Topic: Beta Patch - Suggestions for finished patch  (Read 10320 times)

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Torque

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Beta Patch - Suggestions for finished patch
« on: March 07, 2003, 01:34:13 pm »
First,
I am extremely greatful to all parties that worked in providing us (the customers) with a beta patch.  Great job thanks guys!

IMO - For the finish patch two things have occured which are causing me to lose interest in the game, (1) I play a lot of Dyna and PVP battles.  The new random mission map, is more like debris of some kind (asteroid, vortex. sun, etc...) on80% of all missions.  It has taken a tremendous amount of the fun out of PVP battles.  I also believe it has added a sense of un-realism to the game, and I hope its inclusion in the finished patch is greatly reviewed.  Please drop the randomness down tremendously, after all now its a mute point to review the sector you are warping into for a neb, blackhole, or asteroids when you know for sure there will be debris in almost every mission.
(2) On larger more evenly balanced dyna's(GFL and some others) the federation has been casterated, so much so that many players that used to play the federation now feel they stand no chance vs the rest of the races, good pilots and mediocre ones.  I realize there was an attempt to balance, and most Dynas may have so many more ppl playing fed that it was requested for the other outnumbered races.  Please offer a control for the ADMIN to alter this with a percent change for heavies, or primaries or do something else that can be done to alter this balance.  

That is all, and one persons opnion only.  
Thank you for working on the patch.

-Torque
 

Wiz33

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Re: Beta Patch - Suggestions for finished patch
« Reply #1 on: March 07, 2003, 04:01:35 pm »
Quote:

First,
I am extremely greatful to all parties that worked in providing us (the customers) with a beta patch.  Great job thanks guys!

2) On larger more evenly balanced dyna's(GFL and some others) the federation has been casterated, so much so that many players that used to play the federation now feel they stand no chance vs the rest of the races, good pilots and mediocre ones.  I realize there was an attempt to balance, and most Dynas may have so many more ppl playing fed that it was requested for the other outnumbered races.  Please offer a control for the ADMIN to alter this with a percent change for heavies, or primaries or do something else that can be done to alter this balance.  

That is all, and one persons opnion only.  
Thank you for working on the patch.

-Torque
   




  I don't mind about 1) as it makes you be careful of your surroundings and make PVP actually more interesting.

  I agree on number 2. with my own additions:

  We need to be able to control the triple fire rate . Put it in one of the .gf files

  Fed needs either new/improve weapons or a BB (Klin can use one too)

  Borg needs work, Have anyone (either alone or in a fleet) ever takes on a Human cube and won? Anyone? Anyone out there?

  What most people don't realise is that while there might be a large number of Fed player on any server, most are green.  There are very few hardcose Fed players. Most new player use Fed as a learning tool and move on to other races once they learn the system.

 

Alidar Jarok

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Re: Beta Patch - Suggestions for finished patch
« Reply #2 on: March 07, 2003, 04:58:29 pm »
What changes were made to the Feds?

Torque

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Re: Beta Patch - Suggestions for finished patch
« Reply #3 on: March 07, 2003, 05:05:35 pm »
Item (1) when flying at impulse speeds of 80+ and launching heavies trust me it doesnt add much to working for weeks to get a ship only to have to eliminate this strategy in leau of ships using speeds sub 50.  That lends itself to a different strategy that plays into stronger slower ship classes, again ships the Federation does not have.  To me it eliminates a great deal of creative playing.  Just my opnion.

  To a later post ....what changes to Federation......  
The federation especially in upper massed ships is extremely outclassed by all races but Roms, after the patch, Id say its now offical, all races including roms.  Also Platforms have extended hit power and accuracy and again it lends itself to planetary conquest best accomplished by the race with the best heavies.    
« Last Edit: March 07, 2003, 05:06:29 pm by Torque »

Alidar Jarok

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Re: Beta Patch - Suggestions for finished patch
« Reply #4 on: March 07, 2003, 05:25:45 pm »
That doesn't exactly answer my question

(Excluding Borg, as they have Huge advantages and Huge disadvantages, so they are tough to judge) It was my opinion that in pre-patch the best race was the Feds.  They had superior hard points and more 360 arcs.

In post patch, Plasma, F Disruptors (and possibly all RDizzies) were improved (along with cloak)

If it's just Roms improving, you can't really call that castrating.

SSCF Hooch

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Re: Beta Patch - Suggestions for finished patch
« Reply #5 on: March 07, 2003, 05:39:50 pm »
Quote:

That doesn't exactly answer my question

(Excluding Borg, as they have Huge advantages and Huge disadvantages, so they are tough to judge) It was my opinion that in pre-patch the best race was the Feds.  They had superior hard points and more 360 arcs.

In post patch, Plasma, F Disruptors (and possibly all RDizzies) were improved (along with cloak)

If it's just Roms improving, you can't really call that castrating.  




I agree that the Romulan ships were at a disadvantage in 1.00 . Those bugs were dealt with well  I think.

I do think that the anti-cloak tech now needs tweaked a bit so a Federation ship does not always get caught with his pants down.

 The whole CA, and DN classes in the Federation hulls need to have their mass boosted so they can carry a larger warp core that will power the weapon suites to higher levels so the current weapons will deal a killing blow.

The volley fire was the killing shot from a Fed ship. Without it the Fed player is hosed. I know this is an old arguement but the Federation Photon has to be a feared and accurate weapon or the Federation ship is a sitting duck, IMO.

Hooch  

kevlar

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Re: Beta Patch - Suggestions for finished patch
« Reply #6 on: March 07, 2003, 05:54:13 pm »
"The whole CA, and DN classes in the Federation hulls need to have their mass boosted so they can carry a larger warp core that will power the weapon suites to higher levels so the current weapons will deal a killing blow. "

Really think so?
Try using Klingon warp cores first, then using some front and rear weapons and decent shielding, ...  and  see  what is really underpower!  Unless you cut on  the thruster/impulse,,,   and then the sometimes mentioned klingon racial advantage ( ship agility and speed )  goes down the drain in CA/BH versus the need to power up a decent package of weapons. And klingons still have weaker shields and armor.


 
« Last Edit: December 31, 1969, 06:00:00 pm by kevlar »

Cleaven

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Re: Beta Patch - Suggestions for finished patch
« Reply #7 on: March 07, 2003, 06:25:32 pm »
Quote:


 I know this is an old arguement but the Federation Photon has to be a feared and accurate weapon or the Federation ship is a sitting duck, IMO.

Hooch  




Okay, you have got my curiosity since I must have missed the old arguement. Why is it that it is the Fed Photon and not, for example, the Romulan Plasma (which originally was that big orange ball of destruction from BoT) which is to be a feared and accurate weapon? It's just that you seem to be of the same mind as that responsible for the original SFC3 design and I would like to understand the reasoning for that because the original design seemed to be wrong.    

Wiz33

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Re: Beta Patch - Suggestions for finished patch
« Reply #8 on: March 07, 2003, 07:08:30 pm »
  Simple. A well placed shot of one plasma H and 2 Plasma M will take down a class IX shield in one shot. Even the AI can do it now with the patch. Even the old triple fired 3 Quantum from a Sov with Leg crew couldn't do that. Couple that with cloak and the Rom have an advantage. And that's with the Warbird. It's worst with a Scimatar.  

kevlar

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Re: Beta Patch - Suggestions for finished patch
« Reply #9 on: March 07, 2003, 07:47:50 pm »
Quote:

  Simple. A well placed shot of one plasma H and 2 Plasma M will take down a class IX shield in one shot. Even the AI can do it now with the patch. Even the old triple fired 3 Quantum from a Sov with Leg crew couldn't do that. Couple that with cloak and the Rom have an advantage. And that's with the Warbird. It's worst with a Scimatar.  





Want to bet?

shield 9 stops 52 points of damage

A single quantum torp does 13 damage , 19.5 when fully overcharged.  if volleyed  (what increases damage by 25%), that single q-torp will produce  over  22.875 not counting officer bonus damage ( another 25% if I'm not wrong).

Now i'll quote your "Even the old triple fired 3 Quantum from a Sov with Leg crew couldn't do that".

I'll even be a nice guy and consider that from those 3 torps,  only one produced a  multi-volley. You'll have 22.875+ 2(19.5). End result 61.875. And I'm not even adding the damage bonus from officers.

probable counter argument:

"That's wrong cause you don't mention the proximity setting.  That halves the damage !!!!"

K torps, polarons, grav's  and plamas don't have prox settings. That gives the fed the ability to choose the engament distance and to produce a distance fight pattern called saber dance. cool isn't it?  
 BTW, any of the previous torp users will need  to be at a distance of 20 or less if they want to have good chances of hitting ( even less for plasma) . In a less than 20 distance fight i wouldn't use the prox setting.


EDIT: Despite the calcs i do think that the plasma is maybe a bit stronger than what it would be desired. But  upgrading the feds would mena unbalance towards klingons and eve borgs.

Another gooid point that must players forget is that shields operate in a different way now. Before the patch I would reinforce the frontal sheild and any of the other sheilds would be untouched. Now , if I reinforce my class 10 frontal shield, the remaining  ones ( mix between class 8 and class 9) will not resist a  precise overcharged  triple quantum discharge at prox setting.
« Last Edit: March 07, 2003, 07:57:01 pm by kevlar »

Torque

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Re: Beta Patch - Suggestions for finished patch
« Reply #10 on: March 07, 2003, 07:53:40 pm »
Try using Klingon warp cores first, then using some front and rear weapons and decent shielding, ...  and  see  what is really underpower!  Unless you cut on  the thruster/impulse,,,   and then the sometimes mentioned klingon racial advantage ( ship agility and speed )  goes down the drain in CA/BH versus the need to power up a decent package of weapons. And klingons still have weaker shields and armor.


 




Yes, but when a Kling ship can cloak and lob Polarion Torps and hit from 40 with damage of 12 (Quant is 13) - The Kling can get off 8 Shots per 7 of the Fed, AND the Polarion can Pierce Shielding ?  Its no wonder why in the hands of good pilots Vorchas can fly at 40+ speed, and blow away any , yes any Fed CA.

If flown right the only thing needed to the rear of a Kling CA is a license plate, IMO.

 

kevlar

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Re: Beta Patch - Suggestions for finished patch
« Reply #11 on: March 07, 2003, 08:16:43 pm »
Polarons have 15% chance of piercing shields. They can't volley ou use prox settings. The chances of 2 torps piercing the shields at the same time isn't that high.

To have a good chance to hit at distance 40, target probably needs to be imobile. I never unleash a polaron discharge at less than 30, and even so  have something like 50/50 chances to hit. And if the target uses evasive manoveurs I'm lucky if one torp hits.

Vorcha's flying at +40 speed probably won't turn very well. And if they turn,   probably don't have class 9 shields also. More like 6 or 7 shields, low armor . low tractor.

Actually the max that my dynaverse vor'cha can achieve is 41.xx.  With a lighter loadout it can probably reach speed  60 or close but then I won't have enough power to overload the weapons - and overloading makes a great difference and must trust  more on AV than on shields .

IMHO the Vor'cha is BY FAR  much better than any Fed CA. Understand it  like  a payback for what the klinks suffer when flying the K'tinga and Fek'lhr against defiants, intrepids and akiras.  It is divine justice for me.


"If flown right the only thing needed to the rear of a Kling CA is a license plate, IMO."

That was in the past. Try facing good roms pilots without rear weapons and tell me the result latter. Don't forget that now the max you can pull is 2 successive HET's , and after the first one the chances of success are 67-68%.

BTw. I admit that you only need rear weaponry when facing roms. And neglect all that i said if you are talking about GSA or non dynaverse skirmishes.



Good night.
« Last Edit: December 31, 1969, 06:00:00 pm by kevlar »

Wiz33

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Re: Beta Patch - Suggestions for finished patch
« Reply #12 on: March 07, 2003, 09:03:15 pm »
  Where are you going to get the power to overload the Quantums? A Sov that move at anthing over 20 (Max) and can actually turn (.60) will only be able to hold a IX core, even with Leg crew you get 128. Give the ship IX shiled and you are using 125+ and you can't even use all your weapon mass. The Rom don't even need to overload ans if you get a Sci on a one to one, you're dead.

  Another problem with low manuveuring, you need to put Phaser at most hardpoint so you can at least get a few shots in during the time that the Cloak ship is targetable. Not to mention that getting in a 3 Quantum shot is almost impossable against a human player unless he gets stupid.

  Klin player have this advantage too, have you seen the Killer Negvar that they use on Gamespy? 5 Dis IV F front with a Tac and a Pol. Stock shield. Max Warp/Impuse/Thrust. It's fast, manueveurable, overpowered and deadly.  

CynicForever

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Re: Beta Patch - Suggestions for finished patch
« Reply #13 on: March 07, 2003, 09:33:53 pm »
The problem with the feds is not about weapon mass limits(though the nebula is horrible), or even engine mass limits. The problem is power consumption and hardpoints.

In the Battlecruiser and Dreadnought classes, the feds don't improve. they only have 3 fwd firing primaries. Only on the Sovereign is there 3 fwd heavy hardpoints(not including the defiant here). Vs. the neg, wich can mount 5 fwd primaries and 2 fwd heavies, the Warbird wich can mount 5 fwd primaries and 3 fwd heavies, or the Sphere prime wich can mount 4 fwd primaries and 2 fwd heavies(not including the slightly off fwd/side heavies). Yet, for mounting on average 2 less primary weapons, there is also no real energy surplus. The neg, sphere, and warbird has plenty of spare power when using the legendary officers. With battlecruisers, its the same deal pretty much.

