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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
06-26-2011, 11:42 AM
Why trade of DHC ? to remove something unique on cruiser gameplay ? We can as well scrap all cruisers then and keep Excelsior.....

Galaxy-X currently offers at least something interesting in gameplay. Flying one is just a lot harder than usual beam boat.

There is plenty of other beam boats to choose from on fed side...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
06-26-2011, 12:06 PM
Quote:
Originally Posted by Dalnar
The problem with Galaxy-X is that people follow wrong assumption that it plays like cruiser and the lance just adds spike.
I've always played the Galaxy X as an escort (in terms of layout... DHC, turrets, etc.) up until this last week when I tested it as a beam boat.

Truth is, cruisers are most effective as beam boats right now, period. Doesn't matter which one. You just cant get enough DPS out of the Galaxy X running it with an escort-like layout, it doesn't have the tactical skills to make use of cannons.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
06-26-2011, 12:14 PM
Its not about layout, its about mind set. I have 2x DHC front and 2x turret aft with CRF 1 and I'm fairly happy with the performance...but I'm using it on tactical captain, so....

tactical initiative = like i had 2x CRF + tons of dmg buffs from other skills...

As i said, unique gameplay, unique possiblities....not for everyone. But people who say the ship is bad, are just bad at flying one, im sorry. Cold hard truth. The ship is just different.....
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
06-26-2011, 02:55 PM
Quote:
Originally Posted by Dalnar
Why trade of DHC ? to remove something unique on cruiser gameplay ? We can as well scrap all cruisers then and keep Excelsior.....

Galaxy-X currently offers at least something interesting in gameplay. Flying one is just a lot harder than usual beam boat.

There is plenty of other beam boats to choose from on fed side...
Because that ship turns slower than my grandma, keeping an enemy in weapons arc is very difficult, but possible with much luck.

I know you are flying that ship for a long time, but after my experience a good start of a fight doesn't decide who will win, because with that ship you can't, keep on making massive damage, because of it's slow turn rate.

The Spinal lance is a nice gimmik and with much luck you can kill a unprepared enemy but fighting a comparable enemy is maybe even more difficult than with other comparable ships.

BTW. I never fly a exclusive beam Boat, i prefer using at least 1 Torpedo launcher.
(And no i don't use FAW, at least not very much. )

Live long and prosper.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
06-26-2011, 04:33 PM
Quote:
Originally Posted by Dalnar
Its not about layout, its about mind set. I have 2x DHC front and 2x turret aft with CRF 1 and I'm fairly happy with the performance...but I'm using it on tactical captain, so....

tactical initiative = like i had 2x CRF + tons of dmg buffs from other skills...

As i said, unique gameplay, unique possiblities....not for everyone. But people who say the ship is bad, are just bad at flying one, im sorry. Cold hard truth. The ship is just different.....
In my experience of fighting them, they are a tough ship, but if they are to have any chance of bringing weapons to bear in PVP they have to use beams or single cannons. If somebody's running open to an alpha, then it's likely they'll lose anyway. I never cruise in a pvp situation without at least one shield buff running these days because of the sort of things I get up to when I've got my BoP in Ker'rat.

The Galaxy X can tank with the best of them, but it just does not work "as intended" at the moment. For it to be even half as cool as we saw it on screen we'd have ot make it rottenly OP. The fact of the matter is the ship was clearly designed around the visuals of the AGT Gal-X, but the stats are still tied to what the Galaxy R can do as far as manouvering is concerned. And i don't see how you could make the Gal X which is even larger than the other Galaxy variants handle any better without removing any advantage less tanky cruisers have, and if you improved their manouverability you'd start encoaching on escorts. The only way I can see that you could fairly improve it's manouverability is to improve the manouverability of everything. And that doesn't seem practical.

The fact that some people do manage to fly it effectively goes a long way to making me think it's not the ship that's broken, but people's attitude to it. Just because it can mount DHC, doesn't follow that it should be good at using them. Nobody would suggest an all turret BoP build should work, but you can make one if you want. Also, it's worth bearing in mind some of the galaxy X's abilities were added because they were seen on screen, not because they were practical to gameplay. Mounting DHCs is an assumption since we never actually knew what those things mounted either side of the bridge actually were.

