Horrible Feds

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 December 18th, 2008, 2:31 am
ray320 wrote:i will say more later, im going to play fo 3.0 now.... but all i have to say now is for feds if you can build the shipyard with it either the klingons? or romulans? defiant, with cloak. omg a fleet of those is awsome!

I know.
Smoerebroed wrote:Yeah, Prometheus is NOT in FO 3.0 as a buildable ship.

Please elaborate the Borg being unbalanced and Klingon "superweapon" to me.
I hope you are aware, that Borg players have a really hideous and micromanage intensive resource system. If you don't pay attention to that you end up in real troubles. I have to say, once you're able to build a certain vessel - the assimilator decked out with assimilator beams - you pretty much have won the game. But getting there is really hard on a small map.

regarding a) Are you aware that 3 Newton classes are really hard to kill, when they repair each other. This also applies to a ship they are repairing and redirecting your firepower towards them is
  • a) tiresome and costs time
  • b) allows your enemies to attack your ships unhindered.

b) yeah I guess that might be true. Although the Dominion boarding ship is also very expensive and so are the Klingon Vor'cha and the Martok Cruiser you get.

c) I can't say anything about that: reason is:: If you build a turret, you are wasting resources. Why?

  • 1. a turret is not mobile
  • 2. a turret can not retreat from a battle
  • 3. a turret does not gain experience
  • 4. a turret is not mobile

So, for me atm, when I would play on a small map I would choose Federation. The reason?
Descent abuse.

The Descent is the strongest Dreadnought in the game. Why?
  • costs: it only costs you credits (and even if you would count in the cost of the command center, that is like 800 dil and 400 tritanium or so)
  • availability: you can get it in under 10 minutes without playing a cheese. For the Tavara you need to build all research labs and 2 yards.
  • availability²: you can place in anywhere on the map. All the other large ships have the speed of a snail, that goes backwards. Descent: klick, wait, there it is.
  • special ability: that ability recharges the shield of the ship and the ones close around it. Effectivly turning it into 2 ships.

I meant Norways, The Klingon superweapon is the Science Ship with Advanced Cloak and Attack Probe, combined with the station that increases attack power, and the Borg, although they do have a terribly tedious and annoying micromanagement system, once you can build a Cube, try this: Max out Phaser, Torp, and Armor for each Cube.
posted on December 18th, 2008, 8:57 pm
The only thing I must agree is that the Descent and the steamrunner is too strong for early game.

You can easily warpin two descents or some steamrunners directly in the enemy's base and kill his mining ships or processing facilities.

Maybe a countdown of about 5 min. when builded the starfleet command before you can warpin the first vessel could solve this problem?
posted on December 19th, 2008, 2:58 am
once you're able to build a certain vessel - the assimilator decked out with assimilator beams - you pretty much have won the game.


I have to disagree with you here because a Romulan player with a few Generix w/support refit or a Fed player with a few Defiants can easily render an assim (or indeed any Borg ship) virtually helpless with weapon killers (and you can also add the Griffin or Sovy's engine killers to keep the assim from running away)... For the Klingons, the Vor'Cha's specail can do pretty much the same job (you just have to have more Vor'Chas, which is fine because Vor'Chas are a main line combat ship anyway)...
posted on December 23rd, 2008, 4:42 am
.What happened to the cool cinematic intro from PR 3.0?

.There is no shroud of war (the shroud doesn't clear on the map as you explore).

.Warp in tweak is a major downgrade. Ships warp in too slowly and Steamrunner shows up too much. I need warships not slow artillery. Starfleet doesn't use money to call for help. Make the Galaxy, Nebula, and Descent Class buildable at a yard.

.Bring back older ships like the Ambassador, Constellation, Excelsior, and Miranda and make them buildable at a yard.

.Increase stats of Galaxy and Nebula.

.Pulse phasers on a Nebula? It's a cruiser not a Defiant Escort. Give the Nebula Photon Torpedo and Type 3 Torpedo like the Galaxy Class or another special torpedo ability.

.Give Galaxy Class Anti-Matter Spread Ability (slows ships and disorganizes defenses) or give it Deflector Pulse (a concentrated beam of energy that causes major damage to the target but disables
engines for 25 seconds).

.Saber and Intrepid Class are rather weak.

.Venture scout is one expensive pile of manure.

.Increase cargo hold for Mining Vessels.

.Reduce construction cost of starships for all races.

.Dominion is too strong. Their battlecruisers and breen warships crushed me and my Klingon ally on AI Hard. This is what happens when you send 3000 ships through a wormhole.

