Steamrunner weapons
Post ideas and suggestions on new features or improvements here.
posted on March 4th, 2009, 9:13 am
tyler makes a good point, it depends on how powerful a phaser, and against what ship,
more importantly is what ship is attacking, whith such low defence for the steamrunner, most ships above 17 firepower can dispatch it prety easily, even tho the stemrunner attack is higher
more importantly is what ship is attacking, whith such low defence for the steamrunner, most ships above 17 firepower can dispatch it prety easily, even tho the stemrunner attack is higher
posted on March 4th, 2009, 10:11 am
Yep, the Offensive Value displays the firepower of a ship, not the durability, that is displayed by the Defensive Value
posted on March 5th, 2009, 3:13 am
yeah so like optec said, the steamrunner, having a short rtange phaser, would only hep if it had te durability, cus right now, a few hits and bam. its gone
posted on March 16th, 2009, 10:23 am
Last edited by runaway on March 16th, 2009, 10:26 am, edited 1 time in total.
hmm what about giving the steamrunner another ability.
Something like "last second save". Increase the speed of the steamrunner for maybe 15 seconds and activates a point defence phaser. So you can escape.
Maybe this ability causes subsystem overload and have a chance to disable random systems completely.
I think it should be heavily damaged after using the ability so you can't use it for a longer time.
Something like "last second save". Increase the speed of the steamrunner for maybe 15 seconds and activates a point defence phaser. So you can escape.
Maybe this ability causes subsystem overload and have a chance to disable random systems completely.
I think it should be heavily damaged after using the ability so you can't use it for a longer time.
posted on March 17th, 2009, 1:31 am
heck its a warp in ships, why not have an emergency warp out, lol, warp back to the repair yard
posted on March 17th, 2009, 3:12 am
Actually, that's a really neat idea. It's REALLY Federation-ish, IMO. I mean, it just sounds like something the Feds would do, "Sir, shields are down, weapons are offline," Captain says, "Warp back to starbase X." Maybe not really Fedy, but it could be an interesting option. Warp back to the station when the ability is activated? I don't know.
Just remembered, this thread is for Steamrunners...sorry
Just remembered, this thread is for Steamrunners...sorry

posted on March 17th, 2009, 3:19 am
i had a similar idea the other day where the ship would warp out and then warp back to the same place fully repaired after a few min
posted on March 17th, 2009, 5:47 pm
In my own setup of Armada II that I'm working on (separate install from Fleet Ops) I have the Steamrunner-class as an assault ship (instead of the stock Iwo Jima-class, which I never cared for) and the Luna-class as artillery.
As far as Fleet Ops goes, from the peanut gallery, I don't see any problem with putting a small phaser on the front of the Steamrunner, just to make sure nothing silly like a NoQ'Duj blowing it up happens, but I don't think it's that vital to gameplay. The phaser would have to be a pretty short-range weapon, obviously, and if anything closes that far on your artillery, your goose is cooked anyway.
As far as Fleet Ops goes, from the peanut gallery, I don't see any problem with putting a small phaser on the front of the Steamrunner, just to make sure nothing silly like a NoQ'Duj blowing it up happens, but I don't think it's that vital to gameplay. The phaser would have to be a pretty short-range weapon, obviously, and if anything closes that far on your artillery, your goose is cooked anyway.
posted on March 17th, 2009, 8:09 pm
Or you could just escort your artillery with a destroyer or two...
posted on March 17th, 2009, 8:16 pm
Atlantis wrote:Or you could just escort your artillery with a destroyer or two...
Which goes straight back to the part about the escort being destroyed.
posted on March 17th, 2009, 8:18 pm
Are you serious? If the escort is destroyed your artillery deserves to be destroyed too, imo you got outflanked or out maneuvered and you didn't retreat in time, one puny phaser won't change that outcome.
posted on March 18th, 2009, 1:27 am
Tyler wrote:Which goes straight back to the part about the escort being destroyed.
The same as what happens when ANY of your ships get destroyed. BUILD MORE.
If something destroys your escort what's a weak short-ranged phaser on the Steamrunner going to do?
Escort it better. Use better tactics.
posted on March 18th, 2009, 2:13 am
Hi all, new to the forums. Wouldn't a small phaser that only works at short range be a good idea. Only considering the fact that the team will probably be putting a minimal limit on the range of artillery. This way if something comes in close you can at least fire back. [color=blue][/color]
posted on March 18th, 2009, 2:37 am
equip the steamrunner with the sovereign's engine overload to make escape easier, and like the other forum entry added about the sovereign... put the evasive maneuvers ability on that... then make the akira ability be something similar to the klingon torpedo turret effect... or better yet take one torpedo ability from the remore, but then you will hafta figure a new ability for her to replace it. I donno, just throwing ideas out there. Perhaps they will inspire 

posted on March 18th, 2009, 9:09 am
Atlantis wrote:The same as what happens when ANY of your ships get destroyed. BUILD MORE.
If something destroys your escort what's a weak short-ranged phaser on the Steamrunner going to do?
Escort it better. Use better tactics.
As I said before, it depends on how much damage the escorts did before death.
Rhaz wrote:Are you serious? If the escort is destroyed your artillery deserves to be destroyed too, imo you got outflanked or out maneuvered and you didn't retreat in time, one puny phaser won't change that outcome.
Same as above. A lot of people forget that battles are not about who has the biggest Phaser.
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