The Big Green Crazy Axe Murderer!
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posted on May 29th, 2010, 7:35 pm
Last edited by Nuukov on May 29th, 2010, 7:45 pm, edited 1 time in total.
Ok. Sorry for ANOTHER Romulan thread. 
But I wish to adress something that has been on my mind:
The Serkas!
Ok. I <3 this ship, but, frankly. It's bugged out to hell
1. It's Special. For some reason the Serkas' special is bugged. When you hover over the button (for both avatars), it does not show the weapon's range. And secondly, when the Serkas uses it's special while cloaked, IT DECLOAKS!!! Even when the desc. of the Special says it can be used while cloaked.
2. It is suicidel. The Serkas can sometimes get ownd by itself! And can pwn ally ships. So, like the BortaS, I think the Serkas could do with some passive that protects it from itself, (and stop it owning allies
) Here is my idea for two passives for the Serkas:
Cobalt Deflector Shields
-The Serkas has been redesigned with a special energy wave deflector barrier that covers the hull, and the shields of the Serkas, that repel Cobalt weapons and radiation. Since the Cobalt Deflector Shields (CDS), and the Quadcobalt Torpedoes are both made by Romulans, they know how to program the CDS to fully resist Quadcobalt. Thus the Serkas takes no damage from Quadcobalt weapons. Also the Romulans have a limited knowledge of other cobalt based weapons, thus decreasing damage from those weapons (e.g. Tricobalt) by 50%.
Modified Cobalt Injectors
-This changes the energy and cobalt output of the Serkas' weapon to match the shields and hull polarization of allied ships, so in turn it does not cause damage to those ships, but still deals massive damage to enemy ships.
Opinions?

But I wish to adress something that has been on my mind:
The Serkas!
Ok. I <3 this ship, but, frankly. It's bugged out to hell

1. It's Special. For some reason the Serkas' special is bugged. When you hover over the button (for both avatars), it does not show the weapon's range. And secondly, when the Serkas uses it's special while cloaked, IT DECLOAKS!!! Even when the desc. of the Special says it can be used while cloaked.
2. It is suicidel. The Serkas can sometimes get ownd by itself! And can pwn ally ships. So, like the BortaS, I think the Serkas could do with some passive that protects it from itself, (and stop it owning allies

Cobalt Deflector Shields
-The Serkas has been redesigned with a special energy wave deflector barrier that covers the hull, and the shields of the Serkas, that repel Cobalt weapons and radiation. Since the Cobalt Deflector Shields (CDS), and the Quadcobalt Torpedoes are both made by Romulans, they know how to program the CDS to fully resist Quadcobalt. Thus the Serkas takes no damage from Quadcobalt weapons. Also the Romulans have a limited knowledge of other cobalt based weapons, thus decreasing damage from those weapons (e.g. Tricobalt) by 50%.
Modified Cobalt Injectors
-This changes the energy and cobalt output of the Serkas' weapon to match the shields and hull polarization of allied ships, so in turn it does not cause damage to those ships, but still deals massive damage to enemy ships.
Opinions?
posted on May 29th, 2010, 7:50 pm
Hmmm. I don't know, I have always thought the enemy Serkas was too powerful, and the player's too weak.
posted on May 29th, 2010, 7:52 pm
Romulans use hull-polarization? :lol: That was badly out of date (and really stupid) in the 22nd century. Polarization or no I think the friendly-fire is fine. I'd rather not have a "oh, well it only kills enemies" situation for weapons.
I think the Serkas itself just needs some better unit ai (if possible) so it isn't self-destructive. And maybe a 20% (or more) damage reduction from Quadcobalts.
The tricobalt resistance thing I only somewhat disagree with, unless the Borg also get resistance from assimilating cobalt-based weaponry and the Feds get some Quadcobalt resistance (since they use cobalt-based weapons too.) However my way could affect balancing too much. In fact just giving the Rommies some cobalt-resistance would affect balancing.
I think the Serkas itself just needs some better unit ai (if possible) so it isn't self-destructive. And maybe a 20% (or more) damage reduction from Quadcobalts.
The tricobalt resistance thing I only somewhat disagree with, unless the Borg also get resistance from assimilating cobalt-based weaponry and the Feds get some Quadcobalt resistance (since they use cobalt-based weapons too.) However my way could affect balancing too much. In fact just giving the Rommies some cobalt-resistance would affect balancing.
posted on May 29th, 2010, 7:55 pm
Or maybe dis.
Colbalt Inverters:
These devices are put on the hull making the ship immune to tricolbalt and quadcolbalt explosions and impacts.
Colbalt Inverters:
These devices are put on the hull making the ship immune to tricolbalt and quadcolbalt explosions and impacts.
posted on May 29th, 2010, 7:57 pm
I think the Serkas is fine the way it is, it's fine when you know how to use it properly
. However silent resolve needs to be fixed, or have a text change.

