Combat Tractor Beam OP vs Borg?
You feel like a battlecruiser is too weak or a race too strong? Go ahead and discuss it here :)
posted on September 9th, 2010, 3:04 am
It's really not so bad... not only that, but the tractor is medium range, and so is the Chargh
. How long does a Chargh last against a Borg Cube? Honestly.

posted on September 9th, 2010, 3:07 am
Just going to say before heading off, that a Sphere really should never catch those Veqlaraghs
. It's 120 speed and artillery range, and hopefully you've got Alternate Armament 


posted on September 9th, 2010, 12:56 pm
Boggz wrote:It's expensive for Klingons to tech up, get the armory, then build the ship. Once built, the ship is frail (20 Defense) and forward firing-only. Nerf more?
its expensive to tech up yes, but by the time u see sphere dancing (for a non sphere rushing borg) you should have battle yard up, and maybe armoury for vorchas too. chargh is along the natural tech up path for klink players. its not difficult to get to, like bortas.
a single sphere (lets use 3 regen 1 holding for example) wont kill a chargh very fast. it will defeat it alone. but the rest of the klink fleet will be finishing the sphere off. as u only run the sphere away when it's already damaged and needs to escape. and a clever klink would have more charghs than 1. so even if u kill 1, they can switch (maybe keep another chargh cloaked?). also the chargh doesnt need to hold the sphere long, just enough for the rest of the fleet to have their fun.
my problem is that a relatively (compared to borg massive ships) cheap chargh (or charghs) can stop a ship worth several times the money. a cube is a whole fleet on its own.
Bigmachk wrote:Maybe change the rate at which the energy is drained depending on the size of the chassis, so holding big ships like a cube for instance will drain the special energy alot quicker.
this was one of the ideas floated, and its the one i like the most. more engines on big ship means more energy used.
if u spend the money and micro to use more charghs u get more holding time.
Dominus_Noctis wrote:Just going to say before heading off, that a Sphere really should never catch those Veqlaraghs. It's 120 speed and artillery range, and hopefully you've got Alternate Armament
exactly, veqs can kite quite annoyingly.
alt arms turned on on a few ships will mean anything that gets in veq range has almost no chance of closing to fire.
i was playing against a fed once, and for ages i kited their fleet and i never lost a veq for a long time. every time they turned around i did too and picked off their last ship, as the veq also stops running

i had a cloaked scout near their fleet too lol, so veqs were full arty range.
they were very annoyed by this lol.
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