Make Cho'naq an early-game ship.
Post ideas and suggestions on new features or improvements here.
posted on March 16th, 2011, 4:41 pm
Last edited by Nebula_Class_Ftw on March 16th, 2011, 4:48 pm, edited 1 time in total.
My idea is to put the Cho'naq in either the same extension to the field yard as the K'beajQ (requiring field research), or the Su'sa/Veqlaragh extension. This way the Klingons have a bit more early game options (especially Martok when facing ablative armor.) The Cho'naq could then be made smaller and a bit less powerful (take away 5 or 6 offense and 2 or 3 defense would be enuff I think) so that it isn't too out of place.
I think this would really make the Cho'naq seen more often, as well as possibly encourage people away from the very common early battle yard (which is not going to become a whole lot less common I think when the passives are fixed.)
EDIT:On further thought, the special forces extension would be better, as it would encourage that extension to be built (very important for ally repair but a waste of res to build before ally repair needed if Su'a or Veqs aren't needed) and also allow you to build out of two parts of the field yard simultaneously if facing things that counter short ranges.
I think this would really make the Cho'naq seen more often, as well as possibly encourage people away from the very common early battle yard (which is not going to become a whole lot less common I think when the passives are fixed.)
EDIT:On further thought, the special forces extension would be better, as it would encourage that extension to be built (very important for ally repair but a waste of res to build before ally repair needed if Su'a or Veqs aren't needed) and also allow you to build out of two parts of the field yard simultaneously if facing things that counter short ranges.
posted on March 16th, 2011, 5:25 pm
I think it should be more accessible than it is right now, but I don't know about the field yard, that feels a bit too accessible. If anything I support a cost reduction for the imperial yard and a small cost hike for the bortas.
posted on March 16th, 2011, 6:00 pm
Too accessible? It's not that powerful and the high techness is just something FO made up. I think it will be great if redesigned for early game.
posted on March 16th, 2011, 6:41 pm
Why exactly, Nebula?
The klingons have less long-rangers than Dominion or feds (agreed), but the S'ang is the early long-ranger. The Cho'naq is better used with it's special lateron ingames (even if nobody does).
The klingons have less long-rangers than Dominion or feds (agreed), but the S'ang is the early long-ranger. The Cho'naq is better used with it's special lateron ingames (even if nobody does).
posted on March 16th, 2011, 8:26 pm
Last edited by Nebula_Class_Ftw on March 16th, 2011, 8:35 pm, edited 1 time in total.
I don't think Sang is early enuff if you try build K'vorts, which can really suck up the resources you need for a battle yard (Taq'Roja has the most trouble with this), or that the special forces extension is useful enuff (and it is the only ally repair you get until battle yard, so less usefulness leads to some trouble when your ally aids you.) I would really like it if Klingons weren't so often forced into battle yard, as they were really about the smaller ships in the shows (e.g. the Vorcha was the biggest baddest thing they had up until DS9.)
Also, the main usefulness of the Cho'naq is to finish off retreating ships becuz its beam can stay on them easily, and by late-game this isn't as useful.
Also, the main usefulness of the Cho'naq is to finish off retreating ships becuz its beam can stay on them easily, and by late-game this isn't as useful.
posted on March 16th, 2011, 9:41 pm
Nebula_Class_Ftw wrote:I would really like it if Klingons weren't so often forced into battle yard, as they were really about the smaller ships in the shows (e.g. the Vorcha was the biggest baddest thing they had up until DS9.)
I don't think it's bad to encourage klingon players to get to battle yards early on. Klingons love to expand - so the battle yard represents that aspect well in both showing some more power to the opponent and fielding heavier baseline- and support-ships.
And the S'ang is a small ship; so if it's about field-yard-vessels and S'angs you still have your focus on small ships and long-rangers.^^
posted on March 16th, 2011, 9:44 pm
I really like the idea putting it to the KBQ :thumbsup:. The ship is rarely used and although it's cheaper than Vor'cha/Vutpa/Luspet it's situated in the battle yard. I mean, her problems stay but people would at least try it out. In late game the ChonaQ is simply useless. All in all the ChonaQ is the most useless ship in whole fleet Ops, I can't think of anything similar but some mixed tech vessels. But the uselessness is in my eyes mostly a problem of her situation in the tech tree and the beam shooting on dead ships. You'd NEVER build up an imperial yard for the ChonaQ. But if you got a KBQ part up already, why not build a ChonaQ against stuff the Sang won't hit.
posted on March 16th, 2011, 9:53 pm
The ship is rarely used and although it's cheaper than Vor'cha/Vutpa/Luspet it's situated in the battle yard. I mean, her problems stay but people would at least try it out.