posted on May 29th, 2010, 7:59 pm
Nebula_Class_Ftw wrote:Romulans use hull-polarization? :lol: That was badly out of date (and really stupid) in the 22nd century. Polarization or no I think the friendly-fire is fine. I'd rather not have a "oh, well it only kills enemies" situation for weapons.
I think the Serkas itself just needs some better unit ai (if possible) so it isn't self-destructive. And maybe a 20% (or more) damage reduction from Quadcobalts.
The tricobalt resistance thing I only somewhat disagree with, unless the Borg also get resistance from assimilating cobalt-based weaponry and the Feds get some Quadcobalt resistance (since they use cobalt-based weapons too.) However my way could affect balancing too much. In fact just giving the Rommies some cobalt-resistance would affect balancing.
Oh whatever I could not think of anything better than hull polarization

But! I still do think the Serkas needs those passives. And think about it. No one hardly ever builds the Serkas. AND, if you imagine, if it had those passives, all it would do is stop it killing itself, and its team mates. And the -50% dmg from Tricobalt, it only means it will take 50% kess dmg from the Steamrunner, and the Intrepid's Special. Lol. And the enemy would not ONLY use steamies and Intrepid Specials. They would use other stuff that could pwn the Serkas quicko, eg, EVERY OTHER TYPE OF SHIP! Ok yes, Serkas vs Serkas would not work, but that does not mean each player would ONLY have Serkas types. Think about things before you object!
posted on May 29th, 2010, 8:05 pm
The Serkas special might be a guidet silent resolve, so it might be mighty even against fast ships. The fact, that the detonation will damage enemy ships over the time would just be a little power up against small ships. Against larger things, the Serkas is doing well I think.
posted on May 29th, 2010, 8:06 pm
serkas doesnt need much changing, other than fixing the special
i see serkas in online play, its useful. 4 can quite quickly massacre mining stations. or a yard. adding more passives would make it even stronger. its weapon is very strong, but unfortunately can hurt friendlies, thats the balance. if it could no longer hurt allies then it would be way op. you could fire without micro.
i see serkas in online play, its useful. 4 can quite quickly massacre mining stations. or a yard. adding more passives would make it even stronger. its weapon is very strong, but unfortunately can hurt friendlies, thats the balance. if it could no longer hurt allies then it would be way op. you could fire without micro.
posted on May 29th, 2010, 8:10 pm
Last edited by Nebula_Class_Ftw on May 29th, 2010, 8:15 pm, edited 1 time in total.
1337_64M3R wrote:Or maybe dis.
Colbalt Inverters:
These devices are put on the hull making the ship immune to tricolbalt and quadcolbalt explosions and impacts.
Then why not have them on every ship? It would certainly make sense to add them to stations, unless there's a downside.
My 20% (maybe as much as 45%) damage reduction could be explained away by the ships' crew adjusting shields (maybe it could be gained as the ship ranks up...)
NuclearDude wrote:Oh whatever I could not think of anything better than hull polarization
But! I still do think the Serkas needs those passives. And think about it. No one hardly ever builds the Serkas. AND, if you imagine, if it had those passives, all it would do is stop it killing itself, and its team mates. And the -50% dmg from Tricobalt, it only means it will take 50% kess dmg from the Steamrunner, and the Intrepid's Special. Lol. And the enemy would not ONLY use steamies and Intrepid Specials. They would use other stuff that could pwn the Serkas quicko, eg, EVERY OTHER TYPE OF SHIP! Ok yes, Serkas vs Serkas would not work, but that does not mean each player would ONLY have Serkas types. Think about things before you object!
