Federation Warp In
You feel like a battlecruiser is too weak or a race too strong? Go ahead and discuss it here :)
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posted on April 15th, 2009, 4:01 pm
Nah, keep the random ships. I like that, even though sometimes you don't get exactly what you need. But you can always get those ships destroyed and warp in others... But I admit, It'd be cool if the warp in slots would add up so you don't have leftovers.
Also can we PLEASE not turn this thread into another "Galaxy needs more stats!" or "Feds need more ships" discussion? (Yeah, I'm looking at you, ray.)
Also can we PLEASE not turn this thread into another "Galaxy needs more stats!" or "Feds need more ships" discussion? (Yeah, I'm looking at you, ray.)
posted on April 15th, 2009, 8:19 pm
Actually Ray, the Federation does have a very nasty artillery ship you can build: The Almighty Intrepid. The only reason I say I usually don't use it... is because I usually don't play against the Borg where the Intrepid-class really comes in handy.
I have mixed feelings about Warp-In... it allows you very powerful ships early game and a quick response... yet the randomness of the warp in sometimes drives me nuts. I still would like to keep the random nature of the warp in however.
I agree that ship decomissioning needs to go a lot faster though... so painfully slow.
I have mixed feelings about Warp-In... it allows you very powerful ships early game and a quick response... yet the randomness of the warp in sometimes drives me nuts. I still would like to keep the random nature of the warp in however.
I agree that ship decomissioning needs to go a lot faster though... so painfully slow.

posted on April 15th, 2009, 8:44 pm
As was stated before, don´t bother with decom, just blow them up.
The Intrepid an artillery ship, i don´t think so, basically it has short range, only it´s special weapon is at artillery range, and that weapon is usually fired only once before the intrepid goes to hell.
But back on topic, i like warp-in a lot, i only wish for more diversity in experimental warp-in, one ship isn´t enough.
Otherwise, there are 4 vessels available for standard warp-in and the Ambassador class is on it´s way.
I look forward to it, cause it must be more powerful than a steamrunner or an excelsior.
And if nothing else. i have faith in the FO team, and their ability to create something that surprises you and at the same time is exactly what you´ve expected.
The Intrepid an artillery ship, i don´t think so, basically it has short range, only it´s special weapon is at artillery range, and that weapon is usually fired only once before the intrepid goes to hell.
But back on topic, i like warp-in a lot, i only wish for more diversity in experimental warp-in, one ship isn´t enough.
Otherwise, there are 4 vessels available for standard warp-in and the Ambassador class is on it´s way.
I look forward to it, cause it must be more powerful than a steamrunner or an excelsior.
And if nothing else. i have faith in the FO team, and their ability to create something that surprises you and at the same time is exactly what you´ve expected.
posted on April 15th, 2009, 8:51 pm
On the topic of the Intrepid... sorry
: If you micro the Intrepid properly it'll last quite a while. This is the same sort of argument as saying that the Veqlarg isn't artillery because it usually only fires a few rounds before it goes to hell. Provide cover with Akiras and Excellsior's and the Intrepid will last a good while. I basically use it as a support vessel as the special is devastating (and takes only a little more than a third of the special energy I think... so you can get 2 rounds out).

posted on April 15th, 2009, 9:11 pm
The Warp-In limit will probably be 10 in the 3.0.6 patch
posted on April 15th, 2009, 9:28 pm
Cool 

posted on April 15th, 2009, 11:27 pm
hmm, thats good, however personally, i have a few suggestions
#1 tadayou stfu, we alreayd figured all that stuff out
and then i think you should be able to warp in ships even if theres only room for two, so like right now, if you have 7 slots, you cant warp in any more, but itd be nice to have those to extra ships
also, is it possible to get cool down time decreased to 200, cus 250 is painfully long, i mean i understand the reasons, but whenever i use warp in into a battle, the battles over before i need to warp in there again
#1 tadayou stfu, we alreayd figured all that stuff out
and then i think you should be able to warp in ships even if theres only room for two, so like right now, if you have 7 slots, you cant warp in any more, but itd be nice to have those to extra ships
also, is it possible to get cool down time decreased to 200, cus 250 is painfully long, i mean i understand the reasons, but whenever i use warp in into a battle, the battles over before i need to warp in there again
posted on April 16th, 2009, 1:49 pm
@ray: I'm a bit peeved by the way you talk to me.
Especially considering that you're the one who's continuing to spam the board with ridiculous reqeusts of how to make the feds stronger and stronger.
So don't tell me to "stfu" or even "we already figured all that stuff out", cause your response clearly shows that you didn't.
@optec: Cool!

So don't tell me to "stfu" or even "we already figured all that stuff out", cause your response clearly shows that you didn't.

@optec: Cool!

posted on April 16th, 2009, 3:35 pm
Last edited by Anonymous on April 16th, 2009, 3:36 pm, edited 1 time in total.
warp n to 10. ok. I hope there is some additional cost and longer cool down time....
posted on April 17th, 2009, 4:26 am
tadayou have you read any of my posts, or see me play?
im not talking about making hte feds stronger, i love them
so read the posts, keep up with whats going on, i dont think youve seen what ive been saying about feds lately
im not talking about making hte feds stronger, i love them
so read the posts, keep up with whats going on, i dont think youve seen what ive been saying about feds lately
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