The fed ships suffer from a lack of power surpluss, less weapon variety, and inferior power to damage conversion. The battlecruisers and dreadnoughts also suffer from lack of fwd weapon mounts. Additional side mounts DON'T make up for this, and really is a disadvantage overall. I tried mounting the side mounts on a fed ship. But with their terrible turn rate, and lack of power, all they did was suck up power from the fwd weapons.

Stronger armor and shields don't make up for this either, because they aren't that much stronger than Klingon equivalents. The advantage translates into maybe 1 to 2 extra shots can be absorbed, but with the most enemy ships, that's not a problem at all.

The patch didn't really hurt the feds too much, it just fixed problems with the romulans, and brought them to an almost equal footing with the Klingons. The problem is that the Federation is just not balanced well at all.

I have played all 4 races extensively online. I know their strengths and weakness's. And the feds are the weakest race I played. The only tactic that really works with the feds is too mount all am mines. Of course, to most of you, I'm just a "whiney" fed. To that, I say, try actually flying fed for awhile. Get a fully loaded sov, then take on a human neg. The only time I won against a neg was when I tractored him and mined him to death. Every other tactic I used failed horribly, most times I couldn't even penetrate the shields before I was down to half a hull.

Cleaven

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Re: Beta Patch - Suggestions for finished patch
« Reply #14 on: March 07, 2003, 09:47:50 pm »
None of this touches on why it should be the Feds who have to have  the weapons systems which are "to be feared". Instead (probably valid) issues of game balance are cited. Is there a valid reason to have a weapon "to be feared" for any race and if so why shouldn't it be the Borg who have it? What are the reasons for choosing a race to receive such a weapon system?  

Wiz33

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Re: Beta Patch - Suggestions for finished patch
« Reply #15 on: March 07, 2003, 10:01:07 pm »
  Borg instill fear just by their presence. Getting jumped by 3 human Sphere Prime will cause fear even if you are in a Sov Fleet, not to mention getting tractor by one of them. Finding youself in the firing arc of Rom Plasma just as they charge up are to be feared. A Klng with Ion and Pol are to be feared. But nobody fear facing a Fed with Quantums.  

 
« Last Edit: March 07, 2003, 10:06:55 pm by Wiz33 »

SSCF Hooch

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Re: Beta Patch - Suggestions for finished patch
« Reply #16 on: March 07, 2003, 10:30:03 pm »
Quote:

None of this touches on why it should be the Feds who have to have  the weapons systems which are "to be feared". Instead (probably valid) issues of game balance are cited. Is there a valid reason to have a weapon "to be feared" for any race and if so why shouldn't it be the Borg who have it? What are the reasons for choosing a race to receive such a weapon system?  




Cleaven,

Please don't over-state my comment.

Gheeesih!

 ALL I meant was this   , I have a healthy respect for plasma so I manuver to aviod it. I have yet to see a human enemy have the slightest concern for photons, prox, normal, or over loaded. They are a joke unless I am lucky enough to catch the cloaked ship in the act of cloaking or un-cloaking and land at least one solid hit with one.

Look, you have yet to even comment on the fact that I did say the patch did good for the game. It's all about balance right? Well I get to have my opionion too, and that one is that Federation ships are now at a dis-advantage.

Either make the Federation a healthy weapon, or make anit-cloak better, or allow blind fire. I will be happy with any one of the three. I would prefer better cloak detection to be honest. A photon that gets my enemy's respect is just another suggestion.

Hooch

Hooch    

Draco

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Re: Beta Patch - Suggestions for finished patch
« Reply #17 on: March 07, 2003, 10:41:46 pm »
Quote:

The battlecruisers and dreadnoughts also suffer from lack of fwd weapon mounts. Additional side mounts DON'T make up for this, and really is a disadvantage overall. I tried mounting the side mounts on a fed ship. But with their terrible turn rate, and lack of power, all they did was suck up power from the fwd weapons.




I feel this is an example of using a ship for something it was not made for. You say that the sov suffers from a lack of forward arcs? Take a look at the rear end of it, 5 primaries and 3 heavies. Put your weapons in the back and make like a porcupine. Lastly with the ships that have the side weapons, load only those and orbit your target. If you keep turning with it you?ll keep the AV relatively low, when you expect to be fired upon make a sharp turn the other way to jack up the AV. They would do well as ships configured to stay away from the actual battle site and bombard the enemy from a distance while someone else goes in close.  

Cleaven

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Re: Beta Patch - Suggestions for finished patch
« Reply #18 on: March 07, 2003, 11:04:05 pm »
Quote:



Cleaven,

Please don't over-state my comment.

Gheeesih!

 ALL I meant was this   , I have a healthy respect for plasma so I manuver to aviod it. I have yet to see a human enemy have the slightest concern for photons, prox, normal, or over loaded. They are a joke unless I am lucky enough to catch the cloaked ship in the act of cloaking or un-cloaking and land at least one solid hit with one.

Look, you have yet to even comment on the fact that I did say the patch did good for the game. It's all about balance right? Well I get to have my opionion too, and that one is that Federation ships are now at a dis-advantage.

Either make the Federation a healthy weapon, or make anit-cloak better, or allow blind fire. I will be happy with any one of the three. I would prefer better cloak detection to be honest. A photon that gets my enemy's respect is just another suggestion.

Hooch

Hooch    




I think there is a bit of a difference between a healthy weapon, and a weapon to be feared, the latter implying that when you face said weapon, if you don't run away you will die. I question why the Feds (or anybody else) should receive such a weapon.

Regarding the patch, I think it's a great improvement just by fixing the cloak bugs. You think the patch needs some more mods to weapons stats and equipment performance, and that is probably correct. This game will do the best with a bit of iterative fine tuning and that takes a lot of time and effort, which we don't seem to have. Fine tuning does not imply that Feds or anybody needs an unstoppable weapon, so if you didn't want photons to be a weapon to be feared then don't cry out for it.  

SSCF Hooch

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Re: Beta Patch - Suggestions for finished patch
« Reply #19 on: March 07, 2003, 11:09:25 pm »
Quote:

Quote:



Cleaven,

Please don't over-state my comment.

Gheeesih!

 ALL I meant was this   , I have a healthy respect for plasma so I manuver to aviod it. I have yet to see a human enemy have the slightest concern for photons, prox, normal, or over loaded. They are a joke unless I am lucky enough to catch the cloaked ship in the act of cloaking or un-cloaking and land at least one solid hit with one.

Look, you have yet to even comment on the fact that I did say the patch did good for the game. It's all about balance right? Well I get to have my opionion too, and that one is that Federation ships are now at a dis-advantage.

Either make the Federation a healthy weapon, or make anit-cloak better, or allow blind fire. I will be happy with any one of the three. I would prefer better cloak detection to be honest. A photon that gets my enemy's respect is just another suggestion.

Hooch

Hooch    




I think there is a bit of a difference between a healthy weapon, and a weapon to be feared, the latter implying that when you face said weapon, if you don't run away you will die. I question why the Feds (or anybody else) should receive such a weapon.

Regarding the patch, I think it's a great improvement just by fixing the cloak bugs. You think the patch needs some more mods to weapons stats and equipment performance, and that is probably correct. This game will do the best with a bit of iterative fine tuning and that takes a lot of time and effort, which we don't seem to have. Fine tuning does not imply that Feds or anybody needs an unstoppable weapon, so if you didn't want photons to be a weapon to be feared then don't cry out for it.    




Fine, I will say I over stated it to begin with. I was not crying, only making a comment. Please don't pull more words in my mouth, my foot is quite enough.

Hooch

Cleaven

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Re: Beta Patch - Suggestions for finished patch
« Reply #20 on: March 08, 2003, 01:02:55 am »
Okay, my turn to say I used the wrong word. Instead of saying "cry out", a better word would be to appeal or entreat for such a weapon. Anyhow I think the point has been made.    

Cozbo

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Re: Beta Patch - Suggestions for finished patch
« Reply #21 on: March 08, 2003, 02:33:28 am »
My suggestions on a finished patched are below, after some comments.

I believe the reason most fed players are complaining is because they have become somewhat lazy in developing new offensive/ defensive strategies. Since the Romulans and Klingons cloaks were vitually useless before the patch I find it refreshing to be able to hide for once. Since they still have the weakness of rear firing weapons, which is fine with me, the better the cloak the more balanced the game. I personally think the effectiveness of the probes should also be reduced further. Anticloak should take power to run, if it does it should take more.

I have recently started playing fed more, I played rom and kling exclusively for months. I regularly beat klingons and romulans in equally matched combats. But I didnt develop  bad habits from always flying ships that were better powered, better armed, and could see through cloaks like they weren't there.  Since in most dynaverses, the feds out number the others two or three to one. As a result most cloakers have three or even four probes being fired at them and 3 or 4 anticloak scans going so it is still hard to hide a fleet of cloaked ships,even with level 5 cloaks which you cant fit on a small ship without sacrificing something else more important.  Perhaps if feds and borgs had to add anticloaks as a separate system it would further balance this effect.

I find it refreshing to be able to compete evenly for a change. The lower and middle class ships of roms and klings are still  weaker than thier fed counterparts. Only in the upper CA ships, Vorcha/ Raptor do the cloakers gain a slight edge, a reward for survival through the other classes.

I have noticed more balance in the races on dynaverse. Which is a good sign the races ships are balancing out.
BUT....here is what I would like to see:
  :the likely hood of breaking a tractor beam go up.
 :reduced effectiveness of probes in finding cloaked ships.
 :Two 360 degree weapon arcs on a Warbird instead of two rear firing arcs and one 360.
 : Improved Excelsior class primary weapon arcs
 : Admin control of crew improvement rate
 : Reduced  random maps in dynaverse to one in ten, seems like it is 80% or 90% right now. Most combats should be in open space unless the hex shows a designated hazard.
 : Reduced chances of a second ship appearing that is not in hex. You go to kill an ff and get an ff and a CA while flying a ff)
 (spending 20/30 minutes  in a combat that should have last 2) makes it hard to do real world time management when that happens.
 :Increase the chances of finding an expert or legendary officer in port, since improvement rates are way down. I am willing to trade my prestige to get them anyday now that it takes ages to train them.

THX




 

 

kevlar

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Re: Beta Patch - Suggestions for finished patch
« Reply #22 on: March 08, 2003, 04:25:24 am »
Where are you going to get the power to overload the Quantums? A Sov that move at anything over 20 (Max) and can actually turn (.60) will only be able to hold a IX core, even with Leg crew you get 128. Give the ship IX shield and you are using 125+ and you can't even use all your weapon mass. The Rom don't even need to overload and if you get a Sci on a one to one, you're dead."

Exactly in the same way I get power to overload the primary weapons while the q-torps or polarons are reloading. Dynamic energy management. I adjust the energy all the time.

Another thing is I never mount phasers 12 except on the 360º point, rest are phasers 11 and 9 and I warp a lot also.
If I recall well, one of the SOVS I used had a consumption of 110 from 181 (or 186?) warp power. With a warp 9 core I managed to still have enough excess power to overload 3 q-torps.

Is the Sci an abbreviation for scimitar? AFAIK scimitar isn?t officially supported on dynaverse.
Don?t know how things are on GSA and the Scimitar department, since I never fly GSA, but probably against a good cloak de-cloak player a negh?var would be dead also.

---------------------------------------------------//-----------------------------------------------------

Now, Cynicforever, considering your name, are you the person I think you are? If you are the same one that faced me a good number of times in dynaverse, glad to see you again. If you aren?t then, ?hi? ? just to be pleasant.

?In the Battlecruiser and Dreadnought classes, the feds don't improve?.?

Same thing with klingons and their K?tinga and fek?lhr, whose primary weapon arcs are completely useless and engine mass limitations castrate either turn rate and speed or warp power.  And that has great impact on dynaverse, since a defiant or intrepid player can make planets attacks much faster than a k?tinga/fek?lhr one.  
Welcome to the club. The problem feds players have with the BC and DN is exactly the same that klingon players face with the CL and CA.

Everyone uses the power consumption argument. I still think the klingons got the short staff on it.  The numbers of the warp core evaluations made by several players are on my side also. Fact is that klingon players always need to mount a higher warp core then they should. Or under power their primary weapons to compensate. This exceptionally hurts theirs CL?s and CA?s . You?re free to have other opinion of course.

You have a valid argument on the fed DN versus K/R DN?s forward hardpoint issue. See, I said that the feds have a problem.
On the BC point I don?t agree with you. Still think it?s a well-deserved payback for the k?tinga & Fek?lhr.

But please, don?t put the Sphere Prime in the same league. A Sphere Prime has an almost un-scaled super plus of energy, speed and turn rate when compared with a Sov or Negh. 2 good  heavy cutting beam discharges and your shields and armour are gone. And they normally are much faster than you and turn better.  Course the borg always have a free pass in this discussions ?since they are the borg?- pretty stupid argument IMHO.

Another valid point you make is ?The patch didn't really hurt the feds too much, it just fixed problems with the romulans, and brought them to an almost equal footing with the Klingons.
 
I really thought none had the guts to say that.

