Klingon Balance & the Veqlarqh

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 29th, 2009, 5:41 am
Primary question is this:

The Veqlarqh was changed so that it's alternate armament does not always hit anymore. Ok, fine, whatever, balance, I get it.

But, was the ability to disable engines also removed?

The last game I played the Veqlarqhs we had (against klingons, which have low system values) didn't seem to disable engines at all, ever.

Also, the dominion seems to be able to disable subsystems every other shot now, but I think this is due to the perimeters "I will destroy everything" AT charges now.



The Veqlarqh is really the only thing the female klingon avatar has going for her in the late game. And with the AI running like scared little chickens (and the klingons being slower than dirt and unable to chase anything) - the engine disabling is necessary to actually kill incoming fleets.

Is this a bug, or is it intended? If it's intended the klingons should get something else to compensate, at the very least the cost of the veqlarqh should be reduced.
posted on May 29th, 2009, 5:57 am
It's a bug and has been reported.  Should be fixed in the next patch. :thumbsup:  I had the same problem with Veqlaraghs a while ago, so I share your pain.
posted on May 29th, 2009, 6:25 am
Great, I was worried the klingons were getting the shaft again.
posted on May 29th, 2009, 7:28 am
If you want late game power, try Vorchas and K'Vorts. the Kvorts with turn into a molten ball of slag any ship, and the vorchas have enough power to tear at stations. just watch out for those perimeters though: their AT charges are poison to k'vorts!
posted on May 29th, 2009, 7:56 am
The TaqRoja also has Charg as her avatar unit, a very good ship IMO. Complements Vorcha very nicely and it is cheaper ;)
posted on May 29th, 2009, 8:20 am
Actually, i dont have much use for those; they have around the same power as a kvort for more expenses. Sure they're all torpedo and they have the combat tractor beam, but i think the kvort is more useful.
posted on May 29th, 2009, 8:49 am
Actually, i dont have much use for those; they have around the same power as a kvort for more expenses. Sure they're all torpedo and they have the combat tractor beam, but i think the kvort is more useful.


If you think that, ok. I just disagree :)
K'vorts in late game are just cannon fodder IMHO. And expensive cannon fodder at that, while Chargs still pack a punch against bigger ships. Early game though, K'vorts have the edge.
posted on May 29th, 2009, 8:58 am
1 fleet of k'vorts? all firing their special torps at a target? bye bye target... Basically most targets will lose their shields in one or two volleys and die in the second/third. And if you turn on automatic special weapons, you'll see 2 or 3 ships popping at a time (the k'vorts primarily fire their torps at targets they arent firing on). Thus, they can eat entire fleets without significant losses. Plus, if you got a few veterans in there, any target you hit wont be going for repairs!
posted on May 29th, 2009, 12:02 pm
Yes, but K'vorts are pulse based, and against battleships that ain't good...  :whistling:
Doesn't mean I still don't like using the Shield-Breaking Torpedo, but the pulses mean you absolutely need beam and torpedo based ships for late game encounters.
posted on May 29th, 2009, 4:18 pm
1 fleet of k'vorts? all firing their special torps at a target? bye bye target... Basically most targets will lose their shields in one or two volleys and die in the second/third. And if you turn on automatic special weapons, you'll see 2 or 3 ships popping at a time (the k'vorts primarily fire their torps at targets they arent firing on). Thus, they can eat entire fleets without significant losses. Plus, if you got a few veterans in there, any target you hit wont be going for repairs!


16 ships to destroy 1 target, that isnt too smart IMO. As Dominus already said, pulses do only 60% of their damage to battleships so your loosing a lot of firepower that way. If you would put your funds into Chargs they will do 100% damage to battleships, which means they have greater longevity.
That is all I was trying to say :)

Though for early game, K'vorts are better.
posted on May 29th, 2009, 8:45 pm
I have to wonder, regarding calling the Klingons slow...does anybody but me buy their speed upgrades?

They don't let the Negh'var chase things down, but everything else becomes quite able to do so.
posted on May 29th, 2009, 9:23 pm
I have to wonder, regarding calling the Klingons slow...does anybody but me buy their speed upgrades?

They don't let the Negh'var chase things down, but everything else becomes quite able to do so.



I do it as well :) They most certainly arent slow, they are normal without their upgrades :)
posted on May 30th, 2009, 2:04 am
I'm glad to hear I'm not alone in that.  Nothing better than the speed upgrades to let you swing your K'vorts through an enemy fleet, deploying their shield-breaking torpedoes, and then just hit 'r' to send them off to the repair yard.  Nobody is catching them before they get there, and your defense fleet will pummel anybody pursuing your raiders.

Makes harrassment fun, easy, and economical.  And when a bunch of K'vort just repeatedly blow up someone's stuff and run away, it gets hard to match the Klingons, who are still producing ships the whole time.
posted on May 30th, 2009, 3:24 am
-=B!G=-The Black Baron wrote:16 ships to destroy 1 target, that isnt too smart IMO. As Dominus already said, pulses do only 60% of their damage to battleships so your loosing a lot of firepower that way. If you would put your funds into Chargs they will do 100% damage to battleships, which means they have greater longevity.
That is all I was trying to say :)

Though for early game, K'vorts are better.

Then you get pummeled by the cruisers and destroyers because you cant hit them as much when k'vorts can destroy those targets quite well. And there are *very* few ships that can stand up to something like 64 k'vort pulses + 16 k'vort torpedoes (forgot they had those didnt you? ;) ). Thats not even considering the fact that the k'vorts special usually automatically targets secondary ships, thus destroying those as well.
posted on May 30th, 2009, 5:56 am
Last edited by Anonymous on May 30th, 2009, 5:58 am, edited 1 time in total.
Then you get pummeled by the cruisers and destroyers because you cant hit them as much when k'vorts can destroy those targets quite well. And there are *very* few ships that can stand up to something like 64 k'vort pulses + 16 k'vort torpedoes (forgot they had those didnt you?  ). Thats not even considering the fact that the k'vorts special usually automatically targets secondary ships, thus destroying those as well.


Look, for early game (hence destroyers and cruisers <---- against cruisers both pulses and torps are equally effective though ;)) K'vorts are better, as Ive already wrote. But like it or not, that phaze of the game goes away very quickly in MP matches so you building 16 ships that are specifically built to fight destroyers and are moderatly expensive is not a great idea. That is all Im saying, and if it was up to me, Id rather build me Chargs + Vorchas instead of those kvorts. Even if I had less of them, they would be far more effective in the long term IMO
I agree that Kvorts special weapon is pretty strong though, the problem with making raids with them is that the enemy usually has cloak detection fairly quickly into the game and also has defences, thus making raids quite expensive for your fleet of kvorts, so again they are loosing their appeal in the long term.
Oh and if your thinking that torp it has makes any difference in fighting bigger ships, Im afraid your mistaken. Its like saying that because the T15 has a torpedo, it is also effective vs battleships, which is false, since both the T15s and Kvorts torpedo are little more than cosmetic additions. They do very little damage, especially when fired against late game ships.
Oh and saying that only a few ships can stand against 16 Kvorts, well I agree. But when those ships got friends with them, and lets be honest, they always have friends with them ;), the Kvorts go down a lot faster lol. This is especially true with AoE weapons like distortion field, which will fuck up kvorts pretty badly and pretty fast.

Look again, you use what you want to. I just think that another strategy is a bit more effective so Im using that. I was just trying to suggest you try that as well, as I think its better :)

EDIT: I just remembered something else lol. Kvorts are short ranged and Chargs are medium. Its another advantage, though it isnt big :D
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