I'm confused now... the thread was about getting the Cho'naQ available for early game; The S'ang was my input to show that the S'ang can be considered an early-game unit (if you expand fast and get to battle yard asap what many klingon players do anyways).
You're right with saying that nobody builds an imperial yard to field the Cho'naQ though.
posted on March 16th, 2011, 9:59 pm
Oh, I was referring to the ChonaQ with my whole post
.

posted on March 16th, 2011, 10:19 pm
I wouldn't mind the ChonaQ being an early-game ship, if only so I'll get a chance to use it more often.
posted on March 16th, 2011, 10:31 pm
I'd rather see the Cho'naQ become a better dedicated anti-structure, anti-capital ship vessel
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posted on March 16th, 2011, 10:46 pm
Aye,
Although I hate the nature of the SC2 Void Ray - I'd almost like to see a little bit of that in the Cho'naq. Not a giant damage increase like the Void Ray, but a little increase over time
.
Although I hate the nature of the SC2 Void Ray - I'd almost like to see a little bit of that in the Cho'naq. Not a giant damage increase like the Void Ray, but a little increase over time

posted on March 16th, 2011, 10:55 pm
Last edited by Nebula_Class_Ftw on March 16th, 2011, 10:59 pm, edited 1 time in total.
RedEyedRaven wrote:And the S'ang is a small ship; so if it's about field-yard-vessels and S'angs you still have your focus on small ships and long-rangers.^^
I wasn't referring to the Sang specifically, but to the entire battle yard selection. It's full of bigger, higher tech ships, yet Klingons always seemed to have BoPs and other low-tech ships as their fleet backbone in the shows.
Boggz wrote:Aye,
Although I hate the nature of the SC2 Void Ray - I'd almost like to see a little bit of that in the Cho'naq. Not a giant damage increase like the Void Ray, but a little increase over time.
I like this idea, but I think that the Cho'naq would still be underused and pointless since that kind of damage increase would be more used on large slow ships (which the Sang does a pretty good job of kiting to death with torps.)
Maybe if it did do more damage as the beam continued, but only to ships with certain passives (ablative armor + one or two others.)
Maybe a different way to get the Cho'naq lower tech could be to put the Sang in the special forces extension, and put the Cho'naq where the Sang is now.
posted on March 16th, 2011, 10:59 pm
I think the Cho'naQ was sort of an answer to the E2: a core-type ship that you can make a long-range flotilla out of. Unfortunately it just clashes with the rest of Klingon playstyle too much, and comes too late to really mass them.
I think the answer is to move the entire Imperial yard in the direction the BortaS went: make everything much cheaper than it is now, but for the Neghvar and Cho'naQ increase their build times. So it's very difficult to tech race up to the yard, but once you gradually build up to it, your Imperial yard won't stop you from building smaller ships as well.
Instead of Vorcha OR Neghvar, it would become Vorcha plus a small number of Neghvar.
Here's an idea: make the Imperial Yard cost 100 supply to build, and maybe reduce the supply cost of ships it produces. I want to see it function more like a Starfleet Command, augmenting your existing fleet with a handful of ships without forcing you to make a choice.
I think the answer is to move the entire Imperial yard in the direction the BortaS went: make everything much cheaper than it is now, but for the Neghvar and Cho'naQ increase their build times. So it's very difficult to tech race up to the yard, but once you gradually build up to it, your Imperial yard won't stop you from building smaller ships as well.
Instead of Vorcha OR Neghvar, it would become Vorcha plus a small number of Neghvar.
Here's an idea: make the Imperial Yard cost 100 supply to build, and maybe reduce the supply cost of ships it produces. I want to see it function more like a Starfleet Command, augmenting your existing fleet with a handful of ships without forcing you to make a choice.
posted on March 16th, 2011, 11:02 pm
Last edited by Nebula_Class_Ftw on March 16th, 2011, 11:04 pm, edited 1 time in total.
I think it's pretty easy to get some Negh'vars while making Vor'cha. Only problem is that there is no incentive to ever go beyond Vor'cha. Perhaps the Luspet could be moved to Imperial (if Cho'naq becomes lower tech), and something else for the Negh'var (perhaps available without any research stations.)
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