Personally, I think the roms are now, pound for pound, better than the klingons, or even anyone else..  But you don?t see klingon/borg players complaining that much do you?

If you want to be objective, the problem is the combination of overloaded plasma torps +good cloak +legendary crew+ the power of good romulan warp cores+ those pesky weapon stunning beams  
It hurt feds most cause klingons can cloak and hope to regenerate their shield. Still, what happens is that the klingon player just bought a bit more time to hope for either a romulan error or a strike of luck with the anti-cloak scan. If the romulan doesn?t do that error-something that rarely happens with good rom players, or luck doesn?t come, the outcome of the fight is normally equal to the outcome of a rom versus fed encounter.


Cozbo writes:

"I believe the reason most fed players are complaining is because they have become somewhat lazy in developing new offensive/ defensive strategies. Since the Romulans and Klingons cloaks were vitually useless before the patch I find it refreshing to be able to hide for once. Since they still have the weakness of rear firing weapons, which is fine with me, the better the cloak the more balanced the game. I personally think the effectiveness of the probes should also be reduced further. Anticloak should take power to run, if it does it should take more."


Agree to what you say but don't think the effectiveness of the probes should be reduced even more.

"Only in the upper CA ships, Vorcha/ Raptor do the cloakers gain a slight edge, a reward for survival through the other classes. "
 
150% correct. And since i really only play in servers where i start with low pp and a  FF, this particular argument has capital importance for me.


 

Firestorm

  • Guest
Re: Beta Patch - Suggestions for finished patch
« Reply #23 on: March 08, 2003, 07:16:16 am »
Quote:

None of this touches on why it should be the Feds who have to have  the weapons systems which are "to be feared". Instead (probably valid) issues of game balance are cited. Is there a valid reason to have a weapon "to be feared" for any race and if so why shouldn't it be the Borg who have it? What are the reasons for choosing a race to receive such a weapon system?  




All of the heavies in SFC3 have very lousy hit rates, except for one, and that is the Fed Photons(Both regular and Quantum) have proxie settings that give them roughly a 50/50 chance of hitting the target, even at full range, which by the way, they have the longest range in the game.  This gives the Feds a MAJOR advantage.

RAGE Cyberbeer

  • Guest
Re: Beta Patch - Suggestions for finished patch
« Reply #24 on: March 08, 2003, 09:13:15 am »
 
Quote:

K torps, polarons, grav's and plamas don't have prox settings. That gives the fed the ability to choose the engament distance and to produce a distance fight pattern called saber dance. cool isn't it?
BTW, any of the previous torp users will need to be at a distance of 20 or less if they want to have good chances of hitting ( even less for plasma) . In a less than 20 distance fight i wouldn't use the prox setting.




Ahhh man, you won't believe how long I laughed after reading this delightful statement.  How little tiny laughable proxy torpedoe give feds the ability to control distance in the game?  Well, I'll have to remember this next time I can't see my enemy.  Or perhaps the next time I see a sphere prime, I'll ask the borg real nice...to be less aggressive.  

I posted awhile back about the cloak being fixed.  I felt that Feds flew out of balance once this happened.  Someone commented that I should not design my ships with all weapons facing foreward.  Since I've only been play SFC games since the first demo, I realized I know nothing of strategy.  After playing 5 months of SFC3...I have not learned a thing.  Taking the revelation advice and mounting weapons on the rear, GASP, I took her out for a spin.  Well almost instantly in the game I notice something...what does'nt Mr. Rom attack me on the sides?

Low and behold he did.  He'd simply decloak at about range 20, I would try to turn he'd fire, I'd die....he'd cloak.  I'd fire a few phasers at nothing.  

Well I tried warping around the next game....worked great til a klink Vorcha whooped my ass from long range.  I suppose he was controling range there.  I'm not saying its impossible to kill a cloaker with a Fed, but I feel like its to much work for a few points of prestige on D3, and a win on GZ for GSA.

Now next item.  You know I just started playing klingon a week ago...and I'm an expert at them already.  Have not lost one time, even found a handy tactic to prevent being hit my Q torps.  When you decloak hit the "W" button a second later...fire your load and turn.  If its done right you'll warp at an angle away or towards Mr. Fed and Q torps should never hit.  You may take a few phasers...but, BAH, their just phasers.

Torque

  • Guest
Re: Beta Patch - Suggestions for finished patch
« Reply #25 on: March 08, 2003, 09:45:06 am »
I believe the reason most fed players are complaining is because they have become somewhat lazy in developing new offensive/ defensive strategies.

-----I find it repugnant to suggest that any particular race of players is less skilled then another over the 1000+ players on the dyna.  I find many good pilots flying all races.  If you really feel this statement is correct I will show you what I can do with no shielding and an Intrepid anyday, you pick another Race CL.  Think about what it means to have to loadout a ship with no shielding and create +30 A/Velocities just to compete.  Give me a machine gun, and you take a knife, I will show you what bravery is...... is that your argument?




 QUOTE -I find it refreshing to be able to compete evenly for a change. The lower and middle class ships of roms and klings are still  weaker than thier fed counterparts. Only in the upper CA ships, Vorcha/ Raptor do the cloakers gain a slight edge, a reward for survival through the other classes.


----Herein we are in agreement, BUT DN's and BB's win Dyna's.  Witness some of the best Dyna's like GFL where its a deadheat until races get a large percentage into heavy class ships.  BANG --- down goes the federation.  I agree with you that Fed CL's are the best of any races, as a whole, but I have yet to see ppl screaming to keep that advantage.
Take the superiority of fed CL's and level it to other races.   THEN fix the Fed heavy CA/DN imbalance to level it to the other races as well.  Fair Enough?



   Not meant as a general comment to your previous post, but in general I notice the following from dynaverse players :
"...... if I have a larger ship, and you play me and I win.... Your a brave guy."    ".....if I have a smaller ship, and I leave the sector prior to a conflict.... I'm a wise captain."    ".....if you have a smaller ship, and leave the sector prior to conflict....You guys always run, and are cowards...."


 

     

kevlar

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Re: Beta Patch - Suggestions for finished patch
« Reply #26 on: March 08, 2003, 12:07:33 pm »
"-I find it repugnant to suggest that any particular race of players is less skilled then another over the 1000+ players on the dyna"

the sense  of the phrase, that isn't even mine, is not to say that X is worse that Y, but that many times fed players are keeping  the same strategy premises, independently of the alterations. And you know what? It's true. I see alot of known faces flying and fighting exactly the same way the fought before the patch.

"Take the superiority of fed CL's and level it to other races. THEN fix the Fed heavy CA/DN imbalance to level it to the other races as well. Fair Enough?"

No problem for me... you know why? cause in 90% of the situations I never go for a DN. On one of the last campaigns I played I reached  500000  prestige points and capped myself to a vor'cha. In fact In dynaverse I only used a DN when playing feds because of asthetic reasons.  Can't talk for the others though.

Problem is that people only think on dn's..dreadnoughts left and right... there are even in my logic - and I would like to re-enforce MY LOGIC,  stupid servers  where you start with a DN and 60 k pp.  The point of the game appears to be to reach a DN, no matter what, and only make a career after.

There is one point where I agree with some SFB fanatics - and I rarely agree with most of them. The point was, and i'll try to to reproduce the phrase the best I can,  that SFB is a game for cruisers not dreadnoughts or batlleships and thus the excessive number of DN's was removing the virtue of the spirit of the game.  

The best  "flyer" I faced was, if memory serves me well,  a guy named darktide  - or could it be darkmatter. Not sure, it was dark something.  on activision B. He used an akira, despite having, like me , enough PP for 4 or 5 DN's. And he won- altough I would like to point that is AI did alot of damage to my vor'cha, and if it wasn't for the  proximity q-toprs of his AI things COULD  have been diferent. I wrote could and not would. But the proximity setting clearly favored HIm in a distance fight ( read it: the polarons missed 75% of the time).

 With that akira I know that he won against   legendary crewed Negh'vars, Warbirds and I have heard he put a hell of a fight against Sphere Primes.  His flight pattern was what veterans call "saber dance" and HE DID controlled the distance of the engagement,  with the Q-torps on proximity and turning speeds of 50.


Did he always win? nope. He lost a couple of Akira's in the process. I lost a couple of vor'chas also. Sometimes we win, sometimes we loose, sometimes it just rains.

MrCue

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Re: Beta Patch - Suggestions for finished patch
« Reply #27 on: March 08, 2003, 12:47:13 pm »
and you can find darktide hiding on TNZ, come play its brilliant

Wiz33

  • Guest
Re: Beta Patch - Suggestions for finished patch
« Reply #28 on: March 08, 2003, 01:18:35 pm »
Quote:

Where are you going to get the power to overload the Quantums? A Sov that move at anything over 20 (Max) and can actually turn (.60) will only be able to hold a IX core, even with Leg crew you get 128. Give the ship IX shield and you are using 125+ and you can't even use all your weapon mass. The Rom don't even need to overload and if you get a Sci on a one to one, you're dead."

Exactly in the same way I get power to overload the primary weapons while the q-torps or polarons are reloading. Dynamic energy management. I adjust the energy all the time.

Another thing is I never mount phasers 12 except on the 360º point, rest are phasers 11 and 9 and I warp a lot also.
If I recall well, one of the SOVS I used had a consumption of 110 from 181 (or 186?) warp power. With a warp 9 core I managed to still have enough excess power to overload 3 q-torps.

Is the Sci an abbreviation for scimitar? AFAIK scimitar isn?t officially supported on dynaverse.
Don?t know how things are on GSA and the Scimitar department, since I never fly GSA, but probably against a good cloak de-cloak player a negh?var would be dead also.

 




  Do you even read you you type? And what server have you been playing on. The Fed IX core gives 128 with Leg crew, and you are saying that you only use 110 out of 181 so you have pretty to overload! Eitner you are smoking something wild or you are playing on a server that use Mods.  

MrCue

  • Guest
Re: Beta Patch - Suggestions for finished patch
« Reply #29 on: March 08, 2003, 01:23:09 pm »
i think the X core provides 181 with a legendary crew

kevlar

  • Guest
Re: Beta Patch - Suggestions for finished patch
« Reply #30 on: March 08, 2003, 02:20:23 pm »
Sorry wiz33. I don't smoke wild stuff. I don't even  drink alchool, coffe or tea. I  should have wrote something like...

"Even when I i use a warp 9 i manage to have around 35 spare power. When i use a warp 10,  I have more than 70 to spare. "


Cueball, I believe we are talking about the same individual .
Thanks for the invitation but I don't fly on spec file modded servers. The TNZ mod looks good, and i even use some of the models, but it's not my kind of server, Things like the "wing of death" aren't my cup of tea.
 Besides, I'm not lawful good enough to respect things  like  tactical area of action or line of supply.  If i know myself well, and i think i do, I would break those rules pretty fast.  

Wiz33

  • Guest
Re: Beta Patch - Suggestions for finished patch
« Reply #31 on: March 08, 2003, 02:22:54 pm »
>>>>Another thing is I never mount phasers 12 except on the 360º point, rest are phasers 11 and 9 and I warp a lot also.
If I recall well, one of the SOVS I used had a consumption of 110 from 181 (or 186?) warp power. With a warp 9 core I managed to still have enough excess power to overload 3 q-torps.<<<<

  Can you tell what core he's using from the above statement? As I said, unless you strip the shields of it, there noway to have a Sov that can move at over 20 and manuveur at over .60 with a X core. If he have to use an IX core in his example, he will be using 110 out of 128 and that wouldn't leave much for overloading. Yes you can do more if you manage the energy setting but without presets, It will be tough to do on a speed 9 server.
 

RAGE Cyberbeer

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Re: Beta Patch - Suggestions for finished patch
« Reply #32 on: March 08, 2003, 02:28:04 pm »
IMHO Feds are slightly out of balance.  With cloak being fixed, this has I will admit, thrown many feds out of whack.  I would have no problem with the cloak if Feds had a little help in the following areas.

Maneuverability- I think it is stupid for a ship to decloak aft or fore of a Federation ships.  A smart cloaker attacks the port or starboard side of the ship.  Why?  A fed may have only 1 or 2 phasers on the sides of the respective ship.  Even at that they are pretty weak phasers.  I have tried radical ship designs, from weaker armor to heavier shields which makes me slightly more maneuverable.  As I said in a prior post a ship that decloaks and hits the warp button a second later can fire all weapons and warp right over me without fear of being hit by a quantum.  While in warp, simply hit the cloak button.  Instances where I have employed this tactic my ship usually only takes less then 50 internals.  Now let?s imagine this.  The warbird is 3 times the size of a galaxy class ship.  I have seen warbirds with more maneuverability then Intrepids...  Now here are 2 enhancements for this.  

a. Increase base maneuverability for Federation ships
b. Increase anti cloak efficiency

If people would drop their shields and think about it for 1 second, how hard is it to fly around in a ship with a cloak 5?  Now I am sure you have been beaten before, I have.  Bet your win% is above or at least 70.  Now as an experienced Fed I...have played SFC1-2-OP and SFC3 since its release, I have designed many, many ships.  If I beat a cloaker 45% of the time I am doing well.  

Weapon charge- While Feds have more powerful warp cores, their weapons take more power to charge.  While plasma takes a long time to charge and takes the most power...getting hit by a ship with 3 Heavy plasmas on it will knock a Fed Cruiser to half hull.  I do not have a huge problem with this as it was the same way in SFC1 and 2.  However others have mentioned it.



