The Q-ship has the weakest powercore of all cruisers in the game (5 million), thus esentially making it a chunky frigate.
I humbly request that the powercore be increased to 6 - 6.5 million.
The rationale behind this request: the Q-ship has one heavy hardpoint, whereas most (if not all) cruisers have 2, thus emphasizing it's "defensive" function. A Q-ship with a 6.5 million core isn't going to be abused by pvp-gurus - there's a wide variety of cruisers in the game for someone more interested in the pvp aspect of gameplay. I would also argue, that balance shouldln't be based on the skills of the best pvpers, but I digress.
From an RP aspect, Zoners don't typically go around higgily-piggily blasting other players, but they do exist in some unforgiving regions of space.
Now someone might say "but the Q-ship has a small profile, so it has to manage with a whisper of a powercore - for balance" The Thresher has a powercore of 743500, is agile and has a wafer-thin profile, so ...
The reasoning is unclear. You are also missing the engine hitbox and it's placement. Less guns = less energy consumption. Haste doesn't listen to good pvpers. The agility nowadays is an inconsistant stat due to various platings available.
(01-01-2024, 12:15 PM)Ravenna Nagash Wrote: In a live role playing environment, you are not owed or mandated to be given a duel. Fights develop differently every time and people have varying degree of time to log on their hands or have their own plans.
These cruiser all have 3 "heavier" turrets - a notable exception being the Sagarmatha. All have relatively small profiles - the Sagarmatha being a possible exception. The Q-ship represents the lowest power output, the Thresher represents the highest power output, beating out the Zoner cruiser by 243k. A significant difference, imo.
If the first three cruisers on the list had their powercores buffed to 6 - 6.5k, it wouldn't break the game - a few more precious seconds of fire before the guns run dry.
I don't know the specifics concerning hitboxes, or any of the perceived advantages of one hitbox over another, but npcs find the mark just fine. I don't actively pvp, but I have done some lower-end missions.
(10-28-2025, 02:33 AM)Megiddo Wrote: "Less guns = less energy consumption."
These cruiser all have 3 "heavier" turrets - a notable exception being the Sagarmatha. All have relatively small profiles - the Sagarmatha being a possible exception. The Q-ship represents the lowest power output, the Thresher represents the highest power output, beating out the Zoner cruiser by 243k. A significant difference, imo.
Having a small profile doesn't automatically win you a fight, especially if you can't roll, which many Disco veterans can't, not to say the newcomers. Sagarmatha is also exceptionally bad with power-capaticy-to-mass ratio, same as Q-Ship and Resheph.
A significant difference that doesn't really help the Thresher. Yes, he leads 37620 damage all the time due to that bigger power capacity, but that's not enough to beat the difference in armor which is 51500.
That's without taking armor resistance into account, but I don't think it would change the result drastically.
(10-28-2025, 02:33 AM)Megiddo Wrote: If the first three cruisers on the list had their powercores buffed to 6 - 6.5k, it wouldn't break the game - a few more precious seconds of fire before the guns run dry.
It would. Because
1) Having more defense guns than opponent and a decently protected engine gives a big advantage in energy efficiency, because:
a) they are supposed to be so
Quote:Cruiser heavy turrets have been divided into forward-only guns (bow chasers) and backwards-only guns (stern chasers). They can both shoot broadside with a slightly overlapping arc.
Bow chasers are faster, less efficient, with more range. Stern chasers are more efficient and pack a higher punch. https://discoverygc.com/forums/showthrea...tid=202373
This is why the Thresher wasn't able to keep up.
2) Q-Ship is not losing this matchup automatically, it needs to shoot defense guns more to win. Sagarmatha has even more armor. Resheph is already strong due to its bugged engine.
(10-28-2025, 02:33 AM)Megiddo Wrote: I don't know the specifics concerning hitboxes, or any of the perceived advantages of one hitbox over another, but npcs find the mark just fine. I don't actively pvp, but I have done some lower-end missions.
That's noticeable, because you are proposing changes that would affect PVP directly, with "why not?" arguments. Those ~40k more damage you want to deal won't matter anything in PVE, while it changes everything for the PVP. If you want to live/shoot longer in PVE, bring a smaller/bigger ship. Snubs evade well, BSs can tank a lot. If you want to make PVE faster/safer, search for someone to join you. If you want a ship to be more popular - play it more, join a faction or create one, organize community events. If you want to learn pvp, join cap pvp discord and ping people for duels, ask for advice.
(01-01-2024, 12:15 PM)Ravenna Nagash Wrote: In a live role playing environment, you are not owed or mandated to be given a duel. Fights develop differently every time and people have varying degree of time to log on their hands or have their own plans.
Here are the examples on what you should do against higher energy, and how little it matters without experience:
Takeda PC 650000, regen 41000
Typhoon PC 725000, regen 41500
(01-01-2024, 12:15 PM)Ravenna Nagash Wrote: In a live role playing environment, you are not owed or mandated to be given a duel. Fights develop differently every time and people have varying degree of time to log on their hands or have their own plans.
(10-28-2025, 11:32 AM)JadeTornado Wrote: Here are the examples on what you should do against higher energy, and how little it matters without experience:
Takeda PC 650000, regen 41000
Typhoon PC 725000, regen 41500
I'm not into Conn pvp sessions, so my premises don't take pvp much into account. I rp in game, shoot at random hostile npcs and do missions. Turret mode, while turning and spining has been a lifesaver.
I imagine you would have to be a pvp-demigod to consistently win with a Q-ship. And you probably have to concentrate on kiting a majority of the time.
Nothing you said about the powercore is terribly convincing. A Q-ship with a 6k powercore shouldn't cause excessive heartburn for pvpers, and it would be more fun to fly for the rest of us. Even if you put on 1 defense turret, your powercore will set limitations on sustained dps.
Thank you for your input, in any case. I appreciate your efforts.
(10-28-2025, 02:41 AM)Hitman-76 Wrote: If they were all the same, then nothing would be unique.
Lore reason, well, Core wants to shoot everybody or make money, and Zoners are just colonists and explorers, not warmongers.
True - that's why the Q-ship has 1 heavy gun hardpoint. The ship's design is dictated by a defensive philosophy. But Zoners do have enemies - according to Livadia and the ID anyway. Sometimes the only thing a hostile entity will respect is force. Btw, Zoners love making money - generally speaking. The way they come by their riches in usually less violent.
I not suggesting that all the cruisers have to be the same. That's never been my suggestion. That would be impossible to implement and pretty boring.
To be honest, my only issue with Q-ship is the two defense turret cannot broadside, they have the crappiest angle of all. Like with all other cruiser have it aligned with the vertical axis and have better angle but q-ship have this shit: https://imgur.com/a/5vUyhFV
Place it above and below like my crude idea, extend the angle, or swap the two light and defense on the fin.
And it's also the only ship that has 2 more modules module around the engine that make you loses 2 gun when blown up. Yes the engine is hard to hit, except rockhound shred those 3 modules in one go.