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-   -   cruiser turn rate (http://sto-forum.perfectworld.com/showthread.php?t=103903)

Archived Post 02-05-2010 05:49 AM

cruiser turn rate
 
I just wanted to get some opinions from yall before i decide if im going cruiser or escort, How is the turning on a cruisers, i mean with the cruiser skill maxed? I like the idea of the cruiser, a tank, literally, since tanks can do damage too, but im iffy on the unmaneuverability of them.

Also, when a console says +7.5 % turn increse does it do much, and will multiple stack?

Archived Post 02-05-2010 05:52 AM

Putting turn speed consoles on your cruiser is taking away from +damage resist consoles.
You're a cruiser, you're going to take a beating and you're not supposed to be able to turn quick.

Suck up those hits and make good use of your broadsides

Archived Post 02-05-2010 05:53 AM

but the idea behind a cruiser is same as the old battleships broadside them they will not know what hit them

Archived Post 02-05-2010 05:56 AM

Well lets say cruiser is turn rate of 7 you have a engine (most i saw at captain) are +3...you will have only get 10.75 turn rate....escort have hmm 15+3 without loosing a slot

Archived Post 02-05-2010 05:59 AM

if you want to turn...just don't use a cruiser :)

Archived Post 02-05-2010 06:01 AM

If you want to turn quickly, use an escort.

Archived Post 02-05-2010 06:02 AM

If its an issue for you, play an Engineer but fly a science vessel. That's what i'm doing and as long as you take the right abilities you can tank damned well. Also you are only marginally less maneuverable than an Escort. Also you get many cool toys to play with.

For Cruisers, get used to NOT turning. Cos it don't work. You have to equip lots of beam arrays and just rely on being able to fire omni-directionally. And you WILL get a beating so make sure you stack up resists and don't worry about your turn rate.

Archived Post 02-05-2010 06:06 AM

With an escort you make sure you're facing what you want to kill and turn away to mitigate attacks with side/read shields and to attack the next foe.

With a cruiser you face wherever, you just make sure you shoot with most of your weapons and that you are able to shoot with most of your weapons at every angle around you. When it's time to attack the next foe you just attack it from whichever side it's at, when it's time to face another shield you use Evasive Maneuvers cause with proper use of defensive abilities it is a very rare phenomenon.

Well, you got the short answer before: if you care about turning, don't play a cruiser.

Archived Post 02-05-2010 06:12 AM

I chose to fly a cruiser and at first found the turn rate to be shocking, but as the above mentioned it is all about the broadside.

I found things got a lot better once I pumped some skill points into the 'cruiser captain' ability, and I use evasive manoeuvres quite frequently to bring my fore weapons to bare, especially on smaller more manoeuvrable craft. I also somehow got the red matter special ability which also seems to help when used.

Another tip if you haven't already is to equip some mines, that way if an enemy is trying to constant run rings around your ship you can lay some mines in his path.

Archived Post 02-05-2010 06:16 AM

I agree my tactics in a cruiser are to keep the broadside on the target as much as possible. Switching sides to repair shields.

I use evasive maneuvers (and attack pattern alpha because I'm tac) to turn quickly when I need to, but mostly I just want to keep my phasers pounding on them as much as possible.


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