Cloak- This system opens up more emotion then any other I have seen in the SFC community.  I have a certain apprehension even bringing it up because I know of the flames coming afterwards.  The truth is...Feds are afraid of cloaked ships.  Just like they were in ST: TNG.  But in TNG the cloaking races were not anxious to take on Feds either.  The deterrent was higher numbers, and well put together Federation ships.  Federation tech and genius.  In this game, if a cloaker fears a fed it?s because (s)he is a newbie.  Plasma has become the most feared weapon in the game, coupled with a working cloak...its reasonable to be afraid.  Now...is the problem cloak?  Yes and No.  This gives an extreme tactical advantage to Klink?s and Roms.  Fine, that?s how it is in the Trek world.  

My only answer is to increase anti cloak by 5%.  Right now you have a 1 in 6 chance to detect a cloaked ship.  Before it was 25%.  As cloak is now, it?s used almost exclusively.  Before Roms and Klink?s had to learn to fly with it only once in awhile.  Anyway, I welcome any suggestions.  However, this entire post is an opinion, and if you flame me for such it only shows your true colors.

I'm looking for logic as to why these things can't be implemented, not an excuse.  "Well now Cyberbeer, you feds just need to learn to fly."  

That?s childish, fight logic and debate, with logic and debate not with childish remarks.  Thank you

 

Alexander1701

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Re: Beta Patch - Suggestions for finished patch
« Reply #33 on: March 08, 2003, 03:25:16 pm »
  Cloak IS good. That's the point. But its FAR from easy to use. Detection IS pretty good. Remember that probes seek the target. When you hear that cloaking sound, fire a probe! It'll always be a direct hit, which WILL reveal them. Admitedly, you can't keep them PERMANENTLY decloaked this way, but you can fire back. It's little things like that. Anything less than cloak-5 is useless. Visit the battleclinic. You'll notice than even the FFs have cloak 5. Its necessary. You'll also notice that they have almost nothing in shields, tractor, transporter, (mostly) computer, and a lot of the time cloak.

As for power concerns, you've obviously never flown romulan. Until you reach very high levels, romulan ships tend to give you a choice.

Move, or Shoot.

That is to say that you either need to build up your warp core to max, or your non-warp. Romulan ships are by FAR the most power deficient. My first time playing them, I put together a shrike that had 1/3 of its required power. (I changed it when I noticed htis). Its a constant balancing act to get fast, effective ships. There used to be a thread about how the Warbird needed more engine space.

For this reason, most Romulan veterans will avoid the Hawk, or 'Plucked Chicken', in the same way that federation players avoid excelsior. Its just not good enough.

I realise that the Romulans are good now, but no better than anyone else. And I will say that, on average, the federation does have more newbie players than the other races, but not fewer veterans. This is manefested by the huge number of fed players on every server.

As for the quantums, they no NOT suck.

Most Romulans fear the quantum range. They almost always hit at any range. You have to be very careful to close the distance with federation players. Once again, go to www.battleclinic.com and see the Chicken ship strategies. You can be very very effective with those. Also, my brief foray into federation play has shown me the following:

You can take out bases like they're actually easier than planets. You just have to sit back, and hit them with max range quantums. Quantums always do full damage, so anything the base DOES manage to hit you with will pretty much bounce off. As an example, Romulans can't take out starbases very easily until they have a very large ship, because we have to get right in there, under the fire of all 3 platforms AND the base. Before you even suggest cloak, remember that an unshielded romulan is not a very long lasting one; we have the weakest hulls in the game.

The klingons are the only race that don;t have a hell of a lot going for them, I'll admit that. The borg have a BB, the federation the heavy DN (borg have no shields, so it averages out), and the romulans use cloak/plasma. Cloak-Ion and Cloak-Polaron just don't carry the same weight. All they have is the fact that their primaries do well at range (10-20). And yet, you see EXCELLENT klingon players, from time to time. They've adapted to it. Take a page out of their book.

But just to reiterate, don't become upset because you can't fill all of your arcs with maximum sized phasers. Its meant to provide customization. That's the point, you're SUPPOSED to be able to create a worthlessly power-defiecient ship if you aren't careful.

I agree on the warbird, though. Nothing more useless than rear-fire on romulans ships. I never put anything there.

Alexander
 

Tulmahk

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Re: Beta Patch - Suggestions for finished patch
« Reply #34 on: March 09, 2003, 02:25:44 am »
Actually, the Federation sports the very best warp cores in the game.  Of all the things to improve on a Fed ship, the warp core isn't it.

All the complaining from the Federation players boils down to one thing:  cloak works now.  Learn tactics, and deal with it.  You no longer have your Uber Probe? crutch, and you have to learn to mount a Computer V (and actually USE it's anti-cloak feature!  MANY Fed players are forgetting to do that after having been dependent upon the broken probes).  Erratic maneuvers are your friend, too.

And to all the players bemoaning the fact that they are having difficulty using their speed 80+ AMML cheese ships:  serves you cheaters right!  

Torque

  • Guest
Re: Beta Patch - Suggestions for finished patch
« Reply #35 on: March 09, 2003, 01:16:42 pm »
--
Bump
-  

Chronic

  • Guest
Re: Beta Patch - Suggestions for finished patch
« Reply #36 on: March 09, 2003, 01:47:30 pm »
Quote:

Actually, the Federation sports the very best warp cores in the game. Of all the things to improve on a Fed ship, the warp core isn't it.

All the complaining from the Federation players boils down to one thing: cloak works now. Learn tactics, and deal with it. You no longer have your Uber Probe? crutch, and you have to learn to mount a Computer V (and actually USE it's anti-cloak feature! MANY Fed players are forgetting to do that after having been dependent upon the broken probes). Erratic maneuvers are your friend, too.

And to all the players bemoaning the fact that they are having difficulty using their speed 80+ AMML cheese ships: serves you cheaters right!






Ummm probes still work and when you dont have a computer 5 its a real life saver it atleast give you a chance to minimize the dmg of cloak and dagger manuevers also on another note the cloak isnt entirely fixed you can still see it if their is a bright background or going over your ship oh and my request for the patch is dont let Instant Messanger programs knock you out of your game that is all
« Last Edit: March 09, 2003, 01:49:09 pm by Chronic »

Alexander1701

  • Guest
Re: Beta Patch - Suggestions for finished patch
« Reply #37 on: March 09, 2003, 02:41:48 pm »
  How to prevent instant messenger programs from crashing your games:

Step 1: Right click on the picture in the task bar (for MSN, a blue a man)
Step 2: Select 'Close', 'Exit', or 'Shut down messenger', whichever is present
Step 3: Launch the game. It will not crash as a result of messenger mesages.

But yeah. An analysis of pre-patch cores is somewhere in the back of this forum. Dig it up and you'll see that, in fact, the Federation has the best overall warp cores (in terms of power/level/what-you-can-actually-fit), the romulans have overall best power, the klingons have best power/mass, and the borg best core hp. Of those, I think having more power in legitimate tests is better.

If you think ANY ships on sfc3 are power-deficient, play sfc1, where moving takes up power. Now that's an education on power shortage.

Alexander
 

Chronic

  • Guest
Re: Beta Patch - Suggestions for finished patch
« Reply #38 on: March 09, 2003, 03:41:04 pm »
Goto the Messanger on the start up menu click properties then search for a icon in their called find targets then when it opens up the folder click on the folder icon and then it will tell you which folder is the folder you are looking in and from their purge it off your computer thats what I just did it should stop it though I'm keeping it in my recycle bin just to see if it screws up anything by not having the messenger program  
« Last Edit: March 09, 2003, 03:45:56 pm by Chronic »

CynicForever

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Re: Beta Patch - Suggestions for finished patch
« Reply #39 on: March 09, 2003, 06:53:07 pm »
Quote:

Actually, the Federation sports the very best warp cores in the game.  Of all the things to improve on a Fed ship, the warp core isn't it.

All the complaining from the Federation players boils down to one thing:  cloak works now.  Learn tactics, and deal with it.  You no longer have your Uber Probe&#8482; crutch, and you have to learn to mount a Computer V (and actually USE it's anti-cloak feature!  MANY Fed players are forgetting to do that after having been dependent upon the broken probes).  Erratic maneuvers are your friend, too.

And to all the players bemoaning the fact that they are having difficulty using their speed 80+ AMML cheese ships:  serves you cheaters right!  




I don't have a problem with the cloak working now. Funny, that all I hear is that is our problem. Its not. I know tactics to combat a cloaker, and guess what? They still work even with the patch. Most opponents I faced didn't use the cloak that much, they really didn't need to.They outmatched me in firepower. The problem is that the larger fed ships can't put out the same firepower as the other races.Combine that with poor agility and speed, and you've got an imbalance.

Yes, I wholeheartedly agree that fed light and heavy cruisers are superior. But they don't win servers, the larger classes do. I have lost a sov about 15 times now, mostly to negs and spheres. I've tried alot of different things- orbitting the target with heavy side mounts, maxing out the rear weapons, warping around, etc. They don't work. The only thing that worked most times was the am cheese cutter, and it still works, just not as effective.

All the complaining boils down to one thing, and it's not that the cloak works. I fly romulan now, and I have no problems. When I flew a Klingon neg, nobody could touch me. I only lost it finally to a fight with a human sov and a human galaxy. Sphere prime, I had my ups and downs, but then, the borg have the cube.

Like I said, the problem isn't that the cloak works. The feds are underbalanced. Deal with it.
 

Chronic

  • Guest
Re: Beta Patch - Suggestions for finished patch
« Reply #40 on: March 09, 2003, 07:14:17 pm »
Well then I guess I can now say I'am a hard core fed player  (not one that plays fed  because they are the most uber)  

SSCF Hooch

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Re: Beta Patch - Suggestions for finished patch
« Reply #41 on: March 09, 2003, 08:17:52 pm »
 
Quote:

 Tulmahk

And to all the players bemoaning the fact that they are having difficulty using their speed 80+ AMML cheese ships: serves you cheaters right!  




I am not a AMM fan myself, but to call players that do use this "tactic" cheaters is not called for. "Snag and Drag" is a very old tactic going clear back to SFC I. It is a feature of being able to make your ship to your taste not cheating. Cheating is breaking the rules or exploiting a bug, not making a boat that suits your taste.

Hooch  

Wiz33

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Re: Beta Patch - Suggestions for finished patch
« Reply #42 on: March 09, 2003, 09:10:32 pm »
  AMML user in the current beta is not a cheater. But those that do it in version 1.00 is. They are taking advantage of a typo that was not meant to be (the 35 for damage was suppose to be the health rating). Using it is just as bad as targeting Cloak/auto follow/shuttle follow.

 

Firestorm

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Re: Beta Patch - Suggestions for finished patch *DELETED*
« Reply #43 on: March 10, 2003, 11:54:34 am »
Post deleted by Firestorm
« Last Edit: December 31, 1969, 06:00:00 pm by Firestorm »

CynicForever

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Re: Beta Patch - Suggestions for finished patch
« Reply #44 on: March 10, 2003, 04:21:04 pm »
Quote:

Quote:

Most opponents I faced didn't use the cloak that much, they really didn't need to.They outmatched me in firepower. The problem is that the larger fed ships can't put out the same firepower as the other races.

Like I said, the problem isn't that the cloak works. The feds are underbalanced. Deal with it.
 




When you come down off your drug induced illusions you might want to edit your post to be something closer to reality.

How you can even imply, yet right out state, that Feds are underpowered you got to be smokin somethin.

They have the most powerful weapons in the game that actually hits the target half of the time, being a Quantum Torpedo set to proxie, no one else can come close to that kind of damage they can inflict.




Wow, have you even played this game, or just hang out here for thrills? The Borg have the most powerful weapons in the game. Proximity setting? Ya, theyr're nice when I want to throw spit wads. As for weapon accuracy? The only ones who suffer there are the romulans.

Basic hardpoints on a sov are 3 fwd firing primaries and 3 fwd firing heavies. Fed heavies are high power consuming beasts. Neg 5 fwd primaries and 2 fwd firing heavies. klingon heavies don't suck up as much energy as fed weapons, have better firing rates, and after a couple of volleys actually do more cumalitive damage than fed weapons. WarBird-5 fwd primaries, 3 fwd heavies. Rom primaries are high energy beasts themselves, and romualn plasma are not quite efficient. But when overloaded they can do quite a bit of damage, especially at close range. Sphere prime- 4 fwd firing primaries, 2 fwd firing heavies, 2 semi-fwd firing heavies, and 2 semi-fwd firing primaries. If you mount them right, the sphere has plenty of spare power to go around.

So lets see, the sov has 6 fwd firing weapons. The neg-7. The warbird-8. The sphere-6 to 10, plus that isn't the borg's most powerful ship.

And of out of all the dreadnoughts I played, the sov always had the least spare power.

Firestorm

  • Guest
Re: Beta Patch - Suggestions for finished patch *DELETED*
« Reply #45 on: March 10, 2003, 04:54:33 pm »
Post deleted by Firestorm

Wiz33

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Re: Beta Patch - Suggestions for finished patch
« Reply #46 on: March 10, 2003, 05:32:59 pm »
Quote:

uh, yeah, I been playing since about two months before it hit the store shelves.  




  So you spent a lot of time in this game and didn't learn anything? For the record, I've  played all version of SFC including the the minatures (1st release) so that probably means I know more than you so shut up.  