You can easily avoid killing teammates and yourself by keeping your/ally's ships away from the enemy you're firing on. It's an area of effect weapon that needs to have a downside to prevent what could happen if it was spammed (just imagine a fleet of three Serkas without the friendly fire damage aided by a few Shirkes, vs. your typical base or fleet blob. KABOOM.)
Steamrunner and Intrepid are the Feds' anti-structure/turret units for the most part (Remore is the other important anti-structure, Excelsior to a lesser extent.) Sure Romulan turrets are underpowered now, but imagine once they get fixed how being resistant to Tricobalts will work out.
Intrepid special is meant to give an important role to an otherwise not so important (short range sucks, not very powerful once you can get Akiras) ship. Also isn't the intrepid, being a short-range vesel, an interceptor, a ship used to fight off artillery...
Maybe just tone down that 50% reduction and it would work out alright, but I think 50% is too much. Making the Steamrunner less powerful I actually kinda like.
EDIT:Sorry, forgot at a certain point you just meant the Serkas special
posted on May 29th, 2010, 8:14 pm
Nebula_Class_Ftw wrote:Then why not have them on every ship? It would certainly make sense to add them to stations, unless there's a downside.
My 20% (maybe as much as 45%) damage reduction could be explained away by the ships' crew adjusting shields (maybe it could be gained as the ship ranks up...)
You can easily avoid killing teammates and yourself by keeping your/ally's ships away from the enemy you're firing on. It's an area of effect weapon that needs to have a downside to prevent what could happen if it was spammed (just imagine a fleet of three Serkas without the friendly fire damage aided by a few Shirkes, vs. your typical base or fleet blob. KABOOM.)
Steamrunner and Intrepid are the Feds' anti-structure/turret units for the most part (Remore is the other important anti-structure, Excelsior to a lesser extent.) Sure Romulan turrets are underpowered now, but imagine once they get fixed how being resistant to Tricobalts will work out.
Intrepid special is meant to give an important role to an otherwise not so important (short range sucks, not very powerful once you can get Akiras) ship. Also isn't the intrepid, being a short-range vesel, an interceptor, a ship used to fight off artillery...
Maybe just tone down that 50% reduction and it would work out alright, but I think 50% is too much. Making the Steamrunner less powerful I actually kinda like.
Lol fine. Make it 25% less dmg from Tricobalt. But the Serkas needs passives to stop it killing itself and allies. All the enymy needs to do is send a scout into your fleet with your Serkas', and your fleet is DEAD! It needs those passives.
posted on May 29th, 2010, 9:02 pm
a lot of ppl use serkas on green alert lol
posted on May 29th, 2010, 11:16 pm
You know, I really only use the Serkas as an Artillery ship against buildings. Sometimes, if my opponent is fielding a large fleet of small or long-ranged vessels I will throw a group of Serkas at them partially to break them up.
Serkas' main job is to crack bases if you ask me. It doesn't take a pair of them long to destroy turrets without being hurt.
I think the mistake is trying to make the Serkas do more than it's supposed to do
.
Serkas' main job is to crack bases if you ask me. It doesn't take a pair of them long to destroy turrets without being hurt.
I think the mistake is trying to make the Serkas do more than it's supposed to do

posted on May 30th, 2010, 12:27 am
In addition to Boggz' statements: The Serkas can also take out destroyers and cruisers like crazy (due to forcefire usually) - it also annihilates slow moving Borg vessels like the Cube. It's a quite powerful unit for its cost and I would most definitely not like to see it more powerful. The Serkas is a situational unit, and thus it cannot be used for everything.
The decloak for Silent Resolve is a bug however.
The decloak for Silent Resolve is a bug however.
posted on May 30th, 2010, 1:21 am
yep, Silent Resolve is now silent in 3.1.3 

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