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[Beta] Cruiser Layout Feedback |
Fatal Mack Bolan(WildCards_58th)*COM* Marshal Fatal Squadron
Joined: June 12, 2010 Posts: 184 From: home planet: Exathra
| Posted: 2011-04-30 18:31  
i do believe the icc hvy cruiser is perfect
+1 on balance and wep loadout, don't change a single thing !!!!!!!
_________________ 1st recorded subscription activation 8-17-01 (under a different name & email)
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Reznor Marshal
Joined: March 29, 2010 Posts: 316
| Posted: 2011-04-30 18:53  
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On 2011-04-30 18:31, Mack Bolan(GA)(WildCards_58th)®©™ wrote:
i do believe the icc hvy cruiser is perfect
+1 on balance and wep loadout, don't change a single thing !!!!!!!
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Agreed on this. The one I have modded for damage and speed will not need to be scrapped, unlike my scale on K'luth (doh ) . Plus with torp tracking, firing those at range is MUCH more effective. They're actually useful instead of "Well, there here, might as well use them" .
_________________ Indictor: 1. To accuse of wrongdoing
Interdictor: (DS) A planetary emplacement or Cruiser Class vessel capable of preventing FTL travel in a certain radius.
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CM7 Midshipman Faster than Light
Joined: October 15, 2009 Posts: 1812
| Posted: 2011-04-30 19:06  
Is the Ion cannon on the SC the same as on dreads or stations? or is it a new (weaker) version
[ This Message was edited by: Defiance*XO* on 2011-04-30 19:06 ]
_________________ Defiance and Opposition, a tribute to teamwork. I will remember always
339,144
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SaturnShadow™ *FC*(Angel Of Darkness) Marshal *Renegade Space Marines*
Joined: February 03, 2007 Posts: 310 From: UK
| Posted: 2011-04-30 19:46  
must correct ya fridge it was 3 weapon plexer 1 beam plexer plus i must say from that duel with the TC v SC was really good part from afew minor interfearences must admit the new TC IS going to be FUN(althou maybe add a QST thou if that dont happen then either way TC pretty good)
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Jim Starluck Marshal Templar Knights
Joined: October 22, 2001 Posts: 2232 From: Cincinnati, OH
| Posted: 2011-04-30 20:36  
Beta has been updated again, and three Cruiser layouts have had adjustments made. The following ships now have these layouts:
M-239A Strike Cruiser
- 1x Tachyon Drive
- 3x IE Drive
- 8x Composite Armor (3 F, 2 P, 2 S, 1 A)
- 2x Full-Arc Chemical Beam Laser
- 2x Dual-Arc Chemical Beam Laser (1 FP, 1 FS)
- 3x Fore-Arc Ion Cannon
- 2x Fore-Arc Heavy Railgun
- 2x Tri-Arc Railgun (1 FPS, 1 APS)
- 4x Dual-Arc Railgun (1 FP, 1 FS, 1 AP, 1 AS)
- 2x Fore-Arc Railgun
- 1x Auxiliary Fusion Generator
M-235A Assault Cruiser
- 1x Tachyon Drive
- 3x IE Drive
- 3x Composite Armor
- 4x Active Shields
- 1x Pulse Shield
- 2x Full-Arc Chemical Beam Laser
- 2x Dual-Arc Chemical Beam Laser (1 FP, 1 FS)
- 1x Tri-Arc Heavy Chemical Laser (1 FPS )
- 2x Dual-Arc Heavy Chemical Laser (1 FP, 1 FS)
- 4x Tri-Arc Fusion Torpedo ( 4 FPS )
- 4x Dual-Arc Fusion Torpedo ( 1 FP, 1 FS, 1 AP, 1 AS )
- 2x Fore-Arc Fusion Torpedo
- 3x Auxiliary Fusion Generator
Parasite
- 1x Antimatter Jump Drive
- 3x PSI Drive
- 7x Organic Armor
- 1x Cloaking Device
- 1x AHR
- 2x Full-Arc Disruptor
- 2x Dual-Arc Disruptor ( 1 FP, 1 FS )
- 1x Fore-Arc Disruptor
- 4x Dual-Arc Assault Disruptor ( 2 FP, 2 FS )
- 4x Dual-Arc ELF Beam ( 2 FP, 2 FS )
- 1x Auxiliary Power Generator
In addition, the Utility Ships for all three factions (Transports, Engineers and Supplies) have all been updated.
_________________ If at first you don't succeed, get a bigger space battleship and try again.
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CM7 Midshipman Faster than Light
Joined: October 15, 2009 Posts: 1812
| Posted: 2011-04-30 21:42  
..... why no sheilds on the ICC SC?