Torque

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Beta Patch - Suggestions for finished patch
« Reply #47 on: March 07, 2003, 01:34:13 pm »
First,
I am extremely greatful to all parties that worked in providing us (the customers) with a beta patch.  Great job thanks guys!

IMO - For the finish patch two things have occured which are causing me to lose interest in the game, (1) I play a lot of Dyna and PVP battles.  The new random mission map, is more like debris of some kind (asteroid, vortex. sun, etc...) on80% of all missions.  It has taken a tremendous amount of the fun out of PVP battles.  I also believe it has added a sense of un-realism to the game, and I hope its inclusion in the finished patch is greatly reviewed.  Please drop the randomness down tremendously, after all now its a mute point to review the sector you are warping into for a neb, blackhole, or asteroids when you know for sure there will be debris in almost every mission.
(2) On larger more evenly balanced dyna's(GFL and some others) the federation has been casterated, so much so that many players that used to play the federation now feel they stand no chance vs the rest of the races, good pilots and mediocre ones.  I realize there was an attempt to balance, and most Dynas may have so many more ppl playing fed that it was requested for the other outnumbered races.  Please offer a control for the ADMIN to alter this with a percent change for heavies, or primaries or do something else that can be done to alter this balance.  

That is all, and one persons opnion only.  
Thank you for working on the patch.

-Torque
 

Wiz33

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Re: Beta Patch - Suggestions for finished patch
« Reply #48 on: March 07, 2003, 04:01:35 pm »
Quote:

First,
I am extremely greatful to all parties that worked in providing us (the customers) with a beta patch.  Great job thanks guys!

2) On larger more evenly balanced dyna's(GFL and some others) the federation has been casterated, so much so that many players that used to play the federation now feel they stand no chance vs the rest of the races, good pilots and mediocre ones.  I realize there was an attempt to balance, and most Dynas may have so many more ppl playing fed that it was requested for the other outnumbered races.  Please offer a control for the ADMIN to alter this with a percent change for heavies, or primaries or do something else that can be done to alter this balance.  

That is all, and one persons opnion only.  
Thank you for working on the patch.

-Torque
   




  I don't mind about 1) as it makes you be careful of your surroundings and make PVP actually more interesting.

  I agree on number 2. with my own additions:

  We need to be able to control the triple fire rate . Put it in one of the .gf files

  Fed needs either new/improve weapons or a BB (Klin can use one too)

  Borg needs work, Have anyone (either alone or in a fleet) ever takes on a Human cube and won? Anyone? Anyone out there?

  What most people don't realise is that while there might be a large number of Fed player on any server, most are green.  There are very few hardcose Fed players. Most new player use Fed as a learning tool and move on to other races once they learn the system.

 

Alidar Jarok

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Re: Beta Patch - Suggestions for finished patch
« Reply #49 on: March 07, 2003, 04:58:29 pm »
What changes were made to the Feds?

Torque

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Re: Beta Patch - Suggestions for finished patch
« Reply #50 on: March 07, 2003, 05:05:35 pm »
Item (1) when flying at impulse speeds of 80+ and launching heavies trust me it doesnt add much to working for weeks to get a ship only to have to eliminate this strategy in leau of ships using speeds sub 50.  That lends itself to a different strategy that plays into stronger slower ship classes, again ships the Federation does not have.  To me it eliminates a great deal of creative playing.  Just my opnion.

  To a later post ....what changes to Federation......  
The federation especially in upper massed ships is extremely outclassed by all races but Roms, after the patch, Id say its now offical, all races including roms.  Also Platforms have extended hit power and accuracy and again it lends itself to planetary conquest best accomplished by the race with the best heavies.    
« Last Edit: March 07, 2003, 05:06:29 pm by Torque »

Alidar Jarok

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Re: Beta Patch - Suggestions for finished patch
« Reply #51 on: March 07, 2003, 05:25:45 pm »
That doesn't exactly answer my question

(Excluding Borg, as they have Huge advantages and Huge disadvantages, so they are tough to judge) It was my opinion that in pre-patch the best race was the Feds.  They had superior hard points and more 360 arcs.

In post patch, Plasma, F Disruptors (and possibly all RDizzies) were improved (along with cloak)

If it's just Roms improving, you can't really call that castrating.

SSCF Hooch

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Re: Beta Patch - Suggestions for finished patch
« Reply #52 on: March 07, 2003, 05:39:50 pm »
Quote:

That doesn't exactly answer my question

(Excluding Borg, as they have Huge advantages and Huge disadvantages, so they are tough to judge) It was my opinion that in pre-patch the best race was the Feds.  They had superior hard points and more 360 arcs.

In post patch, Plasma, F Disruptors (and possibly all RDizzies) were improved (along with cloak)

If it's just Roms improving, you can't really call that castrating.  




I agree that the Romulan ships were at a disadvantage in 1.00 . Those bugs were dealt with well  I think.

I do think that the anti-cloak tech now needs tweaked a bit so a Federation ship does not always get caught with his pants down.

 The whole CA, and DN classes in the Federation hulls need to have their mass boosted so they can carry a larger warp core that will power the weapon suites to higher levels so the current weapons will deal a killing blow.

The volley fire was the killing shot from a Fed ship. Without it the Fed player is hosed. I know this is an old arguement but the Federation Photon has to be a feared and accurate weapon or the Federation ship is a sitting duck, IMO.

Hooch  

kevlar

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Re: Beta Patch - Suggestions for finished patch
« Reply #53 on: March 07, 2003, 05:54:13 pm »
"The whole CA, and DN classes in the Federation hulls need to have their mass boosted so they can carry a larger warp core that will power the weapon suites to higher levels so the current weapons will deal a killing blow. "

Really think so?
Try using Klingon warp cores first, then using some front and rear weapons and decent shielding, ...  and  see  what is really underpower!  Unless you cut on  the thruster/impulse,,,   and then the sometimes mentioned klingon racial advantage ( ship agility and speed )  goes down the drain in CA/BH versus the need to power up a decent package of weapons. And klingons still have weaker shields and armor.


 
« Last Edit: December 31, 1969, 06:00:00 pm by kevlar »

Cleaven

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Re: Beta Patch - Suggestions for finished patch
« Reply #54 on: March 07, 2003, 06:25:32 pm »
Quote:


 I know this is an old arguement but the Federation Photon has to be a feared and accurate weapon or the Federation ship is a sitting duck, IMO.

Hooch  




Okay, you have got my curiosity since I must have missed the old arguement. Why is it that it is the Fed Photon and not, for example, the Romulan Plasma (which originally was that big orange ball of destruction from BoT) which is to be a feared and accurate weapon? It's just that you seem to be of the same mind as that responsible for the original SFC3 design and I would like to understand the reasoning for that because the original design seemed to be wrong.    

Wiz33

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Re: Beta Patch - Suggestions for finished patch
« Reply #55 on: March 07, 2003, 07:08:30 pm »
  Simple. A well placed shot of one plasma H and 2 Plasma M will take down a class IX shield in one shot. Even the AI can do it now with the patch. Even the old triple fired 3 Quantum from a Sov with Leg crew couldn't do that. Couple that with cloak and the Rom have an advantage. And that's with the Warbird. It's worst with a Scimatar.  

kevlar

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Re: Beta Patch - Suggestions for finished patch
« Reply #56 on: March 07, 2003, 07:47:50 pm »
Quote:

  Simple. A well placed shot of one plasma H and 2 Plasma M will take down a class IX shield in one shot. Even the AI can do it now with the patch. Even the old triple fired 3 Quantum from a Sov with Leg crew couldn't do that. Couple that with cloak and the Rom have an advantage. And that's with the Warbird. It's worst with a Scimatar.  





Want to bet?

shield 9 stops 52 points of damage

A single quantum torp does 13 damage , 19.5 when fully overcharged.  if volleyed  (what increases damage by 25%), that single q-torp will produce  over  22.875 not counting officer bonus damage ( another 25% if I'm not wrong).

Now i'll quote your "Even the old triple fired 3 Quantum from a Sov with Leg crew couldn't do that".

I'll even be a nice guy and consider that from those 3 torps,  only one produced a  multi-volley. You'll have 22.875+ 2(19.5). End result 61.875. And I'm not even adding the damage bonus from officers.

probable counter argument:

"That's wrong cause you don't mention the proximity setting.  That halves the damage !!!!"

K torps, polarons, grav's  and plamas don't have prox settings. That gives the fed the ability to choose the engament distance and to produce a distance fight pattern called saber dance. cool isn't it?  
 BTW, any of the previous torp users will need  to be at a distance of 20 or less if they want to have good chances of hitting ( even less for plasma) . In a less than 20 distance fight i wouldn't use the prox setting.


EDIT: Despite the calcs i do think that the plasma is maybe a bit stronger than what it would be desired. But  upgrading the feds would mena unbalance towards klingons and eve borgs.

Another gooid point that must players forget is that shields operate in a different way now. Before the patch I would reinforce the frontal sheild and any of the other sheilds would be untouched. Now , if I reinforce my class 10 frontal shield, the remaining  ones ( mix between class 8 and class 9) will not resist a  precise overcharged  triple quantum discharge at prox setting.
« Last Edit: March 07, 2003, 07:57:01 pm by kevlar »

Torque

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Re: Beta Patch - Suggestions for finished patch
« Reply #57 on: March 07, 2003, 07:53:40 pm »
Try using Klingon warp cores first, then using some front and rear weapons and decent shielding, ...  and  see  what is really underpower!  Unless you cut on  the thruster/impulse,,,   and then the sometimes mentioned klingon racial advantage ( ship agility and speed )  goes down the drain in CA/BH versus the need to power up a decent package of weapons. And klingons still have weaker shields and armor.


 




Yes, but when a Kling ship can cloak and lob Polarion Torps and hit from 40 with damage of 12 (Quant is 13) - The Kling can get off 8 Shots per 7 of the Fed, AND the Polarion can Pierce Shielding ?  Its no wonder why in the hands of good pilots Vorchas can fly at 40+ speed, and blow away any , yes any Fed CA.

If flown right the only thing needed to the rear of a Kling CA is a license plate, IMO.

 

kevlar

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Re: Beta Patch - Suggestions for finished patch
« Reply #58 on: March 07, 2003, 08:16:43 pm »
Polarons have 15% chance of piercing shields. They can't volley ou use prox settings. The chances of 2 torps piercing the shields at the same time isn't that high.

To have a good chance to hit at distance 40, target probably needs to be imobile. I never unleash a polaron discharge at less than 30, and even so  have something like 50/50 chances to hit. And if the target uses evasive manoveurs I'm lucky if one torp hits.

Vorcha's flying at +40 speed probably won't turn very well. And if they turn,   probably don't have class 9 shields also. More like 6 or 7 shields, low armor . low tractor.

Actually the max that my dynaverse vor'cha can achieve is 41.xx.  With a lighter loadout it can probably reach speed  60 or close but then I won't have enough power to overload the weapons - and overloading makes a great difference and must trust  more on AV than on shields .

IMHO the Vor'cha is BY FAR  much better than any Fed CA. Understand it  like  a payback for what the klinks suffer when flying the K'tinga and Fek'lhr against defiants, intrepids and akiras.  It is divine justice for me.


"If flown right the only thing needed to the rear of a Kling CA is a license plate, IMO."

That was in the past. Try facing good roms pilots without rear weapons and tell me the result latter. Don't forget that now the max you can pull is 2 successive HET's , and after the first one the chances of success are 67-68%.

BTw. I admit that you only need rear weaponry when facing roms. And neglect all that i said if you are talking about GSA or non dynaverse skirmishes.



Good night.
« Last Edit: December 31, 1969, 06:00:00 pm by kevlar »

Wiz33

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Re: Beta Patch - Suggestions for finished patch
« Reply #59 on: March 07, 2003, 09:03:15 pm »
  Where are you going to get the power to overload the Quantums? A Sov that move at anthing over 20 (Max) and can actually turn (.60) will only be able to hold a IX core, even with Leg crew you get 128. Give the ship IX shiled and you are using 125+ and you can't even use all your weapon mass. The Rom don't even need to overload ans if you get a Sci on a one to one, you're dead.

  Another problem with low manuveuring, you need to put Phaser at most hardpoint so you can at least get a few shots in during the time that the Cloak ship is targetable. Not to mention that getting in a 3 Quantum shot is almost impossable against a human player unless he gets stupid.

  Klin player have this advantage too, have you seen the Killer Negvar that they use on Gamespy? 5 Dis IV F front with a Tac and a Pol. Stock shield. Max Warp/Impuse/Thrust. It's fast, manueveurable, overpowered and deadly.  

CynicForever

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Re: Beta Patch - Suggestions for finished patch
« Reply #60 on: March 07, 2003, 09:33:53 pm »
The problem with the feds is not about weapon mass limits(though the nebula is horrible), or even engine mass limits. The problem is power consumption and hardpoints.

In the Battlecruiser and Dreadnought classes, the feds don't improve. they only have 3 fwd firing primaries. Only on the Sovereign is there 3 fwd heavy hardpoints(not including the defiant here). Vs. the neg, wich can mount 5 fwd primaries and 2 fwd heavies, the Warbird wich can mount 5 fwd primaries and 3 fwd heavies, or the Sphere prime wich can mount 4 fwd primaries and 2 fwd heavies(not including the slightly off fwd/side heavies). Yet, for mounting on average 2 less primary weapons, there is also no real energy surplus. The neg, sphere, and warbird has plenty of spare power when using the legendary officers. With battlecruisers, its the same deal pretty much.