Personally, if I were tasked with fixing the Galaxy X, I'd wait until there's a tier 6 and move it up to that, it makes no sense that a ship and it's beefed up dreadnaught variant are in the same tier for one thing, and at tier 6 there'd be more freedom to bring the Galaxy X in line with what we saw on screen. And lastly, as one of the most expensive C-store items going, it'd allieviate any fears or resentment about supposedly end game content paid for in cold hard cash not being end game anymore. Cryptic could kill two birds with one stone by doing this. Though it would still leave Excelsior, B'rel, Defiant R, MVAE, Kar Fi, Varanus, Marauder and Nebula pilots wondering "Wtf Cryptic?".
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
06-26-2011, 04:41 PM
Id try a cannonboat on it..

Since it have low manouvrebility, Id go single cannons.

Tac Captain

4x Single Cannons
4x Turrets

Borg + Cov shield

Tac Lt : TacT - CRF1

Eng CM : EPW1 - ASIF1 - EPS3 - DEM3
Eng LC : EPW1 - DEM1 - EPS3
Eng En : ET1

Sci Lt : SciT1 - TB2

Basically sneak within 5k range, fire up buffs, then decloak and TB, and CRF then once shields are down Lance..

With Tac buffs, cloak ambush and EPW damage buff, you should do some nasty damage.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
06-26-2011, 04:54 PM
Quote:
Originally Posted by MelineAaele View Post
Id try a cannonboat on it..

Since it have low manouvrebility, Id go single cannons.

Tac Captain

4x Single Cannons
4x Turrets

Borg + Cov shield

Tac Lt : TacT - CRF1

Eng CM : EPW1 - ASIF1 - EPS3 - DEM3
Eng LC : EPW1 - DEM1 - EPS3
Eng En : ET1

Sci Lt : SciT1 - TB2

Basically sneak within 5k range, fire up buffs, then decloak and TB, and CRF then once shields are down Lance..

With Tac buffs, cloak ambush and EPW damage buff, you should do some nasty damage.
People can hear you buffing up while cloaked, and Sci ships can often detect cloak that far out. I learned that the hard way. I'm not sure how far out you can be heard, but I usually won't risk it closer than 12km unless they're already engaged. Once buffed, I'll do a short burst of full impulse to get in range. It cuts down reaction time for sci ships, and other ships shouldn't know you're there until it's far too late. I do something similar with tricobalt instead of lance in my BoP and it works very well, though targets running with shield buffs are a lot harder to alpha, and that's often the only card the Galaxy X has to play that seperates it from any other cruiser right now.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
06-26-2011, 09:43 PM
Quote:
Originally Posted by MelineAaele View Post
Id try a cannonboat on it..

Since it have low manouvrebility, Id go single cannons.

Tac Captain

4x Single Cannons
4x Turrets

Borg + Cov shield

Tac Lt : TacT - CRF1

Eng CM : EPW1 - ASIF1 - EPS3 - DEM3
Eng LC : EPW1 - DEM1 - EPS3
Eng En : ET1

Sci Lt : SciT1 - TB2

Basically sneak within 5k range, fire up buffs, then decloak and TB, and CRF then once shields are down Lance..

With Tac buffs, cloak ambush and EPW damage buff, you should do some nasty damage.
I tried that, wasn't happy. I dont like neglecting broadside also, but want to focus on forward arc more.

2xDHC,1x torp, 1x beam arrray
2x turret, 2x beam array

Turn rate is not a problem, once you get used to it. People who say its horrible, didnt try enough. Beside, if you would up the turn rate by +1, you would end with assault cruiser clone with cloak and spinal lance, and that would make assault cruiser even worse choice that its now. I wonder if people are so blind as to not see it.

