
I am now loving my galaxy class |
You'r Captain already?! _________________
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