Season 2 ship abilities rundown

Jay Eudy

Six-of-Nine

Season 2 ship abilities rundown

July 11 2010
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
Edited July 11 2010 by CapnBranFlakes
Eric

chemkarate

Re: Season 2 ship abilities rundown

July 11 2010
SAUCER SEPARATION!? *DROOL*

Why the hell doesn't my Prometheus Escort go into multiple attack vectors!? :P
Brandon Felczer

CapnBranFlakes

Re: Season 2 ship abilities rundown

July 11 2010
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:




Not the best IMO =/ hopefully they will make some changes
Edited July 11 2010 by CapnBranFlakes
Seannewboy

Seannewboy

Re: Season 2 ship abilities rundown

July 11 2010
Anyone tested the armor with ramming speed, on the improved intrepid?
Jay Eudy

Six-of-Nine

Re: Season 2 ship abilities rundown

July 11 2010
Not yet, but once I do, I'll post here.

Re: Season 2 ship abilities rundown

July 11 2010
Those are a lot of negatives. The biggest being the crew. Makes me wonder what the point of using it is.
Jay Eudy

Six-of-Nine

Re: Season 2 ship abilities rundown

July 11 2010
Some pics of the armor being deployed
Jay Eudy

Six-of-Nine

Re: Season 2 ship abilities rundown

July 11 2010
almost there
Jay Eudy

Six-of-Nine

Re: Season 2 ship abilities rundown

July 11 2010
Fully deployed
Brandon Felczer

CapnBranFlakes

Re: Season 2 ship abilities rundown

July 11 2010
Nice shots!!! Too bad it only lasts 30 min
Brandon Felczer

CapnBranFlakes

Re: Season 2 ship abilities rundown

July 13 2010
Update to Intrepid retrofit:

From dev post on the forums:

Thanks for your comments.

First let me clarify something about damage resistance. If you notice, the “%” should be gone from all Damage Resistance tooltips. That’s because it was incorrect – it was never a percentage, it was always a magnitude. To calculate the Damage Resistance of any ability, you can use the following formula:

Damage Resistance = 1-(1/(1+(Dam_Res#/100)))

So for Ablative Generators, which have 300 Damage Resistance, the %Dam Res is:

Damage Resistance = 1-(1/(1+(300100)))
…or…
75% Damage Resistance

Note there is a Max Curve in the game for all entities so Damage Resistance peaks at 75%. However, Ablative Generators are not subject to this Max Curve. This is the only ability in the game that does this. So it stacks directly on top of your current damage resistance – which you can get from Engineering Console Mods, Starship Battle Strategy Skill, and other sources. Note, no matter how much Damage Resistance you obtain, your Damage Resistance will never go above 100% (try adding an absurdly high number in the above formula to see how that works).

As for Ablative Generator. We will be making a few changes based on your feedback. The Recharge Time will be reduced to 5 minutes and we removed all Energy Drain. We will see how that works out and iterate from there.

One last thing. This ship will no longer have 2 commander BOff slots, and instead have the following configuration:

Lt_Tactical_Station
Lt_Engineering_Station
Cm_Science_Station
LC_Science_Station
En_Science_Station


Thanks again for your input.


YAY!
Edited July 13 2010 by CapnBranFlakes
Brandon Felczer

CapnBranFlakes

Re: Season 2 ship abilities rundown

July 13 2010
Update to Defiant retrofit:

From dev post on the forums:

Thanks for your comments.

We are going to make the following changes to the Tier 5 Tactical Escort Retrofit:

It will gain one aft weapon slot, so it will have the following weapon configuration:

4 Fore
3 Aft


It will no longer have 2 Tactical Commander Slots. It will instead have the following BOff seating:

Cm_Tactical_Station
LC_Tactical_Station
En_Tactical_Station
Lt_Engineering_Station
Lt_Science_Station


So effectively, this ship sacrifices one Station Mod for Cloak. Also, since it gains one Ens Tactical BOff station instead of a Ens Science or Engineering BOff station, it becomes the most Tactical Escort (Arguably the highest DPS), but also becomes the most fragile.

We’ll get this up soon and see if we need to iterate on it any further.


Thanks again for your input.
Brandon Felczer

CapnBranFlakes

Re: Season 2 ship abilities rundown

July 13 2010
Update to Galaxy retrofit:

From dev post on the forums:

Thanks for your feedback. We are going to improve the saucers survivability. We increased its Hull HP, Shield HP and removed an erroneous Damage Resistance debuff it had. Note the Saucer has Emergency Power to Shields I as well as Engineering team I. We are working on the AI, but for now, to get the saucer to cast Engineering team on you (or an ally), hit escape to deselect anything you have selected and then hit F1 to select yourself, or select your ally. If you or your ally need healing, it will cast Engineering Team (again, we are working on improving its AI). Also we are reducing the recharge time from 15 minutes to 10 minutes.

We are also changing the Exploration Cruiser Retrofit BOFF seating to the following.

Lt_Tactical_Station
Cm_Engineering_Station
LC_Engineering_Station
En_Engineering_Station
Lt_Science_Station


Thanks again for your feedback.