Teutoburg
Talk about anything related to old versions of Armada.
posted on January 27th, 2012, 8:00 pm
I would like to get some views on the Teutoburg class cruiser, I personally love this class of ship; and love the whole deflector dish being on the top of the ship rather than the bottom, however i do think that the underside where the torpedo launchers are looks alittle un federation?
And i think that the ship would be better if it was equipped with some phasers as i find them very difficult to last very long in a battle, even with escorts; their slow speed ensure that the defending force canno protect the retreating ship before it gets attacked? Are there any plans to beed up the Teutoburg in the next patch?
And i think that the ship would be better if it was equipped with some phasers as i find them very difficult to last very long in a battle, even with escorts; their slow speed ensure that the defending force canno protect the retreating ship before it gets attacked? Are there any plans to beed up the Teutoburg in the next patch?
posted on January 27th, 2012, 8:07 pm
Well since warpin is being completely reworked I'd say it'll be pretty different. It will almost certainly remain an artillery ship though, as that is the defining point of the class. I do expect it will be stronger than the current iteration.
posted on January 27th, 2012, 8:08 pm
teuto should never get shot at if used right.
against non cloakers, keep it behind your fleet, where it cant be shot and just run if the enemy tries to go near it, your fleet should always be between them and the teuo. against cloakers you probably cant save it easily.
the devs have said they dont want phasers as the ship is never to be unescorted. imo a phaser weapon would serve no gameplay purpose. i wouldn't say no to a strip on the model that never shoots.
to be honest the ship's main purpose is defeating turrets, and it does that job well enough, then again, feds have never really been lacking in that area.
against non cloakers, keep it behind your fleet, where it cant be shot and just run if the enemy tries to go near it, your fleet should always be between them and the teuo. against cloakers you probably cant save it easily.
the devs have said they dont want phasers as the ship is never to be unescorted. imo a phaser weapon would serve no gameplay purpose. i wouldn't say no to a strip on the model that never shoots.
to be honest the ship's main purpose is defeating turrets, and it does that job well enough, then again, feds have never really been lacking in that area.
posted on January 27th, 2012, 8:49 pm
Even the Steamrunner had a weakish phaser for defense? i just dont think that it is a very Federation type to have it un armed except for torpedo launchers, that dont realli hit their target close on? And the Teutoburg class shields again aren't really that strong are they?
Suppose i could do this myself however i just am not confident or compitent enough to mod more than exising maps.
Suppose i could do this myself however i just am not confident or compitent enough to mod more than exising maps.
posted on January 27th, 2012, 8:57 pm
The Teutoburg is meant for pure torpedo spam rather than being a Trek-realistic ship, and Gameplay Over Realism is something of a FO motto.
FO Steamrunner never had a phaser and the canon one only had a phaser, but that originally had the same role as the Teutoburg.
FO Steamrunner never had a phaser and the canon one only had a phaser, but that originally had the same role as the Teutoburg.
posted on January 27th, 2012, 9:00 pm
nope steamy never had a phaser in game. it was pure tricobalty goodness death. (at least since i was a member of the community)
teuto is a radical design forced by the dominion war. look how many ships got a spanking from the cardy turtling. feds couldnt continue with old paradigms, they needed to think outside the old box.
teuto isn't meant to be tough, it's meant only to deliver torps to buildings from really far away. it does that.
what edits do you want for the teuto, giving it extra shield/hull hitpoints is a really simple odf edit that many modders could talk you through. just a half dozen odfs to change lines in. changing the speed is also similar. this will break your multiplayer compatibility. unless you make it a submod, which isn't much harder, but at least then you get to keep your multiplayer version.
ninjad by tyler.
teuto is a radical design forced by the dominion war. look how many ships got a spanking from the cardy turtling. feds couldnt continue with old paradigms, they needed to think outside the old box.
teuto isn't meant to be tough, it's meant only to deliver torps to buildings from really far away. it does that.
what edits do you want for the teuto, giving it extra shield/hull hitpoints is a really simple odf edit that many modders could talk you through. just a half dozen odfs to change lines in. changing the speed is also similar. this will break your multiplayer compatibility. unless you make it a submod, which isn't much harder, but at least then you get to keep your multiplayer version.
ninjad by tyler.
posted on January 30th, 2012, 4:50 pm
Last edited by MadHatter on January 30th, 2012, 6:46 pm, edited 1 time in total.
Quasi-necro'd (it's only been three days, it's not dead yet!)
In a vacuum, the Teutoburg is fine. It takes it a little while, but it can blow through turrets and other static defences. Best matched with a cloaking scout, of course.
However, its cost of four warp-in slots is going to be compared with the other options, and there it suffers. The Descent is a defensive brick with a potentially strong special (but requires some serious micro to get it to usefully apply to more than itself, and the supply cost is eye-watering), and it does feel like a much stronger ship for the cost. But even it is considered expensive considering the regular warp-in.
