Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
08-28-2011, 09:27 PM
Quote:
Originally Posted by Forgotten-Nemesis View Post
I wouldn't.

That extra mobolity is only useful if you use a full DBB+turret setup which makes you utterly useless if you ever want to fight while still connected. If you go for full arrays like many cruiser captains do, you don't need the extra turn rate because it's easy to keep any target permanently in your broadside arc. I'd much rather have a big honking gun that I could use occassionally that acts as a free Lt. Cmdr tactical power.
Good points, except where you say 'only'. You're implying that the only purpose for speed and turn rate is to allow one to concentrate firepower into a tighter firing arc.

You don't need the extra turn rate, and you don't need the extra speed, but any cruiser captain worth his salt is going to know how to exploit both gifts to the fullest, and it's more than just about keeping the pointy end of the stick pointed at the bad guy.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
08-28-2011, 09:48 PM
Quote:
Originally Posted by Forgotten-Nemesis View Post
I wouldn't.

That extra mobolity is only useful if you use a full DBB+turret setup which makes you utterly useless if you ever want to fight while still connected. If you go for full arrays like many cruiser captains do, you don't need the extra turn rate because it's easy to keep any target permanently in your broadside arc. I'd much rather have a big honking gun that I could use occassionally that acts as a free Lt. Cmdr tactical power.
the turn rate is helpful for spreading damage across your shields. when separated i never die with only 1 shield facing down and the others healthy.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
08-29-2011, 01:49 AM
As a Gal-X captain, I'd advise you to go for the Dreadnaught.

First of all, it is very similar to the Assault Cruiser you already fly. You don't really need to respec for it, or change your skills for the build.

Second, the Cloak and the Phaser Lance combination, along with your DBBs allow you to perform Alpha strikes. Not as powerful as an escort's, but they DO surprise people in PvP (the only thing is, you'd have to increase Weapons Power to 125 to get the full effect).

Thirdly, you already have a solid set of Eng and Sci abilities. If you're going for the Jack-of-all-trades style gameplay in a cruiser (something I don't personally recommend, but it's your playstyle...), being in the Gal-R detracts too much from your damage-dealing (even if it is just an ensign slot).

I've also played the Nebula. It might be closer to your playstyle. It can tank almost as good as a cruiser, and your sci abilities will make it a real pain for the opposition in PvP. DPS, though? Not nearly as good as in the Gal-X or the Gal-R.

Last, but not least: there are some rumors in the Engineering Reports about common Fed and KDF missions. If that is the case, then a Fed player with cloak (in a Gal-X or Defiant Refit) will be able to keep up with Klingon players when they cloak (they are all very fond of their cloaking abilities and use them all the time, you know...). Imagine being in the Gal-R or Nebula, your teammates cloak to approach a cube, and you have to get close while being the only uncloaked ship in the area.
I'm not sure about this, but it's worth considering, in my opinion.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
08-29-2011, 04:47 AM
Quote:
Originally Posted by Dimitris_Botonis
Imagine being in the Gal-R or Nebula, your teammates cloak to approach a cube, and you have to get close while being the only uncloaked ship in the area.
I'm not sure about this, but it's worth considering, in my opinion.
Whatever flavour of Galaxy you're in, you'll be the best candidate for picking up the initial aggro anyway. Thunder in there, aggro and debuff everything and leave the dps-ers free to aggro and kill single targets. What else are you gonna do with all those hitpoints?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
08-29-2011, 04:56 AM
Quote:
Originally Posted by Cuatela
And the Excelsior is over 200 years old. The D'kyr is 300+ years old. Your point? :p
The Excelsior isn't over 200 years old, she's over 100 years old. She was built and launched around 2283/2285, around that time. And the game year is 2409, the original Excelsior went on her first five year mission around 2287/2288.

That would make the Excelsior spaceframe around 124/125 years old and still a reliable spaceframe.

Wish construction in real life was that reliable after over a century, let alone a decade.

As for the Galaxy and Galaxy X, it depends on what you fancy. The Beam Overload skill is almost as fully effective as the phaser lance and Beam Overload 3 can be learned.
Though the Galaxy X is pretty tempting.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
08-29-2011, 11:53 AM
Quote:
Originally Posted by Reina View Post
As for the Galaxy and Galaxy X, it depends on what you fancy. The Beam Overload skill is almost as fully effective as the phaser lance and Beam Overload 3 can be learned.
Though the Galaxy X is pretty tempting.
I haven't leveled up my Fed Tac enough to test it yet, but the STO wiki list the Phaser Lance as having 9k damage BASE. If true, that means APA and Go down Fighting will have much more of an effect with the Phaser Lance than a DBB on BOIII. If true, that means an APAIII, GDFIII, Decloak Phaser Lance crit could one shot any ship at full health (or more than one ship, if you're lucky enough to line up targets).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
08-29-2011, 12:04 PM
The Phaser Lance can't outright destroy a ship at full health, but it can cause a heavy amount of damage. If you can get your target down to a good low point though, then the Phaser Lance, just like Beam Overload, will do the rest.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
08-29-2011, 10:02 PM
The Phaser Lance can't destroy a ship with one shot all by itself. However, it deals massive damage. You can decloak, apply Attack Pattern Alpha, Fire on my Mark, DBB an opponent and fire the lance. The enemy shields will definitely be down by then. If you fire quantum torpedoes with HYT II at this point, he is in serious trouble. Alternatively, you can fire at his hull with the lance if you can drop his shields without it.

Three drawbacks:

- You can't use Beam Overload, because it has a common cooldown with the Lance (BIG drawback).

- The Lance fires in two bursts. The first will hit the target, you have to aim the second. That is no big deal when facing a cruiser-sized ship.If you face a sci vessel or (even worse) an escort, you have a problem. Invest on a Tractor Beam I. Just before firing the lance, after you line the target up, slap a tractor on him. You only need to hold him for 2 secs. If he can shake your tractor in less than 2 secs (Attack Pattern Omega or Polarize hull or whatever) your attack probably won't succeed.

- You are flying a ship with the Galaxy turn rate. It means that lining up the enemy is tough. When not in the initial engagement (Decloak and Alpha Strike) you will probably be fighting like all other cruisers. The lance has a 2 min cooldown period. During the fight, many enemies will pop in front of you, begging to be tractored and fired upon by the lance. Don't give in to temptation. Wait. Can you follow up the strike with a HYT burst? Is the enemy already damaged enough so that only one hit with the lance will drop him? Do you really need the lance to bring him down? Can you tractor him? is he close enough so that you can aim the lance properly?

What I want to say is that the lance can be a powerful weapon if you use it right (in Decloaking and Alpha Strikes and in targets of opportunity), but if you don't use it right, you have sacrificed a console and a Beam Overload for what will be for you just a gimmick.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 03:59 PM.