Make Cho'naq an early-game ship.

Post ideas and suggestions on new features or improvements here.
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posted on March 18th, 2011, 1:14 am
Actually the Cho'naQ's beam is very powerful when you consider the cost of the ship.  The energy buffer is a bit annoying to work with but I think it's perfectly balanced.

I love that Klingons have the choice: you can't recharge the weapons and cloak at the same time.  This choice gets obscured by the crazy cost of Large cloaking devices, but it really is an elegant mechanic.
posted on March 18th, 2011, 9:54 am
I don't think so. An offense of 30 is not really strong, whereas being slow, having weak defense and no cloak sucks.
My suggestion for the ChonaQ is the following: Make it a flying warship cannon. Give it one of the Vet NeghVar pulses, which it can fire over a long range with restricted fire arc. Of course only with Special energy. This way the problem with shooting on already dead vessels would be solved and it would be an answer to battleships later on due to 20% additional damage vs. them. Her weaknesses would stay, but at least it could do some damage, a bit like an E2, only weaker and Klingonlike :thumbsup:.
posted on March 18th, 2011, 10:19 pm
Cmdr Hope, you should go and look at the conversation I had with the Devs a few weeks ago regarding values and what they mean.

The Offensive value takes into account both the ship's speed and any perks or drawbacks.  The Cho'naQ has terrible speed and a large drawback, and its Offense value has been lowered to reflect that.  If you look at nothing but the DPS (Damage Per Second) it deals when it has full energy, there are very few ships in Fleet Ops that hit harder.

For example, the Mayson Excel II has an offense value of 33 and deals ~17 DPS.
The Cho'naQ, on the other hand has an offense value of 30 and deals ~19.5 DPS.
The Vorcha has 38 Offense but deals only ~16 DPS, because its cloaking and speed are taken into account.

Here's an idea: what if the Cho'naQ had a special that filled up its special energy for 1-2 supply each usage?
posted on March 19th, 2011, 8:01 am
Thanks for that Tryptic, didn't know that.  :thumbsup:
Nevertheless the problem of firing on already dead vessels remains. I think it could be solved if they changed the beam to a special pulse which wouldn't underly the pulse rules(Klingons love pulses, and it's the easiest way to go around the problem). Similar to the multipurpose disruptor of the Norexan, just stronger and being the only weapon the ChonaQ would have.
posted on March 19th, 2011, 3:51 pm
Does the beam actually start its attack on dead vessels?  Because I know the Qho'naQ has a very long attack animation, but I'm not sure if it deals damage at the beginning or the end.  It might appear to be attacking a dead vessel when it's actually not.

The odf says it has a shot interval of 1 second but a "lifespan" of 3 seconds, can somebody explain how exactly that operates?

Reminds me of the Illuminator in Sins, where its beam duration was accidentally longer than its damage interval so it did double damage on each shot  :sweatdrop:
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