The fed ships suffer from a lack of power surpluss, less weapon variety, and inferior power to damage conversion. The battlecruisers and dreadnoughts also suffer from lack of fwd weapon mounts. Additional side mounts DON'T make up for this, and really is a disadvantage overall. I tried mounting the side mounts on a fed ship. But with their terrible turn rate, and lack of power, all they did was suck up power from the fwd weapons.

Stronger armor and shields don't make up for this either, because they aren't that much stronger than Klingon equivalents. The advantage translates into maybe 1 to 2 extra shots can be absorbed, but with the most enemy ships, that's not a problem at all.

The patch didn't really hurt the feds too much, it just fixed problems with the romulans, and brought them to an almost equal footing with the Klingons. The problem is that the Federation is just not balanced well at all.

I have played all 4 races extensively online. I know their strengths and weakness's. And the feds are the weakest race I played. The only tactic that really works with the feds is too mount all am mines. Of course, to most of you, I'm just a "whiney" fed. To that, I say, try actually flying fed for awhile. Get a fully loaded sov, then take on a human neg. The only time I won against a neg was when I tractored him and mined him to death. Every other tactic I used failed horribly, most times I couldn't even penetrate the shields before I was down to half a hull.

Cleaven

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Re: Beta Patch - Suggestions for finished patch
« Reply #61 on: March 07, 2003, 09:47:50 pm »
None of this touches on why it should be the Feds who have to have  the weapons systems which are "to be feared". Instead (probably valid) issues of game balance are cited. Is there a valid reason to have a weapon "to be feared" for any race and if so why shouldn't it be the Borg who have it? What are the reasons for choosing a race to receive such a weapon system?  

Wiz33

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Re: Beta Patch - Suggestions for finished patch
« Reply #62 on: March 07, 2003, 10:01:07 pm »
  Borg instill fear just by their presence. Getting jumped by 3 human Sphere Prime will cause fear even if you are in a Sov Fleet, not to mention getting tractor by one of them. Finding youself in the firing arc of Rom Plasma just as they charge up are to be feared. A Klng with Ion and Pol are to be feared. But nobody fear facing a Fed with Quantums.  

 
« Last Edit: March 07, 2003, 10:06:55 pm by Wiz33 »

SSCF Hooch

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Re: Beta Patch - Suggestions for finished patch
« Reply #63 on: March 07, 2003, 10:30:03 pm »
Quote:

None of this touches on why it should be the Feds who have to have  the weapons systems which are "to be feared". Instead (probably valid) issues of game balance are cited. Is there a valid reason to have a weapon "to be feared" for any race and if so why shouldn't it be the Borg who have it? What are the reasons for choosing a race to receive such a weapon system?  




Cleaven,

Please don't over-state my comment.

Gheeesih!

 ALL I meant was this   , I have a healthy respect for plasma so I manuver to aviod it. I have yet to see a human enemy have the slightest concern for photons, prox, normal, or over loaded. They are a joke unless I am lucky enough to catch the cloaked ship in the act of cloaking or un-cloaking and land at least one solid hit with one.

Look, you have yet to even comment on the fact that I did say the patch did good for the game. It's all about balance right? Well I get to have my opionion too, and that one is that Federation ships are now at a dis-advantage.

Either make the Federation a healthy weapon, or make anit-cloak better, or allow blind fire. I will be happy with any one of the three. I would prefer better cloak detection to be honest. A photon that gets my enemy's respect is just another suggestion.

Hooch

Hooch    

Draco

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Re: Beta Patch - Suggestions for finished patch
« Reply #64 on: March 07, 2003, 10:41:46 pm »
Quote:

The battlecruisers and dreadnoughts also suffer from lack of fwd weapon mounts. Additional side mounts DON'T make up for this, and really is a disadvantage overall. I tried mounting the side mounts on a fed ship. But with their terrible turn rate, and lack of power, all they did was suck up power from the fwd weapons.




I feel this is an example of using a ship for something it was not made for. You say that the sov suffers from a lack of forward arcs? Take a look at the rear end of it, 5 primaries and 3 heavies. Put your weapons in the back and make like a porcupine. Lastly with the ships that have the side weapons, load only those and orbit your target. If you keep turning with it you?ll keep the AV relatively low, when you expect to be fired upon make a sharp turn the other way to jack up the AV. They would do well as ships configured to stay away from the actual battle site and bombard the enemy from a distance while someone else goes in close.  

Cleaven

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Re: Beta Patch - Suggestions for finished patch
« Reply #65 on: March 07, 2003, 11:04:05 pm »
Quote:



Cleaven,

Please don't over-state my comment.

Gheeesih!

 ALL I meant was this   , I have a healthy respect for plasma so I manuver to aviod it. I have yet to see a human enemy have the slightest concern for photons, prox, normal, or over loaded. They are a joke unless I am lucky enough to catch the cloaked ship in the act of cloaking or un-cloaking and land at least one solid hit with one.

Look, you have yet to even comment on the fact that I did say the patch did good for the game. It's all about balance right? Well I get to have my opionion too, and that one is that Federation ships are now at a dis-advantage.

Either make the Federation a healthy weapon, or make anit-cloak better, or allow blind fire. I will be happy with any one of the three. I would prefer better cloak detection to be honest. A photon that gets my enemy's respect is just another suggestion.

Hooch

Hooch    




I think there is a bit of a difference between a healthy weapon, and a weapon to be feared, the latter implying that when you face said weapon, if you don't run away you will die. I question why the Feds (or anybody else) should receive such a weapon.

Regarding the patch, I think it's a great improvement just by fixing the cloak bugs. You think the patch needs some more mods to weapons stats and equipment performance, and that is probably correct. This game will do the best with a bit of iterative fine tuning and that takes a lot of time and effort, which we don't seem to have. Fine tuning does not imply that Feds or anybody needs an unstoppable weapon, so if you didn't want photons to be a weapon to be feared then don't cry out for it.  

SSCF Hooch

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Re: Beta Patch - Suggestions for finished patch
« Reply #66 on: March 07, 2003, 11:09:25 pm »
Quote:

Quote:



Cleaven,

Please don't over-state my comment.

Gheeesih!

 ALL I meant was this   , I have a healthy respect for plasma so I manuver to aviod it. I have yet to see a human enemy have the slightest concern for photons, prox, normal, or over loaded. They are a joke unless I am lucky enough to catch the cloaked ship in the act of cloaking or un-cloaking and land at least one solid hit with one.

Look, you have yet to even comment on the fact that I did say the patch did good for the game. It's all about balance right? Well I get to have my opionion too, and that one is that Federation ships are now at a dis-advantage.

Either make the Federation a healthy weapon, or make anit-cloak better, or allow blind fire. I will be happy with any one of the three. I would prefer better cloak detection to be honest. A photon that gets my enemy's respect is just another suggestion.

Hooch

Hooch    




I think there is a bit of a difference between a healthy weapon, and a weapon to be feared, the latter implying that when you face said weapon, if you don't run away you will die. I question why the Feds (or anybody else) should receive such a weapon.

Regarding the patch, I think it's a great improvement just by fixing the cloak bugs. You think the patch needs some more mods to weapons stats and equipment performance, and that is probably correct. This game will do the best with a bit of iterative fine tuning and that takes a lot of time and effort, which we don't seem to have. Fine tuning does not imply that Feds or anybody needs an unstoppable weapon, so if you didn't want photons to be a weapon to be feared then don't cry out for it.    




Fine, I will say I over stated it to begin with. I was not crying, only making a comment. Please don't pull more words in my mouth, my foot is quite enough.

Hooch

Cleaven

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Re: Beta Patch - Suggestions for finished patch
« Reply #67 on: March 08, 2003, 01:02:55 am »
Okay, my turn to say I used the wrong word. Instead of saying "cry out", a better word would be to appeal or entreat for such a weapon. Anyhow I think the point has been made.    

Cozbo

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Re: Beta Patch - Suggestions for finished patch
« Reply #68 on: March 08, 2003, 02:33:28 am »
My suggestions on a finished patched are below, after some comments.

I believe the reason most fed players are complaining is because they have become somewhat lazy in developing new offensive/ defensive strategies. Since the Romulans and Klingons cloaks were vitually useless before the patch I find it refreshing to be able to hide for once. Since they still have the weakness of rear firing weapons, which is fine with me, the better the cloak the more balanced the game. I personally think the effectiveness of the probes should also be reduced further. Anticloak should take power to run, if it does it should take more.

I have recently started playing fed more, I played rom and kling exclusively for months. I regularly beat klingons and romulans in equally matched combats. But I didnt develop  bad habits from always flying ships that were better powered, better armed, and could see through cloaks like they weren't there.  Since in most dynaverses, the feds out number the others two or three to one. As a result most cloakers have three or even four probes being fired at them and 3 or 4 anticloak scans going so it is still hard to hide a fleet of cloaked ships,even with level 5 cloaks which you cant fit on a small ship without sacrificing something else more important.  Perhaps if feds and borgs had to add anticloaks as a separate system it would further balance this effect.

I find it refreshing to be able to compete evenly for a change. The lower and middle class ships of roms and klings are still  weaker than thier fed counterparts. Only in the upper CA ships, Vorcha/ Raptor do the cloakers gain a slight edge, a reward for survival through the other classes.

I have noticed more balance in the races on dynaverse. Which is a good sign the races ships are balancing out.
BUT....here is what I would like to see:
  :the likely hood of breaking a tractor beam go up.
 :reduced effectiveness of probes in finding cloaked ships.
 :Two 360 degree weapon arcs on a Warbird instead of two rear firing arcs and one 360.
 : Improved Excelsior class primary weapon arcs
 : Admin control of crew improvement rate
 : Reduced  random maps in dynaverse to one in ten, seems like it is 80% or 90% right now. Most combats should be in open space unless the hex shows a designated hazard.
 : Reduced chances of a second ship appearing that is not in hex. You go to kill an ff and get an ff and a CA while flying a ff)
 (spending 20/30 minutes  in a combat that should have last 2) makes it hard to do real world time management when that happens.
 :Increase the chances of finding an expert or legendary officer in port, since improvement rates are way down. I am willing to trade my prestige to get them anyday now that it takes ages to train them.

THX




 

 

kevlar

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Re: Beta Patch - Suggestions for finished patch
« Reply #69 on: March 08, 2003, 04:25:24 am »
Where are you going to get the power to overload the Quantums? A Sov that move at anything over 20 (Max) and can actually turn (.60) will only be able to hold a IX core, even with Leg crew you get 128. Give the ship IX shield and you are using 125+ and you can't even use all your weapon mass. The Rom don't even need to overload and if you get a Sci on a one to one, you're dead."

Exactly in the same way I get power to overload the primary weapons while the q-torps or polarons are reloading. Dynamic energy management. I adjust the energy all the time.

Another thing is I never mount phasers 12 except on the 360º point, rest are phasers 11 and 9 and I warp a lot also.
If I recall well, one of the SOVS I used had a consumption of 110 from 181 (or 186?) warp power. With a warp 9 core I managed to still have enough excess power to overload 3 q-torps.

Is the Sci an abbreviation for scimitar? AFAIK scimitar isn?t officially supported on dynaverse.
Don?t know how things are on GSA and the Scimitar department, since I never fly GSA, but probably against a good cloak de-cloak player a negh?var would be dead also.

---------------------------------------------------//-----------------------------------------------------

Now, Cynicforever, considering your name, are you the person I think you are? If you are the same one that faced me a good number of times in dynaverse, glad to see you again. If you aren?t then, ?hi? ? just to be pleasant.

?In the Battlecruiser and Dreadnought classes, the feds don't improve?.?

Same thing with klingons and their K?tinga and fek?lhr, whose primary weapon arcs are completely useless and engine mass limitations castrate either turn rate and speed or warp power.  And that has great impact on dynaverse, since a defiant or intrepid player can make planets attacks much faster than a k?tinga/fek?lhr one.  
Welcome to the club. The problem feds players have with the BC and DN is exactly the same that klingon players face with the CL and CA.

Everyone uses the power consumption argument. I still think the klingons got the short staff on it.  The numbers of the warp core evaluations made by several players are on my side also. Fact is that klingon players always need to mount a higher warp core then they should. Or under power their primary weapons to compensate. This exceptionally hurts theirs CL?s and CA?s . You?re free to have other opinion of course.

You have a valid argument on the fed DN versus K/R DN?s forward hardpoint issue. See, I said that the feds have a problem.
On the BC point I don?t agree with you. Still think it?s a well-deserved payback for the k?tinga & Fek?lhr.

But please, don?t put the Sphere Prime in the same league. A Sphere Prime has an almost un-scaled super plus of energy, speed and turn rate when compared with a Sov or Negh. 2 good  heavy cutting beam discharges and your shields and armour are gone. And they normally are much faster than you and turn better.  Course the borg always have a free pass in this discussions ?since they are the borg?- pretty stupid argument IMHO.

Another valid point you make is ?The patch didn't really hurt the feds too much, it just fixed problems with the romulans, and brought them to an almost equal footing with the Klingons.
 
I really thought none had the guts to say that.

Personally, I think the roms are now, pound for pound, better than the klingons, or even anyone else..  But you don?t see klingon/borg players complaining that much do you?

