Improving the Teutoburg

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 May 13th, 2013, 6:28 pm
ray320 wrote:Again, I feel like im perhaps muddling my words.


No, you're being understood. It's simply that the path you want to steer the discussion down is too restrictive.

And personally, if the Teuto's role is to act to break turret stalemates, something which it's quite mediocre at, then increasing its damage potential specifically against turrets would be appropriate. I'm not sure that any other change is needed.
posted on May 13th, 2013, 6:38 pm
maybe with synergies, we could have ideas for the teuto.

perhaps by default the teuto does more damage than now, but has less weapons range. but when you add a sensor nebula (san fransisco type) nearby, the weapons range expands to allow outranging turrets.

the sensor neb uses its giant sensor array to relay better targeting technobabble to the teuto.

if that's too powerful then perhaps the boost to range could only occur if the sensor neb is using its special.
posted on May 13th, 2013, 7:30 pm
Im not steering the discussion, and im not being restrictive, im saying we could be more expansive.

Myles thats exactly the sort of thing im talking about. Its weapon range is outside of it sensor range, so perhaps the nebula could help it improve targeting and hit chance. And maybe something could be worked in with the new federation scout, and/or possibly with the sensor probe of the canaveral, some sort of targeting triangulation syngergy?
posted on May 13th, 2013, 7:59 pm
Perhaps a Venture, Sensor Nebula, or Canaveral could improve the hit-rate of the Teuto's torps.
posted on May 13th, 2013, 8:25 pm
I agree that the Tetroburg needs some sort of change - but I don't agree that it should only be used to combat turtling. Here are some features I would love to see:

1. Escorts - It would be nice if the Tetroburg would appear with two escorts. These would be similar to Monsoons or Intrepids in stats, and their primary purpose would be to protect the Tetroburg when it appeared on the battlefield. The escorts would be weak enough that you couldn't simply warp a Tetroburg into a heavily armed enemy fortification, but they could defend the Tetroburg against those lone destroyers that can destroy lonely Tetroburgs so quickly in the current patch.

2. Surgical Strike Patterns - In order to further encourage the player to escort the Tetroburg, all ships would get a chance to get a critical hit on enemy ships while near the Tetroburg. In addition, the Tetroburg has a chance to score multiple critical hits with its torpedoes. This would make it possible to create overly 'offensive' federation fleets built around Tetroburgs.

3. Slightly different passives - Since the Tetroburg now is almost always escorted, Tetroburgs become slightly weaker whin facing destroyers and pulse bearing adversaries then they are in the current patch. This is accompanied by some sort of ECM system that gives the ship the chance to evade torpedoes.

4. Tricobalt torpedoes need to become more useful in general - I love those Tricobalt torpedoes, but sometimes I think the only reason I use them is because they are blue. I wish they had a more dangerous area of affect radius and were much more damaging to stations.

Thanks for reading!
posted on May 13th, 2013, 10:24 pm
Instead of just having a ship designed solely around taking out turrets which is just silly to begin with, just make it the polar opposite of the Descent. Make the Teutoburg have very high damage and normal defense If I am remembering correctly the Descent is 37 offense and 65 defense or something. Just switch the stats around for the Teutorburg so that its 65 offense and 37 defense. The thing fires barrages of torpedoes and tricobalt devices it should by definition be the most powerful ship in the Feds arsenal even if it does miss from time to time.

The Descent has a great ability although I wish the range was a tad larger but it has proven useful to me from time to time. Give the Teutoburg the ability to refresh the "special" power of nearby ships or increase hit chance or fire rate just as the Descent refreshes the shields of nearby ships.

With two ships that are the opposite of each other I would be inclined to have one of each around. The Teutoburg for quickly taking out an enemy facility or augmenting a fleet offensive abilities and the Descent for keeping the fleet alive by soaking up damage and refreshing shields once in a while.
posted on May 13th, 2013, 10:33 pm
nathanj wrote:Instead of just having a ship designed solely around taking out turrets which is just silly to begin with,

on the contrary, every race needs something to hurt turtling. otherwise turtling would be a cheese strat.

nathanj wrote:Make the Teutoburg have very high damage and normal defense

that role already exists for the feds, it's called the phalanx.
posted on May 13th, 2013, 10:40 pm
Myles wrote:on the contrary, every race needs something to hurt turtling. otherwise turtling would be a cheese strat.


