Lt. Commander
Join Date: Dec 2007
Posts: 120
Does anyone know the theoretical maximum manueverability for a Galaxy-X?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
09-14-2011, 12:06 PM
Quote:
Originally Posted by Jermbot View Post
Does anyone know the theoretical maximum manueverability for a Galaxy-X?
I'd guess if you; dumped all the power into engines, maxed out skills in Dreadnaut Cruiser and other skills that work on turn rate AND loaded all of the consoles with RCS Mk XII (+35%), you might get to a turn rate of 19. The down sode is you be able to do much of anything else with it. You can get over turn rate of 20 with emergency power to Engines III and auxiliary power to dampeners, but they aren't permanent.

I maxed my Excelsior out at 22.4 without any boff powers, devices or evasive manuevers. But my weapons and shield power was really low. If you wan't to turn harder, the Excelsior is the way to go.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
09-14-2011, 12:59 PM
I'm showing a Dervish with a starting turn rate of 12 and the Gal-X with a starting turn rate of 3... are we operating on the same scale?

If we're not, where would a starting Fleet Escort fall on your scale?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
09-14-2011, 01:56 PM
Quote:
Originally Posted by Jermbot View Post
Gal-X with a starting turn rate of 3...
3!? Where did you see that!? I'm pretty sure it has the same turn rate as the other Galaxies, which is 6 degrees a second...

EDIT: http://www.stowiki.org/Federation_Dreadnought_Cruiser STOWiki has it at 6 too...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
09-15-2011, 04:17 AM
Quote:
Originally Posted by royobannon View Post
3!? Where did you see that!? I'm pretty sure it has the same turn rate as the other Galaxies, which is 6 degrees a second...

EDIT: http://www.stowiki.org/Federation_Dreadnought_Cruiser STOWiki has it at 6 too...
http://www.startrekonline.com/ships/galaxy_dreadnought

Which is apparently either out of date or on an entirely different scale. Thank you, with your link I was able to find the turn rate for a Fleet Escort aswell as Galaxy-X and now have something more organic to compare these numbers too.

Quote:
Originally Posted by Necrion
<snips alot of good stuff>
Sir, you have been a wealth of information and my hat is off to you. Those turning numbers are about where I'd want them but the power expenditures you took to get there make me seriously doubt I'd get the weapon damage I was hoping for. As you said, for turning and lining up it would be great, but I'm hoping for a more consistent feel to the ships handling. I'll run some missions in my old fleet escort without speccing into it to see if I can live with handling at about 15 degrees per second, and then play around with power settings and appropriate consoles to figure out best damage at that turn rate.

Question, I noticed you were able to nearly double the Gal-X's turn speed by maxing all of the relevant skills. Do those skills provide a flat increase that will always be around 5.5 or do those skills give a percentage increase?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
09-15-2011, 09:40 AM
I played with a Dreadnought for a little while, but was ultimately dissatisfied with it.

Like an escort it focuses most of its damage dealing in a narrow frontal arc, but unlike an escort it takes forever to get that arc swung around on a target. To get it to turn at even a moderate rate for PvP you end up running a RCS and at least one copy of Aux to dampeners.. and you are still turning slower than pretty much anything out there. Plus the very limited tactical options you have (2 consoles an ENS and LT BOffs) don't really lend themselves to buffing damage all that much.

So the only thing I could see that the dreadnought had going for it was cloak and the lance... which makes for a superb alpha strike but after that you turn into just another beam cruiser that might be able to get off a lucky cannon shot if you can get the nose around. Escorts stay up your tailpipe and even other cruisers can get out of the way if they see you coming.

I dumped the dreadnought for an excelsior-R. Lose the cannons but pick up a LC tac slot, a 3rd tac console and a much better turn rate. I think that deals better damage in the long run.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
09-14-2011, 02:40 PM
Quote:
Originally Posted by Jermbot View Post
I'm showing a Dervish with a starting turn rate of 12 and the Gal-X with a starting turn rate of 3... are we operating on the same scale?

If we're not, where would a starting Fleet Escort fall on your scale?
You are looking at the info, when not in "Combat Space". For instance, leave ESD and be in the space immedialey outside of it (not secotr space) go to "full throttle" (not full impulse) and you'll see your "actual" turn rate.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
09-14-2011, 04:02 PM
What you need to do to get the MAXIMUM turn rate out of a Gal-X

- Spec into all ship skills
- Load up on 4 RCS consoles
- Get an Impulse Engine with [Turn]x3
- Set Aux to 100 (with maxed performance, you should be at 114)
- Equip 2x Aux to ID 2 on your BOs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9 Challenge accepted ;)
09-14-2011, 09:54 PM
Figured I'd tackle this one on Tribble. Hope this helps !
First off, relevant skills:

Starfleet Training
Starship Command 9
Cruiser Captain 9
Starship Combat Maneuvers 9
Heavy Cruiser Captain 9
Exploration Cruiser Captain 9
Assault Cruiser Captain 9

Starship Engineering
Starship Engineering Training 9
Starship Warp Core Training 9
Starship Auxiliary Systems Maintenance 9
Starship Engine Maintenance 9
Starship Auxiliary Systems Efficiency 9
Starship Engine Efficiency 9
Starship Engine Performance 9
Starship Auxiliary Systems Performance 9

Relevant gear was as follows:
  • Assimilated Graviton Deflector Array (for the +5 Aux)
  • Aegis Hyper-Impulse Engine
- the next best engine I was able to find between live,Tribble, crafting, emblems, and Marks was a Hyper Impulse X [Turn]x2, and that was 0.1 degrees less turn rate than the Aegis engine.
  • RCS Accelerator XI (rare)
- x0 to x4 tested. All numbers involving skills and items were with x4 consoles.
Bridge Officer skills
  • x2 Emergency Power to Engines 2
  • x2 Auxiliary Power to the Inertial Dampeners 2

I tried 2 power configurations 100 Engines/50 Aux (with skills 114/78) and 50 Engines/100 Aux (with skills 73/119)

100 Engines/50 Aux
0 RCS Accelerators - 11.5 deg/Sec
1 RCS Accelerators - 12.5 deg/sec
2 RCS Accelerators - 13.6 deg/sec
3 RCS Accelerators - 14.6 deg/sec
4 RCS Accelerators - 15.7 deg/sec

x4 RCS+EPtE2 - 16.0 deg/sec
x4 RCS+APtID2 - 20.6 deg/sec
x4 RCS+APtID2+EPtE2 - 21.1 deg/sec
x4 RCS+Evasive Maneuvers3 - 30.5 deg/sec
x4 RCS+Evasive Maneuvers3+EPtE2 - 30.9 deg/sec


50 Engines/100 Aux
0 RCS Accelerators - 10.4 deg/Sec
1 RCS Accelerators - 11.4 deg/sec
2 RCS Accelerators - 12.5 deg/sec
3 RCS Accelerators - 13.5 deg/sec
4 RCS Accelerators - 14.6 deg/sec

x4 RCS+EPtE2 - 15.5 deg/sec
x4 RCS+APtID2 - 21.4 deg/sec
x4 RCS+APtID2+EPtE2 - 22.3 deg/sec
x4 RCS+Evasive Maneuvers3 - 28.9 deg/sec
x4 RCS+Evasive Maneuvers3+EPtE2 - 30.2 deg/sec


Evasive Maneuvers3 = Deuterium Burn; they don't stack
Evasive Maneuvers3 doesn't stack with the turn/speed boost from APtID2. It overwrites it.
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