Even the weakest regular warp-in combination has an overall better offence, defence and is harder to kill than either of the four-point warp-ins. Plus you'll generally get a mix of passives and special abilities.
On the flip side, it can (and has) been argued that the regular warp-in is too powerful, but the problem the devs will have with changing it for the revamp is that a fast tech-up to Starfleet Command is pretty much the Fed's best defence against rush tactics due to their slow start.
In a vacuum, the Teutoburg is fine. It takes it a little while, but it can blow through turrets and other static defences. Best matched with a cloaking scout, of course.
However, its cost of four warp-in slots is going to be compared with the other options, and there it suffers. The Descent is a defensive brick with a potentially strong special (but requires some serious micro to get it to usefully apply to more than itself, and the supply cost is eye-watering), and it does feel like a much stronger ship for the cost. But even it is considered expensive considering the regular warp-in.
Even the weakest regular warp-in combination has an overall better offence, defence and is harder to kill than either of the four-point warp-ins. Plus you'll generally get a mix of passives and special abilities.
On the flip side, it can (and has) been argued that the regular warp-in is too powerful, but the problem the devs will have with changing it for the revamp is that a fast tech-up to Starfleet Command is pretty much the Fed's best defence against rush tactics due to their slow start.
posted on January 30th, 2012, 6:19 pm
against non cloakers, keep it behind your fleet, where it cant be shot and just run if the enemy tries to go near it, your fleet should always be between them and the teuo. against cloakers you probably cant save it easily.
Either you got superiour Jedi skills in FO anticipating an attack on a Teut or you are not playing against real persons...the Teuto can't run away...and once it is in range of a few ships its almost instant death. In addition it is not that strong to compensate for the consumed slots and supply...
posted on January 30th, 2012, 7:27 pm
Drrrrrr wrote:Either you got superiour Jedi skills in FO anticipating an attack on a Teut or you are not playing against real persons...the Teuto can't run away...and once it is in range of a few ships its almost instant death. In addition it is not that strong to compensate for the consumed slots and supply...
who needs anticipation? your entire fleet is between their fleet at the teuto, i think you'd notice if their entire fleet suddely started trying to get past yours. doesn't take a jedi to notice that. the idea is that the teuto stays OUT of range of the enemy, hence the long range guns. and the to pursue it, they have to go through your entire fleet, which is gonna be shooting at them. even if they dedicate their entire fleet to chase the teuto, they will have to lose far more ships to get to it. which is a win for the fed player.
cloakers on the other hand can just decloak next to it. this leaves them slightly out of position, but can be managed.
posted on January 30th, 2012, 7:30 pm
It was a useless addiction it doesn't last long in any combat and it doesn't do much dps either. Your far better off using the 3 warpin instead in any situation unless there is no combat ships left or you have so many they cant launch an attack and all your doing is sniping turrets or a starbase or something but in that situation your opponent would just quit anyway.
posted on January 30th, 2012, 7:52 pm
I think the Teutoburg was more of a proof-of-concept to see how the game reacts to ranges longer than artillery. And the results came back strong: it wasn't overpowered like they feared it would be. If they had been on a regular patch schedule, it would have been buffed quickly.
But they're not on a regular schedule, they're working toward a full game-changing update. I'm sure we'll see the Teutoburg again and it'll be stronger or cheaper, for now it's served its purpose excellently. The devs got to learn about the torpedo-spam bug and fix it before they tried implementing the Teutoburg fully.
The role of warp-in artillery support is solid and should be kept for the feds, we can say that much for sure. I certainly hope it remains a warpin rather than building from a yard, back in the day I learned just how hard it is to keep Steamrunners alive if you were going for Veteran, and if the Teutoburg is slow enough to not be overpowered, it's nearly impossible to keep alive during a retreat.
But they're not on a regular schedule, they're working toward a full game-changing update. I'm sure we'll see the Teutoburg again and it'll be stronger or cheaper, for now it's served its purpose excellently. The devs got to learn about the torpedo-spam bug and fix it before they tried implementing the Teutoburg fully.
The role of warp-in artillery support is solid and should be kept for the feds, we can say that much for sure. I certainly hope it remains a warpin rather than building from a yard, back in the day I learned just how hard it is to keep Steamrunners alive if you were going for Veteran, and if the Teutoburg is slow enough to not be overpowered, it's nearly impossible to keep alive during a retreat.
posted on February 3rd, 2012, 5:27 am
You bet they're invested in the Teutoburg. In fact, the Tet has quietly become one of two ships in the current version to sport one of 3.3's upcoming features: a new, expanded, and situational voice set. (The other is the Newton.)
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