Less used Klingon Battle Yard vessel?
You feel like a battlecruiser is too weak or a race too strong? Go ahead and discuss it here :)
posted on August 1st, 2009, 6:01 pm
Last edited by tom on August 1st, 2009, 6:20 pm, edited 1 time in total.
Galefury wrote: Qaw'Duj would be useful if the special abilities would be more powerful and would effect more ships, like restoring energy, increasing speed for a few seconds, boosting firerate... Polaron field is a good ideea, but 5 seconds ? This is a joke compared to sensor blackout witch is a more powerful weapon and lasts 5 times longer...
galefury is right, qaw'duj specials are a joke and they cost a ton of resources. i have a few ideas to change that:
- increase the special energy drain from other vessels for the 1st (or 2nd im not sure) special from 80 to 200 or add effect that special energy on targeted ship will not regenerate for 25s
- change 3rd special effect radius from high to medium but increase duration to 10-12s
- change the special that affect ur ships (i guess its the 2nd but im not sure) to special that affects enemy ships: slows down movement speed for 10-15s, has v small cooldown and small energy cost and affects a single enemy ship, so with a good micro klingon player can slow down retreating ships with some success
changing vutpa weapon range from medium to long would also make it useful vs sabers & rhienns. maybe after upgrade to troop transport its weapon range could be decreased to medium so upgrading is more like a trade-off: u can board but u loose ur ability to counter destroyers. it would make the ship useful throughout entire game.
posted on August 2nd, 2009, 5:18 am
I wouldn't say that, Sword of Kahless can significantly boost ship powers and yo can keep spamming it due to low sp energy costs (pair it with a couple of vorchas and youll see what i mean), and the Polaron field completely disables a group of ships for like 5 seconds. Ive found both to be highly useful! now, that second weapon isn't very useful in my opinion...
posted on August 5th, 2009, 1:56 pm
Last edited by Optec on August 5th, 2009, 1:59 pm, edited 1 time in total.
the Qaw'Duj updates are coming along, and it will get a new set of special abilities with the next patch, in order to make it more interessting

Imperial Stance
Increases all attributes of the Qaw'Duj by 3 and renders it immune to most special weapon effects, including a great reduction of damage dealt by special weapons. Lasts 45 seconds

Ion Torpedo
Fires a special torpedo at a hostile target, dealing direct hull damage. An instant reaction will be triggered upon impact, creating a micro Ion Storm within the warp field. The micro Ion Storm deals damage to all nearby hostiles for 6 seconds. As the micro Ion Storm is created within the vessels warpfield, it will follow the target
The third ability is still on todo, as it requires more coding, so we might see the polaron field again in the next patch, but an replacement for it will follow

Imperial Stance
Increases all attributes of the Qaw'Duj by 3 and renders it immune to most special weapon effects, including a great reduction of damage dealt by special weapons. Lasts 45 seconds

Ion Torpedo
Fires a special torpedo at a hostile target, dealing direct hull damage. An instant reaction will be triggered upon impact, creating a micro Ion Storm within the warp field. The micro Ion Storm deals damage to all nearby hostiles for 6 seconds. As the micro Ion Storm is created within the vessels warpfield, it will follow the target
The third ability is still on todo, as it requires more coding, so we might see the polaron field again in the next patch, but an replacement for it will follow
posted on August 5th, 2009, 2:00 pm
Looking good 
Hmmm, I think I like this
Is the ship getting a tertiary ability as well?

renders it immune to most special weapon effects
Hmmm, I think I like this

Is the ship getting a tertiary ability as well?
posted on August 5th, 2009, 2:01 pm
Only 2? Is is keeping one of the original specials or is the third not sorted yet?
Looks good.
Looks good.
posted on August 5th, 2009, 2:02 pm
the third is still on todo, i added the info about that on my post, you two were just too fast 

