increasing the turn rate for the oddy
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Join Date: Aug 2012
03-01-2013, 08:30 PM
Originally Posted by
well you are absolutely right, a cruiser with 6 degrees can do nothing really better than one with 8.
The only thing that would be improved is the handling of the ship to a point where it is not totally annoying to a point where you throw it into a corner and never look at it a second time.
it is simply a conveniance to be able to turn your ship around and engage again in less than 30 seconds.
Klingon cruisers have it, and even if you don't run them with dual cannons you start to appreciate the higher turnrate, just for the sake of a quicker response to your input.
there is hardly a tactical or dps gain involved in a slight increase of turnrate...it just handles better.
THIS!!! A thousand times this!!!
I bought the three pack of what is supposed to be the end all be all flag ship of the federation in 2409... but it's collecting dust. There are cruisers that turn better, there are science vessels that can mount dual cannons, there are vessels in every catagory with carrier abilities, and the other two 3-packs have variants that allow you to customize the look. I know they don't seem to go back and revamp ships, but come on, this is THE FLAG SHIP!!! Isn't this supposed to be the ship that I see come in and save the day, turn the tide, and inspire awe?
It's late and I'm super exhausted, so lets take this to crazy town for a minute. Fleet variants typically have about a 10% boost in hull and shield over non-fleet versions, right?
Fleet Odyssey Star Cruiser
- Tier V Shipyard required and 10 modules
6,610 (Mk X)
4 Fore, 4 Aft (Can Equip Dual Cannons)
Cmd Engineering, LtC Universal, Lt Tactical, Lt Science, Ensign Universal
4 Engineering 2 Science 4 Tactical
+10 All Power Levels
Now which one of you devs wants my credit card?
Last edited by fbreprime; 03-01-2013 at