.Borg start off very slowly
posted on December 23rd, 2008, 4:45 am
yes i agree and bring back aegian and iwo jimma class. and while you at it put in the equinox, whatever class that is, give us more ships
posted on December 23rd, 2008, 6:15 am
Last edited by Anonymous on December 23rd, 2008, 8:39 am, edited 1 time in total.
Aegian class is on todo list, as map object, nova class (equinox) too.  Horrible feds ? I don't think so. As it is, the feds are the most powerful species of the five. The fog of war will be visible if you set max details. It will be fixed. Breen battleships didn't striked me as powerful, a had a fleet last night and lost them to the fed after destroing a couple of mining stations. I don't think that the ships should have increased stats, it will only shorten the fights. The game need some balancing, though.
posted on December 23rd, 2008, 9:26 am
  • The Venture is built to scout not fight, so it won't ever be very good in a fight.
  • The Borg start off slow in the show, so they are fine that way in game (or do you want them to slaughter you in 3 minutes?).
  • Cargo hold is increased in the Fed's Dominion mixed-tech yard and is already high on the Borg.
  • Deflector Pulse was desperation, I doubt it'll ever be used in canon or FO.
  • I agree with both things about the Nebula.
  • There is a fog of war, just very dark.
  • Warp-In is great (though the fact that I mostly get Galaxy & Nebula may influence my opinion).
  • I put an AI:Hard Dominion against a AI:Medium Federation and the Fed slaughter the Dominion very quickly (along with everyone else).
  • The older ships would be great Warp-In's.
posted on December 23rd, 2008, 9:37 am
My point exactly, feds are too powerfull. I played a couple of games last night on a small, 3 players map and the feds kept winning. I succeded to defeat them by harrasing with 3 tavara maxed and because they left me alone, fighting other faction.
posted on December 23rd, 2008, 11:15 am
yep we are currently working on warp-in in ordner to make it a little more situational. its cooldown has been increased by the way
posted on December 23rd, 2008, 12:51 pm
is it possible to keep the experimental button out till, lets say, midgame? cause if the feds player has built fast, the first descent is near your base right before you can build your first cruiser.
posted on December 23rd, 2008, 1:01 pm
Hello everybody!
I'm new in this forum and from Germany, so I hope you excuse mistakes if they should occure  :D. I also don't find the Federation too weak, on the contrary. I fought against them only one time  :whistling: and they crushed me and my ally, although they were only medium. The Dominion I get always on medium. :pinch:
I must say I'm no friend of non-canon ships and I can't really understand, why the federation got so many of them. There are so many federation ship classes, one does not have to make up own one's. My opinion. Instead of the Monsoon I would have liked the Miranda or the Centaur(by the way: the Miranda II is really great work :thumbsup:) and instead of Canaveral the Nova(which looks quite similar...).
I like the Warp-In feature, it's just sad, that one can't warp-in so many ships. I only use the first ability and get Nebulas, Galaxys and Steamrunners and I like them  B). I also agree to the points about the Nebula, that Impulsephasers don't fit.
Who needs Iwo Jima and Aegian? The Federation does not need a troop transport, they don't really conquer(and by the way: strange thing, that in Armada II the troop transports were the smallest ships of all :blink:, so Iwo Jima would be.... strange).  The Newtons are okay, very helpful and fit to Federation, but perhaps one could have taken the model of this repair ship appearing in DS9, which pulled the Excelsior in one episode.
Perhaps the experimental warp-In should be activated when there is a large yard or the technology for large ships. :ermm:
posted on December 23rd, 2008, 1:11 pm
I don't understand the problem with Non-canon, the canon ships are not freaky looking enough for my interest. I do like the Canon Excelsior and Miranda more than their FO versions. As for the Iwo Jima, I don't buy the whole 'Federation don't board' idea. I would prefer the Cheyenne Class over Monsoon (it is a good design though). I like the non-canon FO ships because they look stranger than the canon.

As for that Tug (not repair ship), wasn't that a Klingon design? I only saw one and it looked very Klingon.
posted on December 23rd, 2008, 1:18 pm
A yes, TUG was the name, I forgot it! I'm quite sure it's a federation ship, although it had a very unusual design. You just got the point, why I don't like the non-canon ships: BECAUSE they are so strange. :D
Okay, the feds perhaps board, but not with this old style Vulcan shuttle...  :whistling: An Ambassador class or something else big with place for many marines could fulfill that work.
posted on December 23rd, 2008, 1:36 pm
Last edited by Shril on December 23rd, 2008, 1:42 pm, edited 1 time in total.
USS Constellation wrote:.What happened to the cool cinematic intro from PR 3.0?

.There is no shroud of war (the shroud doesn't clear on the map as you explore).

.Warp in tweak is a major downgrade. Ships warp in too slowly and Steamrunner shows up too much. I need warships not slow artillery. Starfleet doesn't use money to call for help. Make the Galaxy, Nebula, and Descent Class buildable at a yard.

.Bring back older ships like the Ambassador, Constellation, Excelsior, and Miranda and make them buildable at a yard.

.Increase stats of Galaxy and Nebula.

.Pulse phasers on a Nebula? It's a cruiser not a Defiant Escort. Give the Nebula Photon Torpedo and Type 3 Torpedo like the Galaxy Class or another special torpedo ability.

.Give Galaxy Class Anti-Matter Spread Ability (slows ships and disorganizes defenses) or give it Deflector Pulse (a concentrated beam of energy that causes major damage to the target but disables
engines for 25 seconds).

.Saber and Intrepid Class are rather weak.

.Venture scout is one expensive pile of manure.

.Increase cargo hold for Mining Vessels.

.Reduce construction cost of starships for all races.

.Dominion is too strong. Their battlecruisers and breen warships crushed me and my Klingon ally on AI Hard. This is what happens when you send 3000 ships through a wormhole.

.Borg start off very slowly



Forgive me whan I say that but are you aware of what you are saying? What kind of game play are you aiming at?  Your suggestions sound horrible and would destroy the best balance I've ever seen in a modification. With some balancing patches this will overcome abuse clinches.
posted on December 24th, 2008, 2:35 am
Open up the odf phaser file for a Sovereign Class then open the one for the Vorcha. The Vorcha's base
weapon value is 36 and the Sovereign's is about 10 or so.

Then look at phaser effectiveness vs certain ship classes. The value is much lower. This coupled with the low hit rate of photon torpedoes makes building certain ship classes useless.

What I have done to make the game more fair for the Feds is:

Increase hit points and shields.
Increase phaser damage value.
Increase torpedo hit chance.
Increase offensive and defensive value.
Increase crew count to more realistic numbers e.g. Galaxy Class 1000. Makes
the ship less vulnerable to capture or assimilation.
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