If you want to be objective, the problem is the combination of overloaded plasma torps +good cloak +legendary crew+ the power of good romulan warp cores+ those pesky weapon stunning beams  
It hurt feds most cause klingons can cloak and hope to regenerate their shield. Still, what happens is that the klingon player just bought a bit more time to hope for either a romulan error or a strike of luck with the anti-cloak scan. If the romulan doesn?t do that error-something that rarely happens with good rom players, or luck doesn?t come, the outcome of the fight is normally equal to the outcome of a rom versus fed encounter.


Cozbo writes:

"I believe the reason most fed players are complaining is because they have become somewhat lazy in developing new offensive/ defensive strategies. Since the Romulans and Klingons cloaks were vitually useless before the patch I find it refreshing to be able to hide for once. Since they still have the weakness of rear firing weapons, which is fine with me, the better the cloak the more balanced the game. I personally think the effectiveness of the probes should also be reduced further. Anticloak should take power to run, if it does it should take more."


Agree to what you say but don't think the effectiveness of the probes should be reduced even more.

"Only in the upper CA ships, Vorcha/ Raptor do the cloakers gain a slight edge, a reward for survival through the other classes. "
 
150% correct. And since i really only play in servers where i start with low pp and a  FF, this particular argument has capital importance for me.


 

Firestorm

  • Guest
Re: Beta Patch - Suggestions for finished patch
« Reply #70 on: March 08, 2003, 07:16:16 am »
Quote:

None of this touches on why it should be the Feds who have to have  the weapons systems which are "to be feared". Instead (probably valid) issues of game balance are cited. Is there a valid reason to have a weapon "to be feared" for any race and if so why shouldn't it be the Borg who have it? What are the reasons for choosing a race to receive such a weapon system?  




All of the heavies in SFC3 have very lousy hit rates, except for one, and that is the Fed Photons(Both regular and Quantum) have proxie settings that give them roughly a 50/50 chance of hitting the target, even at full range, which by the way, they have the longest range in the game.  This gives the Feds a MAJOR advantage.

RAGE Cyberbeer

  • Guest
Re: Beta Patch - Suggestions for finished patch
« Reply #71 on: March 08, 2003, 09:13:15 am »
 
Quote:

K torps, polarons, grav's and plamas don't have prox settings. That gives the fed the ability to choose the engament distance and to produce a distance fight pattern called saber dance. cool isn't it?
BTW, any of the previous torp users will need to be at a distance of 20 or less if they want to have good chances of hitting ( even less for plasma) . In a less than 20 distance fight i wouldn't use the prox setting.




Ahhh man, you won't believe how long I laughed after reading this delightful statement.  How little tiny laughable proxy torpedoe give feds the ability to control distance in the game?  Well, I'll have to remember this next time I can't see my enemy.  Or perhaps the next time I see a sphere prime, I'll ask the borg real nice...to be less aggressive.  

I posted awhile back about the cloak being fixed.  I felt that Feds flew out of balance once this happened.  Someone commented that I should not design my ships with all weapons facing foreward.  Since I've only been play SFC games since the first demo, I realized I know nothing of strategy.  After playing 5 months of SFC3...I have not learned a thing.  Taking the revelation advice and mounting weapons on the rear, GASP, I took her out for a spin.  Well almost instantly in the game I notice something...what does'nt Mr. Rom attack me on the sides?

Low and behold he did.  He'd simply decloak at about range 20, I would try to turn he'd fire, I'd die....he'd cloak.  I'd fire a few phasers at nothing.  

Well I tried warping around the next game....worked great til a klink Vorcha whooped my ass from long range.  I suppose he was controling range there.  I'm not saying its impossible to kill a cloaker with a Fed, but I feel like its to much work for a few points of prestige on D3, and a win on GZ for GSA.

Now next item.  You know I just started playing klingon a week ago...and I'm an expert at them already.  Have not lost one time, even found a handy tactic to prevent being hit my Q torps.  When you decloak hit the "W" button a second later...fire your load and turn.  If its done right you'll warp at an angle away or towards Mr. Fed and Q torps should never hit.  You may take a few phasers...but, BAH, their just phasers.

Torque

  • Guest
Re: Beta Patch - Suggestions for finished patch
« Reply #72 on: March 08, 2003, 09:45:06 am »
I believe the reason most fed players are complaining is because they have become somewhat lazy in developing new offensive/ defensive strategies.

-----I find it repugnant to suggest that any particular race of players is less skilled then another over the 1000+ players on the dyna.  I find many good pilots flying all races.  If you really feel this statement is correct I will show you what I can do with no shielding and an Intrepid anyday, you pick another Race CL.  Think about what it means to have to loadout a ship with no shielding and create +30 A/Velocities just to compete.  Give me a machine gun, and you take a knife, I will show you what bravery is...... is that your argument?




 QUOTE -I find it refreshing to be able to compete evenly for a change. The lower and middle class ships of roms and klings are still  weaker than thier fed counterparts. Only in the upper CA ships, Vorcha/ Raptor do the cloakers gain a slight edge, a reward for survival through the other classes.


----Herein we are in agreement, BUT DN's and BB's win Dyna's.  Witness some of the best Dyna's like GFL where its a deadheat until races get a large percentage into heavy class ships.  BANG --- down goes the federation.  I agree with you that Fed CL's are the best of any races, as a whole, but I have yet to see ppl screaming to keep that advantage.
Take the superiority of fed CL's and level it to other races.   THEN fix the Fed heavy CA/DN imbalance to level it to the other races as well.  Fair Enough?



   Not meant as a general comment to your previous post, but in general I notice the following from dynaverse players :
"...... if I have a larger ship, and you play me and I win.... Your a brave guy."    ".....if I have a smaller ship, and I leave the sector prior to a conflict.... I'm a wise captain."    ".....if you have a smaller ship, and leave the sector prior to conflict....You guys always run, and are cowards...."


 

     

kevlar

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Re: Beta Patch - Suggestions for finished patch
« Reply #73 on: March 08, 2003, 12:07:33 pm »
"-I find it repugnant to suggest that any particular race of players is less skilled then another over the 1000+ players on the dyna"

the sense  of the phrase, that isn't even mine, is not to say that X is worse that Y, but that many times fed players are keeping  the same strategy premises, independently of the alterations. And you know what? It's true. I see alot of known faces flying and fighting exactly the same way the fought before the patch.

"Take the superiority of fed CL's and level it to other races. THEN fix the Fed heavy CA/DN imbalance to level it to the other races as well. Fair Enough?"

No problem for me... you know why? cause in 90% of the situations I never go for a DN. On one of the last campaigns I played I reached  500000  prestige points and capped myself to a vor'cha. In fact In dynaverse I only used a DN when playing feds because of asthetic reasons.  Can't talk for the others though.

Problem is that people only think on dn's..dreadnoughts left and right... there are even in my logic - and I would like to re-enforce MY LOGIC,  stupid servers  where you start with a DN and 60 k pp.  The point of the game appears to be to reach a DN, no matter what, and only make a career after.

There is one point where I agree with some SFB fanatics - and I rarely agree with most of them. The point was, and i'll try to to reproduce the phrase the best I can,  that SFB is a game for cruisers not dreadnoughts or batlleships and thus the excessive number of DN's was removing the virtue of the spirit of the game.  

The best  "flyer" I faced was, if memory serves me well,  a guy named darktide  - or could it be darkmatter. Not sure, it was dark something.  on activision B. He used an akira, despite having, like me , enough PP for 4 or 5 DN's. And he won- altough I would like to point that is AI did alot of damage to my vor'cha, and if it wasn't for the  proximity q-toprs of his AI things COULD  have been diferent. I wrote could and not would. But the proximity setting clearly favored HIm in a distance fight ( read it: the polarons missed 75% of the time).

 With that akira I know that he won against   legendary crewed Negh'vars, Warbirds and I have heard he put a hell of a fight against Sphere Primes.  His flight pattern was what veterans call "saber dance" and HE DID controlled the distance of the engagement,  with the Q-torps on proximity and turning speeds of 50.


Did he always win? nope. He lost a couple of Akira's in the process. I lost a couple of vor'chas also. Sometimes we win, sometimes we loose, sometimes it just rains.

MrCue

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Re: Beta Patch - Suggestions for finished patch
« Reply #74 on: March 08, 2003, 12:47:13 pm »
and you can find darktide hiding on TNZ, come play its brilliant

Wiz33

  • Guest
Re: Beta Patch - Suggestions for finished patch
« Reply #75 on: March 08, 2003, 01:18:35 pm »
Quote:

Where are you going to get the power to overload the Quantums? A Sov that move at anything over 20 (Max) and can actually turn (.60) will only be able to hold a IX core, even with Leg crew you get 128. Give the ship IX shield and you are using 125+ and you can't even use all your weapon mass. The Rom don't even need to overload and if you get a Sci on a one to one, you're dead."

Exactly in the same way I get power to overload the primary weapons while the q-torps or polarons are reloading. Dynamic energy management. I adjust the energy all the time.

Another thing is I never mount phasers 12 except on the 360º point, rest are phasers 11 and 9 and I warp a lot also.
If I recall well, one of the SOVS I used had a consumption of 110 from 181 (or 186?) warp power. With a warp 9 core I managed to still have enough excess power to overload 3 q-torps.

Is the Sci an abbreviation for scimitar? AFAIK scimitar isn?t officially supported on dynaverse.
Don?t know how things are on GSA and the Scimitar department, since I never fly GSA, but probably against a good cloak de-cloak player a negh?var would be dead also.

 




  Do you even read you you type? And what server have you been playing on. The Fed IX core gives 128 with Leg crew, and you are saying that you only use 110 out of 181 so you have pretty to overload! Eitner you are smoking something wild or you are playing on a server that use Mods.  

MrCue

  • Guest
Re: Beta Patch - Suggestions for finished patch
« Reply #76 on: March 08, 2003, 01:23:09 pm »
i think the X core provides 181 with a legendary crew

kevlar

  • Guest
Re: Beta Patch - Suggestions for finished patch
« Reply #77 on: March 08, 2003, 02:20:23 pm »
Sorry wiz33. I don't smoke wild stuff. I don't even  drink alchool, coffe or tea. I  should have wrote something like...

"Even when I i use a warp 9 i manage to have around 35 spare power. When i use a warp 10,  I have more than 70 to spare. "


Cueball, I believe we are talking about the same individual .
Thanks for the invitation but I don't fly on spec file modded servers. The TNZ mod looks good, and i even use some of the models, but it's not my kind of server, Things like the "wing of death" aren't my cup of tea.
 Besides, I'm not lawful good enough to respect things  like  tactical area of action or line of supply.  If i know myself well, and i think i do, I would break those rules pretty fast.  

Wiz33

  • Guest
Re: Beta Patch - Suggestions for finished patch
« Reply #78 on: March 08, 2003, 02:22:54 pm »
>>>>Another thing is I never mount phasers 12 except on the 360º point, rest are phasers 11 and 9 and I warp a lot also.
If I recall well, one of the SOVS I used had a consumption of 110 from 181 (or 186?) warp power. With a warp 9 core I managed to still have enough excess power to overload 3 q-torps.<<<<

  Can you tell what core he's using from the above statement? As I said, unless you strip the shields of it, there noway to have a Sov that can move at over 20 and manuveur at over .60 with a X core. If he have to use an IX core in his example, he will be using 110 out of 128 and that wouldn't leave much for overloading. Yes you can do more if you manage the energy setting but without presets, It will be tough to do on a speed 9 server.
 

RAGE Cyberbeer

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Re: Beta Patch - Suggestions for finished patch
« Reply #79 on: March 08, 2003, 02:28:04 pm »
IMHO Feds are slightly out of balance.  With cloak being fixed, this has I will admit, thrown many feds out of whack.  I would have no problem with the cloak if Feds had a little help in the following areas.

Maneuverability- I think it is stupid for a ship to decloak aft or fore of a Federation ships.  A smart cloaker attacks the port or starboard side of the ship.  Why?  A fed may have only 1 or 2 phasers on the sides of the respective ship.  Even at that they are pretty weak phasers.  I have tried radical ship designs, from weaker armor to heavier shields which makes me slightly more maneuverable.  As I said in a prior post a ship that decloaks and hits the warp button a second later can fire all weapons and warp right over me without fear of being hit by a quantum.  While in warp, simply hit the cloak button.  Instances where I have employed this tactic my ship usually only takes less then 50 internals.  Now let?s imagine this.  The warbird is 3 times the size of a galaxy class ship.  I have seen warbirds with more maneuverability then Intrepids...  Now here are 2 enhancements for this.  

a. Increase base maneuverability for Federation ships
b. Increase anti cloak efficiency

If people would drop their shields and think about it for 1 second, how hard is it to fly around in a ship with a cloak 5?  Now I am sure you have been beaten before, I have.  Bet your win% is above or at least 70.  Now as an experienced Fed I...have played SFC1-2-OP and SFC3 since its release, I have designed many, many ships.  If I beat a cloaker 45% of the time I am doing well.  

Weapon charge- While Feds have more powerful warp cores, their weapons take more power to charge.  While plasma takes a long time to charge and takes the most power...getting hit by a ship with 3 Heavy plasmas on it will knock a Fed Cruiser to half hull.  I do not have a huge problem with this as it was the same way in SFC1 and 2.  However others have mentioned it.



