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-   -   Cannons or beams on Galaxy-X fore? (http://sto-forum.perfectworld.com/showthread.php?t=232909)

Archived Post 09-27-2011 10:27 AM

Cannons or beams on Galaxy-X fore?
 
Just got my Galaxy-X. I am using two torps up front, but what is better for the other two slots? Cannons or beams?

Archived Post 09-27-2011 10:35 AM

You only need one torp on the front or rear at a time. Anymore than that and it gets a weee bit banjaxed.A build you may want to try, is all turrets. Spec for canons, 4 aft, 3 bow, 1 torp.

Archived Post 09-27-2011 10:38 AM

I've tried all turrets in the past, wasn't a huge fan. With the better global cooldown on torps now, I like running 2. But the jury is still out. I guess is heavy cannons worth it over beams?

Archived Post 09-27-2011 10:45 AM

I stand corrected then.

Currently I run beams on my GX, but that's also an Engineer character. I run 1 QTorp on the bow, with 2 beam arrays, and 1 DBB. But with the Venture skin's bug I run with 3 arrays and 1 Torp. Over all loadout is 6 beam arrays and 2 torps.

What's the cool down on the torpedoes down to? I may have to give the dual torps a try

Archived Post 09-27-2011 10:47 AM

Down to 1 sec, I believe. What's the venture bug? And thanks for the beam tip.

Archived Post 09-27-2011 10:56 AM

The Venture-class skin for the Dreadnaught, the Double Beam Banks, and DHC / DCs fire from the very edge of the saucer section, not the weapon mounts on the immediate flanks of the bridge module.

Something you might want to consider btw, going into the BEAM skill points will have an effect on your phaser lance. Personally, I run Phasers / Beams on mine, so it gives more of a bonus to my lance.

Archived Post 09-27-2011 11:01 AM

Thanks!
/10

Archived Post 09-27-2011 11:45 AM

Gal-X is a fun ship but needs attention (and BOff skills) to make it more maneuverable. I just have trouble justifying cannons on them. I prefer 3 beams up front with a quantum, and 3 beams in back with a peng torpedo. To each his own, of course.

Archived Post 09-27-2011 03:15 PM

I agree and disagree with many of the opinions posted.

I REFUSE to go all turrets. Pathetic DPS and the ship is capable of so very much more (whether many see it or not). You limit yourself if you use that as a crutch, plain and simple.

I personally enjoy 3x Dual Banks up front with a Quantum, 3x Turrets rear with a Hargh'Peng. I have... "tricks" of making sure my enemy finds themselves in my firing arcs, so this isn't a hindrance (note that dual beams and torpedoes have the same arc range of fire).

I used to use cannons, and while the ship can pull off some impressive shots and decisive kills (especially fresh after decloaking for a surprise attack), you become what is widely referred to as a "one trick pony".

You might get that trick off once, before an enemy wises up and learns not to let it happen again. After that, you're useless.

Dual Beams are tremendous DPS, and still offer double the range of cannons. A skilled Captain won't miss the range of single beams, but will still appreciate the range increase over cannons.

But, these are my thoughts/experiences. I enjoy the Galaxy-X in PvP, even moreso with idiots who are silly enough to claim Galaxy-X is weak, and I have the glorious opportunity to shove that down their throats as they die by my hand.

Archived Post 09-28-2011 09:40 AM

Because of the lt tactical station I find cannon fire limited on the GX no rapid fire 2 or scatter volley 2 available. Best to stick cannons on an escort and beams on a cruiser. GX really could do with a lt commander tactical station and better turn rate.


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