I agree that the feds need an anti-turtling warship, but the Tetroburg has the potential to be more then that - fed ships are known for their versatility. I think that the Tet should be redesigned into more of a surgical strike ship, like I've outlined in the post a few posts above this.

nathanj wrote:Instead of just having a ship designed solely around taking out turrets which is just silly to begin with, just make it the polar opposite of the Descent. Make the Teutoburg have very high damage and normal defense If I am remembering correctly the Descent is 37 offense and 65 defense or something. Just switch the stats around for the Teutorburg so that its 65 offense and 37 defense. The thing fires barrages of torpedoes and tricobalt devices it should by definition be the most powerful ship in the Feds arsenal even if it does miss from time to time.


I don't think that the Tetroburg is exactly an offensive powerhouse for the Feds- that's more along the Phlanx's job description, like Myles said. I do agree that the Tet needs more offensive value though, particularly against battleships and stations.
posted on May 13th, 2013, 11:01 pm
Y Wing Driver wrote:I agree that the feds need an anti-turtling warship, but the Tetroburg has the potential to be more then that - fed ships are known for their versatility. I think that the Tet should be redesigned into more of a surgical strike ship, like I've outlined in the post a few posts above this.

while fed ships usually emphasise versatility, the teutoburg is different. in fleetops' story the teutoburg's were designed by some vulcans who saw how the dominion could turtle up in the war, and realised that the feds had no counter to it. so the steamrunners had their launchers given to these vulcans to build the teutoburg class as a way of dealing specifically with turtling. the ship was designed from the ground up with one use in mind. it's a ship for a war, so it doesn't need to be versatile.
posted on May 13th, 2013, 11:25 pm
If so, itd be nice if the ship looked a bit more vulcan...
posted on May 13th, 2013, 11:30 pm
ray320 wrote:If so, itd be nice if the ship looked a bit more vulcan...

the vulcans are part of the federation, we haven't seen a vulcan ship used for a military purpose since enterprise. presumably all their combat/war needs are dealt with by starfleet, and federation member worlds only have merchant/private ships using non starfleet tech.

the last time we saw a ship on screen identified as "vulcan" was in tng. even in ds9, a ship with an all vulcan crew and vulcan name (the t'kumbra), that ship was a starfleet nebula class.

the vulcan team that built the teutoburg was probably just good at starship design, and that's why they were given the task of developing a ship to fit starfleet's needs. i don't think the fact that they're vulcan was hugely important. maybe their cold logical approach allowed them to better concentrate on the task of building a ship designed for blowing stuff up without the human softness shown by starfleet's usual designs (eg not fond of warships).
posted on May 13th, 2013, 11:45 pm
Myles wrote:while fed ships usually emphasise versatility, the teutoburg is different. in fleetops' story the teutoburg's were designed by some vulcans who saw how the dominion could turtle up in the war, and realised that the feds had no counter to it. so the steamrunners had their launchers given to these vulcans to build the teutoburg class as a way of dealing specifically with turtling. the ship was designed from the ground up with one use in mind. it's a ship for a war, so it doesn't need to be versatile.


True, I guess from a FleetOps story perspective, it is an anti-turtling ship.

I guess that my wishes for the Tetroburg revolve around the fact that FleetOps doesn't really have a long range artillery ship for the Federation - one of my favorite strategies is to bombard a fleet from a distance with some extremely powerful warships, and then use my ships as a protective blanket for the ships to retreat. The Tetroburg feels like it should be able to do that because of it's disabling special ability, but truthfully the only time I've found them useful is when I have already destroyed a Dominion starbase and want to destroy the rest of the faction's perimeters.

I wonder if there could be some sort of buildable refit of the Tetroburg for one of the avatars - kind of like the Nova for Mayson - that would be built for artillery. It would definitely be an easy mod!
posted on May 14th, 2013, 12:03 am
There is an IDEA

make teutoburg buildable in large yard with limit maybe 3 ships. for one of the avatars.

and create new atractive warpin, my idea is call 1 specific ship from all basic warpins (player can choose witch one f.e. galaxy or nebula or ...) but this call consume all energy ,so player can have 10 galaxy class ship but it takes him lots of time and waiting...
posted on May 14th, 2013, 12:46 am
This is a bit off topic but @myles

I have been a little confused about that, we know that the members of the federation all have their own past and ship designs, I never understood really if starfleet is earths ships, or the federation, i feel like the individual members would still make their own ships?
posted on May 14th, 2013, 12:59 am
Shadow24 wrote:There is an IDEA

make teutoburg buildable in large yard with limit maybe 3 ships. for one of the avatars.

and create new atractive warpin, my idea is call 1 specific ship from all basic warpins (player can choose witch one f.e. galaxy or nebula or ...) but this call consume all energy ,so player can have 10 galaxy class ship but it takes him lots of time and waiting...


I actually would love to have a third avatar that had focused on this type of stuff in general - more warpin options/slots, more unique gameplay options, etc.
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