Cloak- This system opens up more emotion then any other I have seen in the SFC community.  I have a certain apprehension even bringing it up because I know of the flames coming afterwards.  The truth is...Feds are afraid of cloaked ships.  Just like they were in ST: TNG.  But in TNG the cloaking races were not anxious to take on Feds either.  The deterrent was higher numbers, and well put together Federation ships.  Federation tech and genius.  In this game, if a cloaker fears a fed it?s because (s)he is a newbie.  Plasma has become the most feared weapon in the game, coupled with a working cloak...its reasonable to be afraid.  Now...is the problem cloak?  Yes and No.  This gives an extreme tactical advantage to Klink?s and Roms.  Fine, that?s how it is in the Trek world.  

My only answer is to increase anti cloak by 5%.  Right now you have a 1 in 6 chance to detect a cloaked ship.  Before it was 25%.  As cloak is now, it?s used almost exclusively.  Before Roms and Klink?s had to learn to fly with it only once in awhile.  Anyway, I welcome any suggestions.  However, this entire post is an opinion, and if you flame me for such it only shows your true colors.

I'm looking for logic as to why these things can't be implemented, not an excuse.  "Well now Cyberbeer, you feds just need to learn to fly."  

That?s childish, fight logic and debate, with logic and debate not with childish remarks.  Thank you

 

Alexander1701

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Re: Beta Patch - Suggestions for finished patch
« Reply #80 on: March 08, 2003, 03:25:16 pm »
  Cloak IS good. That's the point. But its FAR from easy to use. Detection IS pretty good. Remember that probes seek the target. When you hear that cloaking sound, fire a probe! It'll always be a direct hit, which WILL reveal them. Admitedly, you can't keep them PERMANENTLY decloaked this way, but you can fire back. It's little things like that. Anything less than cloak-5 is useless. Visit the battleclinic. You'll notice than even the FFs have cloak 5. Its necessary. You'll also notice that they have almost nothing in shields, tractor, transporter, (mostly) computer, and a lot of the time cloak.

As for power concerns, you've obviously never flown romulan. Until you reach very high levels, romulan ships tend to give you a choice.

Move, or Shoot.

That is to say that you either need to build up your warp core to max, or your non-warp. Romulan ships are by FAR the most power deficient. My first time playing them, I put together a shrike that had 1/3 of its required power. (I changed it when I noticed htis). Its a constant balancing act to get fast, effective ships. There used to be a thread about how the Warbird needed more engine space.

For this reason, most Romulan veterans will avoid the Hawk, or 'Plucked Chicken', in the same way that federation players avoid excelsior. Its just not good enough.

I realise that the Romulans are good now, but no better than anyone else. And I will say that, on average, the federation does have more newbie players than the other races, but not fewer veterans. This is manefested by the huge number of fed players on every server.

As for the quantums, they no NOT suck.

Most Romulans fear the quantum range. They almost always hit at any range. You have to be very careful to close the distance with federation players. Once again, go to www.battleclinic.com and see the Chicken ship strategies. You can be very very effective with those. Also, my brief foray into federation play has shown me the following:

You can take out bases like they're actually easier than planets. You just have to sit back, and hit them with max range quantums. Quantums always do full damage, so anything the base DOES manage to hit you with will pretty much bounce off. As an example, Romulans can't take out starbases very easily until they have a very large ship, because we have to get right in there, under the fire of all 3 platforms AND the base. Before you even suggest cloak, remember that an unshielded romulan is not a very long lasting one; we have the weakest hulls in the game.

The klingons are the only race that don;t have a hell of a lot going for them, I'll admit that. The borg have a BB, the federation the heavy DN (borg have no shields, so it averages out), and the romulans use cloak/plasma. Cloak-Ion and Cloak-Polaron just don't carry the same weight. All they have is the fact that their primaries do well at range (10-20). And yet, you see EXCELLENT klingon players, from time to time. They've adapted to it. Take a page out of their book.

But just to reiterate, don't become upset because you can't fill all of your arcs with maximum sized phasers. Its meant to provide customization. That's the point, you're SUPPOSED to be able to create a worthlessly power-defiecient ship if you aren't careful.

I agree on the warbird, though. Nothing more useless than rear-fire on romulans ships. I never put anything there.

Alexander
 

Tulmahk

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Re: Beta Patch - Suggestions for finished patch
« Reply #81 on: March 09, 2003, 02:25:44 am »
Actually, the Federation sports the very best warp cores in the game.  Of all the things to improve on a Fed ship, the warp core isn't it.

All the complaining from the Federation players boils down to one thing:  cloak works now.  Learn tactics, and deal with it.  You no longer have your Uber Probe? crutch, and you have to learn to mount a Computer V (and actually USE it's anti-cloak feature!  MANY Fed players are forgetting to do that after having been dependent upon the broken probes).  Erratic maneuvers are your friend, too.

And to all the players bemoaning the fact that they are having difficulty using their speed 80+ AMML cheese ships:  serves you cheaters right!  

Torque

  • Guest
Re: Beta Patch - Suggestions for finished patch
« Reply #82 on: March 09, 2003, 01:16:42 pm »
--
Bump
-  

Chronic

  • Guest
Re: Beta Patch - Suggestions for finished patch
« Reply #83 on: March 09, 2003, 01:47:30 pm »
Quote:

Actually, the Federation sports the very best warp cores in the game. Of all the things to improve on a Fed ship, the warp core isn't it.

All the complaining from the Federation players boils down to one thing: cloak works now. Learn tactics, and deal with it. You no longer have your Uber Probe? crutch, and you have to learn to mount a Computer V (and actually USE it's anti-cloak feature! MANY Fed players are forgetting to do that after having been dependent upon the broken probes). Erratic maneuvers are your friend, too.

And to all the players bemoaning the fact that they are having difficulty using their speed 80+ AMML cheese ships: serves you cheaters right!






Ummm probes still work and when you dont have a computer 5 its a real life saver it atleast give you a chance to minimize the dmg of cloak and dagger manuevers also on another note the cloak isnt entirely fixed you can still see it if their is a bright background or going over your ship oh and my request for the patch is dont let Instant Messanger programs knock you out of your game that is all
« Last Edit: March 09, 2003, 01:49:09 pm by Chronic »

Alexander1701

  • Guest
Re: Beta Patch - Suggestions for finished patch
« Reply #84 on: March 09, 2003, 02:41:48 pm »
  How to prevent instant messenger programs from crashing your games:

Step 1: Right click on the picture in the task bar (for MSN, a blue a man)
Step 2: Select 'Close', 'Exit', or 'Shut down messenger', whichever is present
Step 3: Launch the game. It will not crash as a result of messenger mesages.

But yeah. An analysis of pre-patch cores is somewhere in the back of this forum. Dig it up and you'll see that, in fact, the Federation has the best overall warp cores (in terms of power/level/what-you-can-actually-fit), the romulans have overall best power, the klingons have best power/mass, and the borg best core hp. Of those, I think having more power in legitimate tests is better.

If you think ANY ships on sfc3 are power-deficient, play sfc1, where moving takes up power. Now that's an education on power shortage.

Alexander
 

Chronic

  • Guest
Re: Beta Patch - Suggestions for finished patch
« Reply #85 on: March 09, 2003, 03:41:04 pm »
Goto the Messanger on the start up menu click properties then search for a icon in their called find targets then when it opens up the folder click on the folder icon and then it will tell you which folder is the folder you are looking in and from their purge it off your computer thats what I just did it should stop it though I'm keeping it in my recycle bin just to see if it screws up anything by not having the messenger program  
« Last Edit: March 09, 2003, 03:45:56 pm by Chronic »

CynicForever

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Re: Beta Patch - Suggestions for finished patch
« Reply #86 on: March 09, 2003, 06:53:07 pm »
Quote:

Actually, the Federation sports the very best warp cores in the game.  Of all the things to improve on a Fed ship, the warp core isn't it.

All the complaining from the Federation players boils down to one thing:  cloak works now.  Learn tactics, and deal with it.  You no longer have your Uber Probe&#8482; crutch, and you have to learn to mount a Computer V (and actually USE it's anti-cloak feature!  MANY Fed players are forgetting to do that after having been dependent upon the broken probes).  Erratic maneuvers are your friend, too.

And to all the players bemoaning the fact that they are having difficulty using their speed 80+ AMML cheese ships:  serves you cheaters right!  




I don't have a problem with the cloak working now. Funny, that all I hear is that is our problem. Its not. I know tactics to combat a cloaker, and guess what? They still work even with the patch. Most opponents I faced didn't use the cloak that much, they really didn't need to.They outmatched me in firepower. The problem is that the larger fed ships can't put out the same firepower as the other races.Combine that with poor agility and speed, and you've got an imbalance.

Yes, I wholeheartedly agree that fed light and heavy cruisers are superior. But they don't win servers, the larger classes do. I have lost a sov about 15 times now, mostly to negs and spheres. I've tried alot of different things- orbitting the target with heavy side mounts, maxing out the rear weapons, warping around, etc. They don't work. The only thing that worked most times was the am cheese cutter, and it still works, just not as effective.

All the complaining boils down to one thing, and it's not that the cloak works. I fly romulan now, and I have no problems. When I flew a Klingon neg, nobody could touch me. I only lost it finally to a fight with a human sov and a human galaxy. Sphere prime, I had my ups and downs, but then, the borg have the cube.

Like I said, the problem isn't that the cloak works. The feds are underbalanced. Deal with it.
 

Chronic

  • Guest
Re: Beta Patch - Suggestions for finished patch
« Reply #87 on: March 09, 2003, 07:14:17 pm »
Well then I guess I can now say I'am a hard core fed player  (not one that plays fed  because they are the most uber)  

SSCF Hooch

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Re: Beta Patch - Suggestions for finished patch
« Reply #88 on: March 09, 2003, 08:17:52 pm »
 
Quote:

 Tulmahk

And to all the players bemoaning the fact that they are having difficulty using their speed 80+ AMML cheese ships: serves you cheaters right!  




I am not a AMM fan myself, but to call players that do use this "tactic" cheaters is not called for. "Snag and Drag" is a very old tactic going clear back to SFC I. It is a feature of being able to make your ship to your taste not cheating. Cheating is breaking the rules or exploiting a bug, not making a boat that suits your taste.

Hooch  

Wiz33

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Re: Beta Patch - Suggestions for finished patch
« Reply #89 on: March 09, 2003, 09:10:32 pm »
  AMML user in the current beta is not a cheater. But those that do it in version 1.00 is. They are taking advantage of a typo that was not meant to be (the 35 for damage was suppose to be the health rating). Using it is just as bad as targeting Cloak/auto follow/shuttle follow.

 

Firestorm

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Re: Beta Patch - Suggestions for finished patch *DELETED*
« Reply #90 on: March 10, 2003, 11:54:34 am »
Post deleted by Firestorm
« Last Edit: December 31, 1969, 06:00:00 pm by Firestorm »

CynicForever

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Re: Beta Patch - Suggestions for finished patch
« Reply #91 on: March 10, 2003, 04:21:04 pm »
Quote:

Quote:

Most opponents I faced didn't use the cloak that much, they really didn't need to.They outmatched me in firepower. The problem is that the larger fed ships can't put out the same firepower as the other races.

Like I said, the problem isn't that the cloak works. The feds are underbalanced. Deal with it.
 




When you come down off your drug induced illusions you might want to edit your post to be something closer to reality.

How you can even imply, yet right out state, that Feds are underpowered you got to be smokin somethin.

They have the most powerful weapons in the game that actually hits the target half of the time, being a Quantum Torpedo set to proxie, no one else can come close to that kind of damage they can inflict.




Wow, have you even played this game, or just hang out here for thrills? The Borg have the most powerful weapons in the game. Proximity setting? Ya, theyr're nice when I want to throw spit wads. As for weapon accuracy? The only ones who suffer there are the romulans.

Basic hardpoints on a sov are 3 fwd firing primaries and 3 fwd firing heavies. Fed heavies are high power consuming beasts. Neg 5 fwd primaries and 2 fwd firing heavies. klingon heavies don't suck up as much energy as fed weapons, have better firing rates, and after a couple of volleys actually do more cumalitive damage than fed weapons. WarBird-5 fwd primaries, 3 fwd heavies. Rom primaries are high energy beasts themselves, and romualn plasma are not quite efficient. But when overloaded they can do quite a bit of damage, especially at close range. Sphere prime- 4 fwd firing primaries, 2 fwd firing heavies, 2 semi-fwd firing heavies, and 2 semi-fwd firing primaries. If you mount them right, the sphere has plenty of spare power to go around.

So lets see, the sov has 6 fwd firing weapons. The neg-7. The warbird-8. The sphere-6 to 10, plus that isn't the borg's most powerful ship.

And of out of all the dreadnoughts I played, the sov always had the least spare power.

Firestorm

  • Guest
Re: Beta Patch - Suggestions for finished patch *DELETED*
« Reply #92 on: March 10, 2003, 04:54:33 pm »
Post deleted by Firestorm

Wiz33

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Re: Beta Patch - Suggestions for finished patch
« Reply #93 on: March 10, 2003, 05:32:59 pm »
Quote:

uh, yeah, I been playing since about two months before it hit the store shelves.  




  So you spent a lot of time in this game and didn't learn anything? For the record, I've  played all version of SFC including the the minatures (1st release) so that probably means I know more than you so shut up.