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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
09-22-2011, 12:14 AM
TBH, unless Cryptic totally changes it's ship stats... this won't happen. The Excelsior-R will be the fastest (base) turning T-5 Cruiser. It's based on Crew size and balancing.

Cryptic was obviously going for the hybrid cruiser with the Gal-X. Where it's Alpha-Strike was great but then you'd need to carefully strategize the next line-up. Besides Evasive Maneuvers 3 can turn you pretty quick as long as you stay half or 1/4 power if you need it. There are other ways to with the turning consoles and AtSIF.

But for game balance, no T-5 cruiser should have 10-ish degrees/sec. Otherwise escorts will lose more ground.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
09-22-2011, 11:56 AM
Quote:
Originally Posted by dan6526 View Post
TBH, unless Cryptic totally changes it's ship stats... this won't happen. The Excelsior-R will be the fastest (base) turning T-5 Cruiser. It's based on Crew size and balancing.

Cryptic was obviously going for the hybrid cruiser with the Gal-X. Where it's Alpha-Strike was great but then you'd need to carefully strategize the next line-up. Besides Evasive Maneuvers 3 can turn you pretty quick as long as you stay half or 1/4 power if you need it. There are other ways to with the turning consoles and AtSIF.

But for game balance, no T-5 cruiser should have 10-ish degrees/sec. Otherwise escorts will lose more ground.
I think the Galaxy-X could benefit from a battle cloak to really solidify its intended style of play.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
09-23-2011, 12:29 AM
I think if anything, Galaxy-X could use battlecruiser power stats of +10 weapons/+10 engines. Another tactical console slot would be a little self-serving :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
09-23-2011, 11:10 AM
Even with 65 engine power, a BLUE RCs console, the maximum I can get is about 11.4 degrees turn rate. Personally, that WAY too low.

However, your suggestion is a nice compromise, but really Cryptic should just boost the turn rate slightly and all is well.

In fact, it actually got a nerf when season 4 was released.

And proof?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
09-23-2011, 11:28 AM
Agreed with the others, the X's turn rate is nothing short of deplorable. I ditched it for the exploration-R and am loving the speed and maneuverability with saucer sep... the cannons and lance (and tac ens) were a pretty big sacrifice in the damage department though.

I don't know if a different "mode" is necessary though... as I understand that all ships have tradeoffs. The Gal-X is basically a huge escort, and the tradeoff you make for having all that extra hull and shield strength is a terrible rate of turn.

That said, the ship can be *made* to turn, you've just got to know how to do it. EPtE, Aux to ID, evasive, engine batt, etc. can all be used to increase your turn rate... and you can use things like tractor beam, tractor mines, chroniton weapons or warp plasma to immobilize opponents long enough to get big bertha swung back around for another pass.

If the out-of-the-box maneuverability of this ship was buffed I think it would rapidly become OP.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
09-23-2011, 01:36 PM
I think the greatest problem of the ship is, that it has split persona so to say. It's a cruiser, so most people try to play it as such (boring 8 beam builds and so) and quickly realize its worse than other offensive cruisers. Other people try the "big escort" approach with full cannons frontal barrage and quickly realize is subpar to escort. Hence the general consensus that its crap ship for pvp.

I prefer to take the best from both worlds approach and try to make a working symbiosis of both aspects. Problem of the ship, and low turn ships in general is that the compensation for low turn rate is not enough.

Until crew mechanics is drastiacally reworked, and having higher crew pool actually ofsets the lower turn rate, Galaxy-X (and Galaxy-R) will always be doomed to be outsider.

So if devs feel that the ship should turn like a brick, fine. But they should reword crew mechanics, so those extra 300 crewmembers do something NOTICEABLE.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
09-23-2011, 01:41 PM
Quote:
Originally Posted by MGDawson View Post
Even with 65 engine power, a BLUE RCs console, the maximum I can get is about 11.4 degrees turn rate. Personally, that WAY too low.
You do realize that RCS consoles are a complete waste on cruisers, right? The RCS console gives a plus percentage computed from your base turn rate... which on the Galaxy is 3 degrees per second. So even with a blue MKXI RCS you are getting a whole one degree per second out of it. There are a lot better things that engineering slot could be used for.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
09-23-2011, 04:59 PM
Quote:
Originally Posted by Dalnar
I think the greatest problem of the ship is, that it has split persona so to say. It's a cruiser, so most people try to play it as such (boring 8 beam builds and so) and quickly realize its worse than other offensive cruisers. Other people try the "big escort" approach with full cannons frontal barrage and quickly realize is subpar to escort. Hence the general consensus that its crap ship for pvp.

I prefer to take the best from both worlds approach and try to make a working symbiosis of both aspects. Problem of the ship, and low turn ships in general is that the compensation for low turn rate is not enough.

Until crew mechanics is drastiacally reworked, and having higher crew pool actually ofsets the lower turn rate, Galaxy-X (and Galaxy-R) will always be doomed to be outsider.

So if devs feel that the ship should turn like a brick, fine. But they should reword crew mechanics, so those extra 300 crewmembers do something NOTICEABLE.
THe new Klingon Cruiser has 1,500 crew, doesn't the Gal-X still only have 1,000???
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
09-23-2011, 11:40 PM
Ye its a little funny klingon battlecruisers have much more crew...but they have a little less hps as well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
09-25-2011, 05:58 AM
Quote:
Originally Posted by dvsaris View Post
You do realize that RCS consoles are a complete waste on cruisers, right? The RCS console gives a plus percentage computed from your base turn rate... which on the Galaxy is 3 degrees per second. So even with a blue MKXI RCS you are getting a whole one degree per second out of it. There are a lot better things that engineering slot could be used for.
I also use a +x to engine power...but I've noted your suggestion. I'll be removing it when I want to use it again and replace it with another +x to engine power or something.
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