posted on August 5th, 2009, 2:03 pm

My eyes remain glued to the screen Optec

posted on August 5th, 2009, 7:17 pm
Qaw'Duj Class
I notice the Vupta (sp?) is mentioned often as useless. I love that ship and i use it for several things.
1. Construction vehicle hunting
2. Mining outpost raiding
3. Scout capture support for sensor array.
4. Survivable decoy for torpedo defenses while the main strike force moves into position.
I notice the Vupta (sp?) is mentioned often as useless. I love that ship and i use it for several things.
1. Construction vehicle hunting
2. Mining outpost raiding
3. Scout capture support for sensor array.
4. Survivable decoy for torpedo defenses while the main strike force moves into position.
posted on November 16th, 2009, 8:05 am
Optec wrote:the Qaw'Duj updates are coming along, and it will get a new set of special abilities with the next patch, in order to make it more interessting
Imperial Stance
Increases all attributes of the Qaw'Duj by 3 and renders it immune to most special weapon effects, including a great reduction of damage dealt by special weapons. Lasts 45 seconds
Ion Torpedo
Fires a special torpedo at a hostile target, dealing direct hull damage. An instant reaction will be triggered upon impact, creating a micro Ion Storm within the warp field. The micro Ion Storm deals damage to all nearby hostiles for 6 seconds. As the micro Ion Storm is created within the vessels warpfield, it will follow the target
The third ability is still on todo, as it requires more coding, so we might see the polaron field again in the next patch, but an replacement for it will follow
Just dug this up after Stardust pointed it out. I'm SO happy the Qaw'Duj might actually be able to fight for a change. I feel that even a Klingon Support Vessel is ready for a fight.
Glad also to know that it wil retain an AOE ability. I actually use them frequently because polaron field is really the only attainable AOE ability that the Klingons have. FOF takes too long to accumulate and diminishes with an opponent's numbers. Weak.
I like the Ion storm ability. Also, I think sword of Kahless was a fine ability, it's just too short given the fact that many Kling ships are short range and must be micro'd to be effective.
posted on November 20th, 2009, 3:10 pm
I dunno, I think maybe the Sang could use a new weapon too.
posted on December 12th, 2009, 8:02 pm
i think the sang is pretty good as it is, the compound torpedoes work very well against bigger fleet or buildings.
Xanto
posted on December 14th, 2009, 6:18 am
I played the Klingon's for the first time the other day, and it felt like there was too much. To many ships yards, and to many stations. It feels like the Fed's have very little compared to the Klingon's. Maybe it's just me... 

posted on December 14th, 2009, 6:35 am
Xanto wrote:I played the Klingon's for the first time the other day, and it felt like there was too much. To many ships yards, and to many stations. It feels like the Fed's have very little compared to the Klingon's. Maybe it's just me...
Haha, well considering that only a couple of the ships are worth using ...
The Klingons rely on early game ships to win. B'rels, Kvorts, and especialy KbeajQ are just crucial for a victory. Taq needs B'rels, Veq's, and Sangs. Martok needs KbeajQ, Susa, and Sangs.
If you haven't won with just that then you can progress to Vorchas and Qaw'Duj for support. Vupta's, Chargh's, Cho'Naq, and Taq Negh'var's really aren't worth using. They take too long and too many resources to tech to. Martok can move up to Luspet's and Negh'vars but really the other vessels just require too many resources and don't add the kind of backbone power that the Klingons desperately need.
Chargh's have poor stats for a Medium Cruiser and a special that costs too much, Cho'naqs are tech-heavy and have poor stats, Negh'vars are easily outranged and too slow, while Vupta just ... are sad.
They have many ships options, but most are situational ships. The Feds can spam Sabers, Monsoons, Norways, or Intrepids early on, Akira's and Excelsior II's midgame, and heavy battleships supported by cruisers late-game. Easy as pie.
Xanto
posted on December 14th, 2009, 6:55 am
Thanks for the advise... 
posted on December 14th, 2009, 7:16 am
Keep in mind this is just how I like to play and what I find useful.
Many times for Martok the best way to win is to split build Sangs/KbeajQ since the Battle Yard can be built so quickly and so cheap. That way you've got the power of the Sang's to deal with Warp-ins, Borg, Romulan Battleship rushes, and the likes of that while the KbeajQ eat destroyers (and with their special torpedo they do that very well
).
For Taq a B'rel spam can help you control the map very early on. This I've found is very important for a Klingon player as the Klingon Turret is slow to build and requires a heavy investment of resources that must be saved for. Having the fast and mobile B'rels is a much better way to keep your opponent out of your exp. Once you feel secure you can move up to KbeajQ or Kvorts. KbeajQ if your opponent is fielding cruisers and Kvort's if the enemy's vessels are still small.
Again ... Sang's are natural Kiters and it's hard to go wrong when you make them. But if you want to take the hard route then go with mostly Field Yard ships and engage in glorious and bloody combat!
Many times for Martok the best way to win is to split build Sangs/KbeajQ since the Battle Yard can be built so quickly and so cheap. That way you've got the power of the Sang's to deal with Warp-ins, Borg, Romulan Battleship rushes, and the likes of that while the KbeajQ eat destroyers (and with their special torpedo they do that very well
).For Taq a B'rel spam can help you control the map very early on. This I've found is very important for a Klingon player as the Klingon Turret is slow to build and requires a heavy investment of resources that must be saved for. Having the fast and mobile B'rels is a much better way to keep your opponent out of your exp. Once you feel secure you can move up to KbeajQ or Kvorts. KbeajQ if your opponent is fielding cruisers and Kvort's if the enemy's vessels are still small.
Again ... Sang's are natural Kiters and it's hard to go wrong when you make them. But if you want to take the hard route then go with mostly Field Yard ships and engage in glorious and bloody combat!
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