Star Trek: Armada III begins with the first stirrings of the Dominion War and allows players to take command of five unique factions, the United Federation of Planets, the Klingon Empire, the Romulan Star Empire, the Cardassian Union/Dominion Alliance, and the Borg Collective. Explore strange new worlds, seek out new life and new civilizations, and boldly go where no one has gone before.
The Akira-class heavy cruiser was one of the first new Federation starships to be developed after the massacre at Wolf 359 revealed how unprepared Starfleet was to encounter new threats. First launched at the end of the 2360s, the Akira was one of the first ships to follow Starfleet's new starship design philosophy. A heavy, powerful starship, the Akira places as much emphasis on combat capability as possible short of becoming a dedicated warship, and has quickly established a reputation as one of Starfleet's most successful designs of the late 24th Century. Equally functional in peace and in war, the Akira can now be seen carrying out a wide variety of roles throughout the Federation, and fought with distinction in the Federation's defence at the Battle of Sector 001 and in every major engagement of the Dominion War.
Featuring an unusual catamaran design not seen on Starfleet vessels since the 22nd Century, the Akira features an overall integrated profile, keeping structural vulnerabilities to a minimum. The Akira's most noteworthy feature, however, lies in its armament. Though a starship of exploration, the Akira carries a truly intimidating payload of weaponry, eclipsing even some of the dedicated warships of the other major powers. The Akira is equipped with powerful phasers granting it a 360 degree field of fire, and no fewer than 19 photon torpedo launchers - positioned on the underside of the saucer, along the Akira's sides (a novelty for a Federation starship), and in the tactical pod located above and behind the ship's main structure, rendering the line between Federation starship and dedicated warship very blurry indeed.
In battle the Akira's resilience and formidable firepower make it an absolutely invaluable asset to the Federation fleet. Indeed, this solid and formidable cruiser is set to become one of the most dependable starships at Starfleet's disposal, and is sure to serve the Federation for a very long time to come.
She could be more effective for money we pay, you know. Personally I'd like to see more powerful phasers, capable of torching enemy frigates with ease. One hangar slot addition should be interesting too. Let's say, as upgrade, coming with Battle Refit. Then and only then Akira will outclass Defiant in large fleet engagements, finally taking its place as Federation LATE GAME heavy cruiser.
As for now. She's a brawler, ship noble, but limited. Air support and more powerful phasers may shape her into truly fearsome and powerful, but expensive combat asset, second only to capitals. As she deserves. As Federation needs.
Also, I may be wrong, but... Did you cut her range? It's not cool.
It's a good thing that you have opinions on races other than the Feds.
There has been "constructive criticism" on nearly all recent screenshots. It's a little overwhelming. Sometimes the screenshot is so beautiful and then the comments just puts a sour note on the experience. When one has so much input on nearly every ship depicted, I would recommend starting their own mod. That's my two cents. It's a little too much.
I hope it isn't taken out of context either. I myself have done the same thing with other games/mods. But then again my first language is English so it never came across so direct but eventually I decided to take all the good I found in that particular mod and change what I thought would make it better.
That's the best solution. Do it yourself bc the team already said most things are in place and the beta is to make sure everything is functioning as intended. It's not pre-alpha where they are taking "opinions" or contemplating complete overhauls.
Lastly comparing STO balancing with that of this game is extremely ridiculous. Apples and oranges. You can get ideas from other games but each game has a specific set of balancing that is unique to its engine design and can't just be grafted to another game.
I know something about every faction in last public release. I touched them, but what's more important, I fought them. Many times and in different ways.
But I believe that really good thing is that I haven't balanced your mod and so I'm not afraid of changing something. That way, I see issues that you don't and propose changes that you won't. Akira Battle Refit is one of them.
On the other hand, those may not be issues at all. I bear no responsibility and so I can say whatever I think and, may be, it will work. I don't need to know for certain. But there are things I know and slightly underpowered Akira is one of them.
I can't prove it, but it just feels so.
I doubt anyone will die from overtesting if you just try and see how it works.
Pretty sure an Akira can wipe the floor with a Defiant. The Akira's in it for the long fight, whereas the Defiant is about fast strikes.