The turn rate is low yes, but you DO NOT have to turn, in 90% situations is better to reverse (burst speed) and change your heading. That low innertia of the ship will help with that a lot as it will keep your temporar speed longer. if someone wants, i can get with him in private matches and show him some "turtle" maneuvers.

There is so many things how to improve your turn rate, yet people refuse to use them, instead claiming ship is bad.
  • Engine power setting
  • RCS console
  • Emergency power to engines
  • deuterium surpus
  • evasive maneuvers
  • attack pattern alpha
  • aux to dampeners

Yet if you would check, 90% of the cruiser builds of people that say Galaxy-X is bad, has no EPtE nor Aux to Dampeners. And half of them would moan that they dont want to use RCS console, because want something else...

My engineering BOs for regenerative shields is...

EPtE 1; ET 2; EPtS 3; Aux to SIF 3
EPtW 1; Aux to D 1; EPtS 3

So far, i haven't found anything better. Although i was thinking about dropping one EptS 3 for warp plasma...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
06-27-2011, 02:04 AM
Quote:
Originally Posted by Dalnar
I tried that, wasn't happy. I dont like neglecting broadside also, but want to focus on forward arc more.

2xDHC,1x torp, 1x beam arrray
2x turret, 2x beam array

Turn rate is not a problem, once you get used to it. People who say its horrible, didnt try enough. Beside, if you would up the turn rate by +1, you would end with assault cruiser clone with cloak and spinal lance, and that would make assault cruiser even worse choice that its now. I wonder if people are so blind as to not see it.


I think people assume every cruiser would get a turn rate buff if 1 did, at least i do. Except the klingon cruisers, they are perfect imo. galR/galX/star cruiser should get 8, excelsior should get 9, and assault should get 11, then it would fly around like it did in nemesis.


Quote:
Originally Posted by Dalnar
The turn rate is low yes, but you DO NOT have to turn, in 90% situations is better to reverse (burst speed) and change your heading. That low innertia of the ship will help with that a lot as it will keep your temporar speed longer. if someone wants, i can get with him in private matches and show him some "turtle" maneuvers.

There is so many things how to improve your turn rate, yet people refuse to use them, instead claiming ship is bad.
  • Engine power setting
  • RCS console
  • Emergency power to engines
  • deuterium surpus
  • evasive maneuvers
  • attack pattern alpha
  • aux to dampeners

Yet if you would check, 90% of the cruiser builds of people that say Galaxy-X is bad, has no EPtE nor Aux to Dampeners. And half of them would moan that they dont want to use RCS console, because want something else...

My engineering BOs for regenerative shields is...

EPtE 1; ET 2; EPtS 3; Aux to SIF 3
EPtW 1; Aux to D 1; EPtS 3

So far, i haven't found anything better. Although i was thinking about dropping one EptS 3 for warp plasma...
i might be tempted to use a dual beam bank and use BO 1 with it right before the lance. maybe pop a weapons battery or use EPtW 1 then fire the lance. Also CRF1 for the 2 dual cannons and all turrets in back, and HYT 1 for the torpedo. I have another thought; EPtW 3 says that it has a 5 second long 20% damage boost. if you hit that right before the lance fires that would be some carnage. since your ship is set up to mainly alpha with or without the lance, i donít think high survivability powers would be all that necessary. After the alpha you would want to remaneuver to acquire a new target or GTFO if you start taking fire, cloak and alpha again. EjectWP 1 and EPtW 3 might be better uses of the LTCOM stations.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
06-27-2011, 02:26 AM
Beam Overload is too complicated. Too much power drain for lance and bo, you would have to attack with full power and that's not always the case. In pvp you often have to full impulse somewhere and use weapon battery at the start, after the beam overload your lance would just tickle. Thats why I have quantum HYT1 front, to save the power.

I'm using the beam arrays just to keep the pressure once I have to turn. That's another problem of people trying all front build in Galaxy-X, they build nice pressure, then are outmaneuvered and their 4 turrets aft just wont cut it.

I have 3 beam arrays + 2 turrets for broadside so I'm not THAT toothless from behind/side. Still crap on side tho....
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