_________________ Defiance and Opposition, a tribute to teamwork. I will remember always
339,144
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Nuuna Fleet Admiral
Joined: March 12, 2010 Posts: 9
| Posted: 2011-04-30 21:51  
I would switch the rear armour of SC to the front cause its a "Stormship" like the stormartillerys in ww2. Means maximum protection at the way it has to go (front arc) and weak at tail and side. Also it should get enough energy to fire long enough to make it wort bypassing it and hit it in the rear and sides not like atm front wars with normal ships (Kaluth and UGGI elite tactic)
Defiance shilds need power and this ship is overloaded with weaponnary so no energy for shilds [ This Message was edited by: Nuuna on 2011-04-30 21:53 ]
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SpaceAdmiral Grand Admiral
Joined: May 05, 2010 Posts: 1005
| Posted: 2011-04-30 22:36  
Quote:
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On 2011-04-30 20:36, Jim Starluck wrote:
Beta has been updated again, and three Cruiser layouts have had adjustments made. The following ships now have these layouts:
M-239A Strike Cruiser
- 1x Tachyon Drive
- 3x IE Drive
- 8x Composite Armor (3 F, 2 P, 2 S, 1 A)
- 2x Full-Arc Chemical Beam Laser
- 2x Dual-Arc Chemical Beam Laser (1 FP, 1 FS)
- 3x Fore-Arc Ion Cannon
- 2x Fore-Arc Heavy Railgun
- 2x Tri-Arc Railgun (1 FPS, 1 APS)
- 4x Dual-Arc Railgun (1 FP, 1 FS, 1 AP, 1 AS)
- 2x Fore-Arc Railgun
- 1x Auxiliary Fusion Generator
M-235A Assault Cruiser
- 1x Tachyon Drive
- 3x IE Drive
- 3x Composite Armor
- 4x Active Shields
- 1x Pulse Shield
- 2x Full-Arc Chemical Beam Laser
- 2x Dual-Arc Chemical Beam Laser (1 FP, 1 FS)
- 1x Tri-Arc Heavy Chemical Laser (1 FPS )
- 2x Dual-Arc Heavy Chemical Laser (1 FP, 1 FS)
- 4x Tri-Arc Fusion Torpedo ( 4 FPS )
- 4x Dual-Arc Fusion Torpedo ( 1 FP, 1 FS, 1 AP, 1 AS )
- 2x Fore-Arc Fusion Torpedo
- 3x Auxiliary Fusion Generator
Parasite
- 1x Antimatter Jump Drive
- 3x PSI Drive
- 7x Organic Armor
- 1x Cloaking Device
- 1x AHR
- 2x Full-Arc Disruptor
- 2x Dual-Arc Disruptor ( 1 FP, 1 FS )
- 1x Fore-Arc Disruptor
- 4x Dual-Arc Assault Disruptor ( 2 FP, 2 FS )
- 4x Dual-Arc ELF Beam ( 2 FP, 2 FS )
- 1x Auxiliary Power Generator
In addition, the Utility Ships for all three factions (Transports, Engineers and Supplies) have all been updated.
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Strike cruiser got a damage buff, a lot of rails instead of 2 more ion cannons, but arcs got worse.
Assault cruiser is approaching the TC in terms of torps, TC has slightly more torps but trades the HCLs for Flux Beams.
Parasite might still need energy, maybe maybe not.
Also @Saturn, if you manually detonated those last torps, it would have been a tie.
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Talien Marshal Templar Knights
Joined: May 11, 2010 Posts: 2044 From: Michigan
| Posted: 2011-04-30 23:07  
The Strike Cruiser is now as weak as many of us feared it would be with the layout change. Even with an escort it's too fragile to use those weapons for very long, it gets torn to pieces almost as fast as a Kluth Cruiser only it can't cloak to avoid fire. The previous configuration was fine, the only tweak it needed was having 3 of the Ions frontal only instead of tri arc so it couldn't broadside with 4 of them. As it is now the Heavy Cruiser is far superior in every respect except max range firepower, but even that is debatable since the HC can fire while moving and not run out of energy, so it has better sustained firepower. 3 frontal arc Ions are not a balanced tradeoff for no shields or aux reactors, they just don't do enough damage, if this is the final configuration then it'd be better to scrap it completely and put something else in that slot rather than have a gimmick ship that nobody will use beyond trying it out once or twice.
The extra aux reactor is definitely a plus on the Assault Cruiser, but more beams and less torps would be better.
Adding an aux reactor to the Parasite is also a plus, at least now it can regen energy while cloaked and moving faster than 5 GU/s.
Since there isn't a separate thread for the support ship layouts.....
The new Transport layouts seem good, the Heavy Transport now actually seems like a Heavy Transport and the Light Transport can add some fire support.
Extractor having an aux reactor would have been a good addition if it still had shields but it's kinda pointless since it doesn't have them now. I'm not sure why it has a Scanner either, if you need to use an Extractor as a spotter then someone on your team is doing something very wrong.
