Preview: Veteran Abilities
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posted on May 8th, 2009, 4:43 pm
Last edited by Anonymous on May 8th, 2009, 4:45 pm, edited 1 time in total.
Came up with 2 new veteran abilities:
* Overpowering Presence (ideally for the dominion dreadnought):
the mere presence of this ship on the battlefield demoralizes enemy troops and galvanizes allies, increasing the rate of fire for allied ships by 50 percent and reducing enemy shield regeneration rate by 50 percent.
That is a really huge firepower up for dominion fleet, how the rang of this special?

* Zero Point Drive (ideally for the tavara):
An experimental Zero Point Drive powers this ship doubling stats
due to the way ordinary romulan ships work and the unique radiation emitted by the zero point drive, any nearby romulan ship loses shields and engines.
Sry but i dont really like this idea cuz is brings u more disadvantage then advantage. Loses shields and engines holy shit.

posted on May 9th, 2009, 8:59 pm
The thing is a hero ship so you would presumably see a fairly large range. However you would also see a lot less of a stat boost to the dreadnought itself.
The tavara ability igves it double of Everything! so presumably you wouldnt want it operating in a fleet and there has to be SOME downside to getting that big a stat boost... However that isnt a popular idea so its unliely you would see it ingame.
The tavara ability igves it double of Everything! so presumably you wouldnt want it operating in a fleet and there has to be SOME downside to getting that big a stat boost... However that isnt a popular idea so its unliely you would see it ingame.
posted on May 10th, 2009, 8:55 am
It would be a Tactical Cube with shields and 1s cloaking. No fleet with it? Okay.
posted on May 11th, 2009, 4:28 am



posted on May 11th, 2009, 1:15 pm
I supposed a "Future Janeway" upgrade for the intrepid (ablative armor + transphasic torpedo's) would be a just a bit too powerful.
Doesn't change the fact that the Intrepid has been a favorite since the start of Voyager even though the Intrepid is hardly worth building in FO.
I don't suppose you can show us the Hero abilities for the Intrepid
Doesn't change the fact that the Intrepid has been a favorite since the start of Voyager even though the Intrepid is hardly worth building in FO.
I don't suppose you can show us the Hero abilities for the Intrepid
posted on May 11th, 2009, 5:09 pm
Intrepid is a MUST against the Borg mate. Likewise if you want some hit-and-run artillery 

posted on May 11th, 2009, 5:15 pm
The Intrepid's range (excluding special) seems a little to short to me. I believe that it should be at least medium range.
posted on May 11th, 2009, 5:21 pm
It is short indeed, but it is a pretty powerful cruiser which is available quickly. If it got a longer range, it would completely supplant the Akira as it is currently because the Intrepid is cheaper, available earlier, quicker building (I think), and has a devastating offensive support power. I think the Intrepid fits its combat role quite nicely.
posted on May 11th, 2009, 6:47 pm
Dominus_Noctis wrote:Intrepid is a MUST against the Borg mate. Likewise if you want some hit-and-run artillery
I tend to use the Excelsior II for just that, at least that vessel has decent staying power in battle.
posted on May 11th, 2009, 8:48 pm
Dominus_Noctis wrote:It is short indeed, but it is a pretty powerful cruiser which is available quickly. If it got a longer range, it would completely supplant the Akira as it is currently because the Intrepid is cheaper, available earlier, quicker building (I think), and has a devastating offensive support power. I think the Intrepid fits its combat role quite nicely.
By combat role you mean cannon (or Phaser, disruptor etc) flodder?
Pending the available resources, by the time you get a "dangerous" number of Intrepids the borg have assimilators.
At that time the Romulans have spammed Rhiens, Klingons B-rels by the dozen and the dominion produces 2-3 bugs for every Intrepid.
Really the Intrepid needs a boost of sorts. Given the fact that it was the first vessel with BioNeural Gelpacks, perhaps giving it a high evasiveness and increased shield generation would be a good idea.
posted on May 11th, 2009, 8:51 pm
bioneural gelpacks were for ship system speed and efficiency.
we may prefer an increased system benefit with increased recharge rate of its special weapon. maybe even repair to damaged systems but not shields or evasiveness - at least not from gelpacks
we may prefer an increased system benefit with increased recharge rate of its special weapon. maybe even repair to damaged systems but not shields or evasiveness - at least not from gelpacks
posted on May 11th, 2009, 8:56 pm
"Get that Cheese to sick bay!!!" 

posted on May 11th, 2009, 9:37 pm
I assure you I can amass Intrepids faster than a Borg player can pump out Assimilators (Optimize obviously is easier in this case...). Anyway, the Intrepid, like many FO ships is not a "useful-for all purposes" ship. You cannot use it against Rhienns, and I'm not even sure what this statement is meant to show: "At that time the Romulans have spammed Rhiens, Klingons B-rels by the dozen and the dominion produces 2-3 bugs for every Intrepid."
Of course you shouldn't be building Intrepids to counter these units (well, against pulse firing B'rels it is not too bad because the Intrepid is a Cruiser and short range).
By combat role I mean hit and run heavy artillery: it complements Sabers and Canaverals (plus warp ins) beautifully.
As for this statement --"Really the Intrepid needs a boost of sorts"--I disagree and I don't see any real proof that they need a boost.
By the way, Excelsiors will fall a lot quicker against the Borg then Intrepids early game (they are slower, more expensive, and less spammable).
Please no Voyager weapons. We already know that the FO team largely disregards Voyager stuff anywho...
Of course you shouldn't be building Intrepids to counter these units (well, against pulse firing B'rels it is not too bad because the Intrepid is a Cruiser and short range).
By combat role I mean hit and run heavy artillery: it complements Sabers and Canaverals (plus warp ins) beautifully.
As for this statement --"Really the Intrepid needs a boost of sorts"--I disagree and I don't see any real proof that they need a boost.
By the way, Excelsiors will fall a lot quicker against the Borg then Intrepids early game (they are slower, more expensive, and less spammable).
Please no Voyager weapons. We already know that the FO team largely disregards Voyager stuff anywho...
posted on May 11th, 2009, 9:39 pm
Dominus_Noctis wrote:We already know that the FO team largely disregards Voyager stuff anywho...
except when modeling the borg of course (textures and models)

posted on May 11th, 2009, 9:39 pm
but if you have norways...you can really have the advantage
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