Veterans

You feel like a battlecruiser is too weak or a race too strong? Go ahead and discuss it here :)
posted on May 27th, 2009, 11:22 pm
After i installed the 3.0.6 patch, i thought that you would be able to get two or three veterans and they would offer large (20 up to 40 in the most extreme cases) stat bonuses and a unique ability found only on that ship. Instead, i found that veterans get 5-10 stat boosts and an ability that is most likely shared by at least one other ship. So here is what i propose:
* each race gets 6 veteran slots
* destroyers use one slot, cruisers use two, and battleships use 3.
* large "dreadnought" type ships like the dominion Dreadnought and the Tavara use 4.
* they each get a completely unique passive or active ability
* they get a stat boost of up to 30 in each area
* you have to pay resources (and optionally time) to upgrade them
posted on May 27th, 2009, 11:25 pm
Umm....Not sure what ships you have been promoting but so far I have been very impressed with the stat boosts. Remore, Sovereign, Descent and the monster Jem'hadar juggernaut which can now lay waste to a starbase on its own!!!
posted on May 27th, 2009, 11:33 pm
THe k'vort gets about 10 boost, the b'rel gets 8, the bugship gets 6 or 8, etc. Now i havent seen the larger ships veteraned so it may not be a problem but i somehow expected a higher base boost for veterans. (my larger ships always die before i can veteran them! i only once saw a vorcha veteraned let alone a negh var)
posted on May 27th, 2009, 11:45 pm
It's definitely a challenge but the larger ships are where it's at! (in terms of stat boosts)
posted on May 28th, 2009, 1:26 am
A Veteran K'vort has the stats of a battleship, the speed of a BoP, and fires at doubled rate, in addition to having the shieldbreaking torpedo.  The things are monsters, and you can easily get 5 Veteran K'vort.
posted on May 28th, 2009, 3:45 am
The problem is that it lacks the heavy power to pummel stations with speed. 4 vorchas can do a similar job as a whole fleet of k'vorts on stations and they do it for cheaper. K'vorts just dont have the ability to fight stations like bigger ships. K'vorts dont have a decent system value either (anyone ever hear of a battleship with 8 system value?) and thus are both very vulnerable to special weapons and thier shields nearly never regenerate a significant amount of their shields. In light of this though, i suppose my real beef is with the fact that two or 3 ships get the same ability. Surely there were some good abilities that we suggested to them that they could use?
posted on May 28th, 2009, 3:54 am
Last edited by Dominus_Noctis on May 28th, 2009, 4:39 am, edited 1 time in total.
That's because K'vorts have PULSES. Vorchas have BEAMS  :sweatdrop:  :thumbsup:

...But getting the same abilities is kinda weird... but semi-expected. (Still, I'd like to see more varying traits  :shifty:)
posted on May 28th, 2009, 4:00 am
i suspect that there will be more in the future as they come up with more ideas. Also i am very impressed with the stats of ships. A veterean edjaw (klingon-federation mixed tech ship) is sifnicanly faster that a BoP or a hyper impulse saber, and can take fire 7 or 8 ships without being destroyed and you can get 5 of them. The vet Phlanx has a defence of 130 (i think) and an offence of like about 70.
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