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Join Date: Dec 2007
Posts: 142
# 1 Galaxy X Improvements
10-23-2011, 12:55 PM
So I decided to take advantage of the C points that were awarded on Tribble to see what the Gal X was like and after some testing I was even less impressed by it than I thought I would be which considering how low my expectations were is saying something. So how do I think this potential waste of money could be improved?.


Firstly one of the Gal X's biggest problems IMO (aside from mobility) is its Phaser Lance, while it's capable of producing some solid hits the three minute cooldown meant I was very leery of using it unless I was up against a "Battleship" type enemy and since the Lance is essentially the Gal X's "Main Gun" that's rather pathetic so my idea would be to make it a weapon item instead of an ability.

This item would be exclusive to the Gal X and only equipable in a forward weapon slot, when used it would fire three times with each shot dealing roughly 1/3 of the damage of a top end crafted Quantum Torpedo (Beam Overload and FAW wouldn't affect it) with an attack radius of 60 degrees at ranges above 4 kilometres then dropping to 45 degrees below that, recycle time would be 3-4 seconds and each volley would cost 30-50 weapon power.


Next dump the ability to use Dual and Heavy Cannons, whatever nitwit thought that allowing a Federation Cruiser let alone one based on the Galaxy hull to equip these weapons was a good idea needs to be slapped a few dozen times just to make sure they understand how much of a mistake it was, alternatively replace it with something more useful IMO this could be either (note to idiots this word means one or the other) a built-in +26 bonus to beam weapons or an extra +7 weapon power essentially giving the Gal X a built in Directed Energy Distribution Manifold or Plasma Distribution Manifold.

Yet another alternative would be to focus on the ships defences with either (theirs that word again) a +35% shield capacity, 12% shield regeneration or +18 resist to all damage on the hull, so basically a built-in Field Generator, Shield Emitter Amplifier or Neutronium Alloy.

Any bonuses the Gal X receives would be subject to higher diminishing returns than other ships so while it would start out relatively more capable the Gal X's maximum potential would be no greater than any other ship of its type.


Finally (are you still with me here?) the Gal X's bridge stations need work, an Ensign Tac slot does not a warship make, IMO the Gal X should have the following layout 1x LT Tac 1x LT Com Tac 1x LT Eng 1x Com Eng and 1x EN Sci (this is also how I think the Assault Cruiser should be set-up but that's another thread).


Aaaand I'm done

Any thoughts or opinions are more than welcome. (I.E. am I thick as two short planks or am I on the right track here)
Join Date: Dec 2007
Posts: 142
# 2
10-24-2011, 08:48 AM
all avenues of this discussions have been explored and then some already.




See it this way: you trade in a bit if turnrate for a slot free spiek damage weapon and since you now have 3 tactical consoles your firepower is equal to he assault cruiser.
Join Date: Dec 2007
Posts: 142
# 3
10-24-2011, 09:38 AM
Th Gal X's turn rate is really a none issue with me (I switch between a Gal R and Sovi) the only reason that I made a reference to it was because in most of the threads that I've seen the ships mobility was one of the main things that people complained about.

As for "free spike damage" yes the Phaser Lance gives the Gal X a powerful alpha strike but its tantamount to useless in most situations simply because it'll be on cooldown when it would actually be useful, which is why I suggest making it an item is so it doesn't feel so much like dead weight.
Join Date: Dec 2007
Posts: 142
# 4
10-24-2011, 12:38 PM
These opinions are based upon someone who has used the Galaxy-X faithfully in all forms of gameplay for a long time, and has put the ship to excellent effect in PvP against all opponents, famed/experienced and not.

Lance is fine. Leave it alone. I use it to excellent effect and would actually be disappointed to see it changed. Proposed changes to it are self-defeating. The weapon has incredible power (especially in the hands of a Tactical officer), and while the arc and cool down raise eyebrows, it is necessary.

For a ship such as this, I would rather have one incredibly powerful weapon on long timer than one that I can replace with a dual phaser beam bank and not be any worse off.

The ship's imperfections require this power, in order to make it truly effective. One good blast of a lance is enough to turn the tide of any battle (again, especially for a Tac).

The suggestions made are obvious to have come from someone who has not yet mastered the ship as it currently stands. They are unnecessary.

Perhaps the only thing I'd like to change is to allow me to choose the beam energy type, so that I can equip Antiproton... but Phaser is still good, so I can live with it happily.

Now that we've well established the Lance is fine and doesn't need anything done to it...

...I agree and disagree with your BOFF assessment. You've made some good proposals, except for one.

Ensign Science is bad. This is stupid. This is ridiculous on a T5 ship.

Science Team is a MUST on this ship (removing Sub Nuc is vital to any smart PvPer). Trust me... tested without it.

Hazard Emitters are a must on this ship. You can't turn for crap already, how do you expect to turn with Eject Warp Plasma on you that you can't avoid because an Excelsior got it on you due to their superior mobility? It will happen, EVERY PvPer knows this. Can't remove it, and you're a sitting duck.

See the dilemma?

If not, here's a hint... Galaxy-X desperately needs both, which cannot be obtained with an Ensign in Science.

I'd happily give up any other BOFF to maintain that.

Were it me, I'd simply swap the LTC Engineering with the LT Tactical. End up with Commander and Lieutenant Engineering, Lieutenant Science, Lieutenant Commander and Ensign Tactical.

Add a Tactical Console slot (which is already on Tribble - THANK YOU CRYPTIC!).

Turn rate is a balance point, and accepted. If I want my nose on a target, ANY target, I will get it. No ifs, ands, or buts. If you cannot, then you do not know how to fly the ship correctly.