The new Engineer layouts are lacking compared to the current ones. Why does the 110 have so many beams? 3 is plenty for PD and it's certainly not going to be used offensively, if anything it would've been better to put the repair drone on the 110 instead of some of those beams. The 117 having a repair drone instead of a third build drone might seem good at first to make it more versatile, but Engineers are already a primary target so building slower in exchange for being able to reload ammo isn't really a good tradeoff. The 115 is the only one that's really useful since it can mine almost as fast as an extractor with 3 mining beams after the one tractor beam is converted. [ This Message was edited by: Talien on 2011-04-30 23:09 ]
_________________ Adapt or die.
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Xavier I. Agamemnon Grand Admiral Exathra Alliance Fleet
Joined: October 12, 2010 Posts: 357 From: Babylon5
| Posted: 2011-05-01 00:29  
my opinon i think it was fine with the 5IC 1 aux no armor on the sides and some rails and the sheilds in the front and back. so this would be nice to be the final verstion.
_________________
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CD/I.C.S Spartacus
HC/I.C.S Athena
CDD/I.C.S Achilles
Leader of the Exathra Alliance Fleet.
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Jim Starluck Marshal Templar Knights
Joined: October 22, 2001 Posts: 2232 From: Cincinnati, OH
| Posted: 2011-05-01 00:34  
Minor note: Somehow during the refit the Strike Cruiser lost its Aux Reactor, which it wasn't supposed to. It will get it back in the next big update.
Keep in mind, it is not supposed to get into a dogfight. It's an artillery ship. It should be firing at or near max range and keep its nose pointed towards the enemy. If it underperforms at that role, I may focus its firepower even more strongly forward to give it a greater long-range punch.
This thing is for when Missile Dreads are too big a target, or when their missiles are getting shot down too much.
_________________ If at first you don't succeed, get a bigger space battleship and try again.
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*FTL*Soulless Marshal
Joined: June 25, 2010 Posts: 787 From: Dres-Kona
| Posted: 2011-05-01 01:28  
Quote:
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On 2011-05-01 00:34, Jim Starluck wrote:
Keep in mind, it is not supposed to get into a dogfight. It's an artillery ship. It should be firing at or near max range and keep its nose pointed towards the enemy. If it underperforms at that role, I may focus its firepower even more strongly forward to give it a greater long-range punch.
This thing is for when Missile Dreads are too big a target, or when their missiles are getting shot down too much.
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this one could easly get in to dogfights as long as the pilot is competent the last one no way cause it would get chewed alive by anything up close.
MDs are always to big, and the missles are always shot down unless the enemy is not smart and has PD off. The only reason it is used is because there is nothing else to use
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CM7 Midshipman Faster than Light
Joined: October 15, 2009 Posts: 1812
| Posted: 2011-05-01 03:04  
" gimmick ship that nobody will use beyond trying it out once or twice. "
is what ive been saying the whole time and being attacked for it...
in order for it to function as intended.. as a long range bombardment ship, why then is its dps focused on frontal arc? How are you supposed to maintain range with your nose pointed at enemy? other than stopping.... but you have no sheilds.. so thats suicide.
so now its reduced to bombing runs where it jumps out when range to target becomes too minute. In this way, it is surpased by the assault cruiser. If you maintain range, it fails to being pecked to death and bleed energy. in this way it is surpassed by the HC. Again... what is this ship for? other than the bridge between HC and AC. a void that need not be filled.
my appologies to those working on this. This is not personal. Im trying to give honest assesment. And you wont find a more hardcore ICC lacky. Ill take my CD against BD or EAD and win any day.
[ This Message was edited by: Defiance*XO* on 2011-05-01 03:14 ]
_________________ Defiance and Opposition, a tribute to teamwork. I will remember always
339,144
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SpaceAdmiral Grand Admiral
Joined: May 05, 2010 Posts: 1005
| Posted: 2011-05-01 04:08  
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On 2011-05-01 01:28, GA Soulless wrote:
Quote:
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On 2011-05-01 00:34, Jim Starluck wrote:
Keep in mind, it is not supposed to get into a dogfight. It's an artillery ship. It should be firing at or near max range and keep its nose pointed towards the enemy. If it underperforms at that role, I may focus its firepower even more strongly forward to give it a greater long-range punch.
This thing is for when Missile Dreads are too big a target, or when their missiles are getting shot down too much.
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this one could easly get in to dogfights as long as the pilot is competent the last one no way cause it would get chewed alive by anything up close.
MDs are always to big, and the missles are always shot down unless the enemy is not smart and has PD off. The only reason it is used is because there is nothing else to use
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The Missile dread is a ship of attrition, which will last longer: The enemy's ability to maintain pd and a decent speed or you as they try to close distance. They are deadly regardless of pd.
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2011-05-01 06:11  
So the SC has been changed eh?
I'll test it a lil later to see how it fairs against other cruisers.
I'd expect it to not fill that "artillery" role any longer. All armor and no shields?
Sounds like a blocky Uggie ship to me...
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