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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.
Which is apparently either out of date or on an entirely different scale.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.
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?
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.
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.