I've been doing a lot of play testing on tribble, so I thought I'd post my personal findings regarding the new ship powers.
First off, when you reach Vice Admiral, you get a Quantum Slipstream drive. It allows you to go at warp 20 in sector space (I know, there's no such thing as warp 20, but thats the speed it says I'm going) It has a nifty tunnel effect animation, completely obliterates your turn rate, but as long as you aim first, it gets you where you're going a bit faster. It also prevents you from colliding with anything, you'll go through other ships, systems etc. Roaming enemy contacts cannot pull you in while in slipstream. Slipstream works for up to 30 seconds at a time, and has a two minute recharge wait before you can use it again.
Next up, is the retrofit T4 ships. Basically, you get T4 ships, but with a little extra. They each come with two slots for commander level officers of their class (cruiser eng, escort tac, science sci), as well as a single lt slot of each of the other two classes. More importantly, they each have a special power that no other federation ship has.
The retrofit Intrepid class ship has the ablative armor generator seen in the final episode of Star Trek Voyager, the Galaxy class retrofit allows for saucer seperation, and the defiant retrofit has a cloaking device.
The defiant's cloak is not a battle cloak, but it still handy for sneaking up on enemies. It's stats are as follows: -5 current shield power per second, +25% defense, after 3 seconds +4954 stealth, after decloaking +15% damage bonus for 5 seconds. The cloak has a 20 second cooldown period.
The intrepid's armor also has it's pluses and minuses. It's stats are as follows: +300 all damage resistance, -25 all power settings. Additionally, it disables all shields and energy weapons. You can still fire torpedos and drop mines, but you cannot fire any type of energy. The armor can deploy for up to 30 seconds, and there is a 15 minute cooldown period. I would suggest using the armor with shield penetrating torpedos, and saving it for when you are taking a beating.
bfelczer wrote: Saucer Separation:
3 sec activation, 15 minute cooldown, stays separated until you warp out or manually recouple. Also, if you activate outside of combat, it comes right back and engages the C/D.
Stats:
-15 % Hull HP
+45 Impulse Speed (value changes based on engine setting)
+10 Turn Rate
+10 Weapon Power
- 5 Shield / Engine / Aux Power
Crew Capacity set to 100
-5% Shield HP
The Saucer has a very low-power phaser beam that can (currently) not be upgraded. It also follows you and attacks your target only. It has low HP can be destroyed and you have to recouple and wait for the C/D to use it again.
SCREENSHOT: see below