Boom. Ship's perfect.

Your proposed changes are intriguing, but pointless. If what you suggested were enacted, I would never fly this beautiful ship again because of how weak and inferior it would be.

Again, this comes from someone who has used the ship religiously for a very long time, who PvPs with it daily both with and against some of the game's best and most renown Captains.

Take the input as you will.
Join Date: Dec 2007
Posts: 142
# 5
10-24-2011, 03:16 PM
Ill concede to your point about the BOFF changes (Ens SCI) gimping the ship in PvP (clearly didn't think that through as much as I thought) as the last time I seriously PvPed was way back during beta and for a short time after launch.


Iam rather curious as to why you consider the Lance fine as it is though, while its is (as we both said) undeniably powerful the three minute cooldown (two would be more than enough) just makes it seem somewhat pointless, as a weapon item the Lance would be available far more readily and would potentially be capable of inflicting more damage than its current incarnation over time (note the damage example I used in my OP was intended more as a ball park figure than anything else).

Now Ill admit my experience playing EvE could be influencing my thinking here simply because that game tends to instil an "if its offline its worthless" mindset when it comes to weapons (amongst other things) but wouldn't you rather have the Lance available when you needed it rather than having to hold off using it just because you might need it later on?.


And finally regarding the Gal X's mobility, I personally have no issue with it (my main ship is a Gal R) it just seems a bit odd to give it the ability to use not one but two weapons (Lance and D/H Cannons) that have very narrow firing arcs.
Join Date: Dec 2007
Posts: 142
# 6
10-24-2011, 04:03 PM
Note that all of my opinions are on the basis of PvP. In the end, with Perfect World owning Cryptic now, PvP will begin to become the center of the game's endgame content and will be the denominator in ship design and balance.

That said...

Oh, I agree with you on the cannons (note my post didn't even touch on it).

If I had a problem with that, I'd have stated it. I'm not bashful.

On the lance... I'm not saying it isn't a horrendous idea altogether, let me get that out of the way. It's a sound proposal.

For any other ship BUT the Galaxy-X.

First flaw... 3sec or so recharge, with each blast taking 30-40 off your Weapon Power (not including other weapons).

This suggests the ship, even run by Tactical officer with fundamental increases to weapon power, will be almost constantly running at a MINIMUM of 40 less Weapon Power.

You would need 2x EPS AND be an Engineer just to compensate for that drastic, that rapid a power loss.

Huge waste.

Your sustained DPS would be completely shot after the first volley and you would be a sitting duck. I'd be able to throw rocks at enemy ships and deal more damage at that point.

Second flaw... You KNOW the ship's maneuverability is an issue (more-so for the less-experienced Galaxy-X Captains). Maintaining sustained DPS with this ship over long periods of time is unrealistic.

This ship is not designed for that, and to try to turn it into that would be trying to take the Escort role out of the game, and the Galaxy-X's beauty out of perspective.

Galaxy-X is a genius monster of burst damage, not DPS.

What's the difference, you may ask?

DPS = Damage Per Second. The amount of damage one can sustain on enemies over a period of time. This does not have any bearing on per-hit damage, but rather how much damage can be inflicted overall and over time.

Burst = Instantaneous damage. The ability to cause an enormous amount of damage in a very short amount of time, almost instantly, so fast that the enemy doesn't have time to react.

The Galaxy-X is built for Burst, and is TREMENDOUSLY effective at it.

Have you ever tried decloaking on an enemy's broadside, tractoring them, applying about half a dozen Tactical damage buffs, and unloading Lance with a Tricobalt?

NOTHING can survive... you'll deal about 130k damage easy if your build is correct.

Then, your burst will be on cooldown. Now, your responsibility is to use your engineering abilities to survive and support your allies, while using your many weapon slots to maintain constant focus fire on enemies you want to pressure, combined with allied DPS.

When your lance recharges, you're ready to instantly kill another target without a chance of being stopped.

THIS is what the Galaxy-X excels at. Your proposal takes that fundamental usefulness away.

You turn this incredible beast of war into a mockery of an Escort, stripping your ability to support your allies between bursts because you'll be too busy trying to manage power settings and damage enemies with what has become an inferior weapon.

Due to the ship's maneuverability, such a weapon is impractical.

However, the way the Lance is now, that one time you get your nose fully about on an enemy is all you need to win.

For what you propose, the ship would have to move like an Excelsior, and have 4x EPS Flow Regulators. That won't happen.
Join Date: Dec 2007
Posts: 142
# 7
10-26-2011, 08:32 AM
Quote:
Originally Posted by Zektole View Post
Th Gal X's turn rate is really a none issue with me (I switch between a Gal R and Sovi) the only reason that I made a reference to it was because in most of the threads that I've seen the ships mobility was one of the main things that people complained about.

As for "free spike damage" yes the Phaser Lance gives the Gal X a powerful alpha strike but its tantamount to useless in most situations simply because it'll be on cooldown when it would actually be useful, which is why I suggest making it an item is so it doesn't feel so much like dead weight.
I agree with the turn rate being a non-issue as this is the way it is for me as well.

All I do is tune the impulse engine down a notch for tighter turns when submerged in an enemy battle group and ping away as her hull and shields tank.

Regarding the phaser lance, I use it along side a Beam Overload I BO power. By this, I mean that I use the BO I until the lance has recharged and then make tactical decisions on when I want to unleash it.

I would, however, like to see it on a slightly lower cool down from that higher 3 minutes.

But overall, about my favorite Federation ship (with the Venture X-skin) in game with the Vor'cha refit (with the Vor'Kang skin) being my absolute favorite.

Hat is off again to CapnLogan for such wonderful ship skins.
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