Defiant Rapid-Fire Pulse

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posted on November 9th, 2010, 6:45 pm
I was thinking that the Defiant class vessel be modified in Fleet-Ops to fire off four shots very quickly like the way it fired on the cube in First Contact.  Making it a bit more imposing.
posted on November 9th, 2010, 6:51 pm
This has been discussed before, it can be done. In your own personal mod. I dont know if this is a change the developers are looking at implementing in FO. You can divide the damage done by each pulse and distribute it over however many pulse shots you want in order to preserve game balance.

Or if it's for your mod you can make the defiant deal ridiculous amounts of damage like in DS9  :lol:
posted on November 9th, 2010, 7:00 pm
Well, the defiant is a allrounder in fleetops. It can fire pulses, that are good against destroyers and quantums, that deal a good amount of damage against late-game ships.

If the defiant would be canon, the pulses would be always better - not only against smaller ships. I think its a good balanced ship that fits many roles and delivers a good tradeoff in ressources, attack and def-values.

Burstfire-pulses might be nice to look at, but I rather take it as it is. If done so, too much offensive-power will be wasted in the first sight. The strategy to send one or two mini-sacrifice-ships into the battle while dealing heavy support from behind would be too effective, if also the defiant will to bursts.
posted on November 9th, 2010, 8:05 pm
As i recall previous discussions on the weaponry of the Defiant it was proposed to make the pulses more like bursts. High damage initial assault, more time to recharge. Same total damage.

It was thought it would suit the defiant better as a hit-and-run vessel. It would certainly be interesting.
posted on November 9th, 2010, 9:30 pm
I tested the defiant with the pulse rapid fire.  I wiped out the Borg and Romulans, who both had full or almost full techtrees and I only lost 2 vessels.  One to the Borg and one to the Romulans.  Although I may make the cooldown time after the volley something like 2.0 or 2.5 seconds instead of 1.15, which is the default for this vessel.
posted on November 10th, 2010, 1:07 am
TCR_500 wrote:I was thinking that the Defiant class vessel be modified in Fleet-Ops to fire off four shots very quickly like the way it fired on the cube in First Contact.  Making it a bit more imposing.


Who cares how it looked in first contact. It had a whole TV series in which it played a big role to show how it worked.

Star Trek Armada II: Fleet Operations - Mini canon mod - again

btw, it's sorta allready been done. Enjoy.
posted on November 10th, 2010, 1:08 am
TCR_500 wrote:I tested the defiant with the pulse rapid fire.  I wiped out the Borg and Romulans, who both had full or almost full techtrees and I only lost 2 vessels.  One to the Borg and one to the Romulans.  Although I may make the cooldown time after the volley something like 2.0 or 2.5 seconds instead of 1.15, which is the default for this vessel.

 
  Lol well if it's wiping things out then you probably didn't adjust the damage per volley.  The only way that the Defiant can have burst-fire is to adjust the damage per shot to keep the same DPS.
posted on November 10th, 2010, 1:35 am
Well, I watched a couple of other videos on Youtube about the Defiant battling an apponent and noticed that there were 4 cannons firing from the Defiant.  I think fleet-ops only has 2 cannons.  The only series I'm familior with are Next Generation, and Voyager.
posted on November 10th, 2010, 2:46 am
TCR_500 wrote:Well, I watched a couple of other videos on Youtube about the Defiant battling an apponent and noticed that there were 4 cannons firing from the Defiant.  I think fleet-ops only has 2 cannons.  The only series I'm familior with are Next Generation, and Voyager.


That applies to most ships, though.  But I think it works better in FO if the ships are limited to 1-3 weapons so it doesn't get too complex.

I wouldn't mind if the defiant had burst-fire pulses, but while it does fit canon it doesn't fit the general plan for the federation in FO.  Unless you only have defiants in your fleet (which is unlikely) you're not going to get a huge advantage from one ship class doing all the damage at the beginning.
posted on November 10th, 2010, 5:08 am
TCR_500 wrote:Well, I watched a couple of other videos on Youtube about the Defiant battling an apponent and noticed that there were 4 cannons firing from the Defiant.  I think fleet-ops only has 2 cannons.  The only series I'm familior with are Next Generation, and Voyager.


I think this is because of a general change from twin pulse to single pulse (no idea why they didn't make an exception for Defiant.) From the 3.1.2 changelog, Federation section: "Dual Pulse Phasers replaced with normal pulse phasers. Gameplay characteristics remain unchanged"

I would love to see a Defiant that shoots rapid volleys like in the shows, the current Defiant  shooting pattern makes it feel like my Defiant's got castrated in the shipyard.
posted on November 11th, 2010, 2:57 pm
Well, then give it also the same phase-modulating sound like it had in the shows. I think the sound is a little too flat for the defiants pulses. In the shows, your listened to a modulated bandpass filtered noise (which reflects the main steam-like-sound) with a short modulation over the whole spectrum (which reflects the doppler effect) multiplied with... something phase-changing-thing.

This in 4 different frequency regions, which lie nearby each others can give an astounding sound effect.
posted on November 11th, 2010, 2:59 pm
Changing the sound would bring up a question; which sound to use? At least 4 seperate sounds were used for the Defiant's Pulse Phasers throughout the show.
posted on November 12th, 2010, 4:31 am
But yeah, that mini cannon mod that fixes this is pretty fun to tinker arround in.
posted on November 12th, 2010, 4:45 am
Well, I think that a 5-shot volley with a shot delay of 0.2 between each shot in the volley, then a shot delay of 3.45 between the last shot in the previous volley and the first shot in the next volley would be better.  An overall increase in the offensive value of the vessel.  The current offensive value according to the unit value calculator XLS file, is 39.  That's without ranks.  The same vessel with my idea will now have an offensive value of 52, again without ranks.  A 13 unit increase in the offensive value.  Then make it so that only a veteran ranked Defiant gets those torpedo turrets.
posted on November 12th, 2010, 6:57 pm
The defiant has no torpedo turrets, the closest to a turret it has is a phaser strip that was seldom used on DS9.

If you mean remove it's torpedos, you may as well remove the ship. or give it romulan weapons. Whats the point of having a vessel if you change it so much.
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