True. But she's a late game asset and so must be a fairly good choice for her role. Her current role is a bralwer of the fleet. Sub-capital, which can hold enough punishment and still pack a punch. But it's not enough, as non-capital carrier Curry is dead by midgame. Turning Akira into 1 slot carrier could bring back fighters into game. Sometimes we can't afford additional Typhons...
Fast strikes just prove to be more effective, when combined with good support. Akira could be a good choice only if it provides squadrons as late game carrier with guns.
In testing it has been 100% verified that the Akira is the Federation's most powerful all-around cruiser. In a fleet to fleet engagement the Akira is second to no other cruiser. This has been tested so much that you could basically call it "overtesting". The Defiant is meant for a different type of combat. When not using abilities the Akira wipes out the Defiant. The Defiants mines level the playing field a bit in a one-on-one engagement. However, if a group of Akiras take on a group of Defiants, the Akiras will win with their abilities. The idea of the Akira having a 1-slot fighter bay has been considered and discarded as it would make the already extremely powerful Akira far too powerful.
Overtesting may result in overrepeating the answer.
So, here and there we see ships that are really, as you say, "far too powerfu". How this could have happened? If you not intended to rebalance them, why not to make ultra expensive Akira (which won't be deployed in large numbers anyway) a little bit more versatile, by adding 1 hangar slot?
P.S. Intrepid really sucks. Totally useless, unless you don't have enough research to build Lakotas. As support class of the fleet, she is dead, because: 1) Too small debuff 2) This debuff can't be stacked.
I believe I already answered why we won't be adding a hangar slot. As it stands, the Akira will beat almost any other cruiser one on one. Not sure why you want them stronger. Intrepid is extremely versatile in fleet battles with its ridiculous firing arcs, and extremely useful when the enemy has mines around.
Yeah. Ridiculous laser tag.
The akira will always win that duel because it has better firing arcs, the defiant is primarily fore arc damage dealing only. Its especially blatant for the akira in particular, even its torpedoes fire in side arcs, you would have to nerf its stats hard for other heavy cruisers to compete.
In 1v1 tests, and point blank fleet brawls, you want weapons in all 4 arcs firing the whole time, or you are leaving a ton DPS on the table. That makes balancing say the Klingon and the federation difficult, so many kdf ships are heavy fore firepower, and not much in any other directions. Feds are pretty balanced on all sides, which leads to their fleet having much higher DPS output. if you don't have ships that fire in at least 3 arcs, you want to avoid the point blank range battle ball.
I figured out the way to get around this imbalance back when i made the battle field refit addon last year, it came down to halving fed ship fire rate, doubling damage per shot, and adjusting something else to visually make it look like nothing had changed. A fed ship firing less often ends up being the same as a kdf ship that needs to turn for a few seconds to point its guns at something.
always thought this beauty should be a capital ship...
always the bridesmaid I guess.
She'd do well, but she's not quiiiite big enough.
That Akira frontal AFT close to planet ohhh yeahhh before anyone says that's not a AFT some wise man said "We all find AFT in different places"
Think about this - every side of a Borg Cube is its AFT.
AFTcube?
This is where you're wrong, the Borg are a collective, and they have one combined AFT.
Imgur.com
PHWOAR!
At first glance thought it was the Luna-class. now i'm sad.
Don't even know why i thought that in the first place. i think i need more coffee, it's to early to think.
It would've been nice if the new Federation combat ships were featured more as story pieces in DS9: Steamrunner, Norway, Nova, and Akira. I feel they were absolutely wasted in First Contact, and not really used or seen anywhere else, except video games. They needed to show the Federation was finally capable of war, not surviving off wishes and miracles like they have for the past 200 years.
They were seen a lot during the battle scenes of DS9, especially the Akira here. But yes, they entered the franchise late in the game and it's a shame they weren't seen more.
Saber, Akira, and Steamrunner were featured quite heavily in fleet battle shots during the Dominion War. The only reason the Norway wasn't was because the studio model was either lost or corrupted. Just look at any fleet battle in DS9 and you'll see many Akiras, Steamrunners, and Sabers.
Yes. The poor Norway...
A while back, I asked if this thing would get quantum torpedoes. Don't suppose that made it in?