Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
12-29-2011, 04:27 PM
what kind of shields are you using? what kind of engineering consoles? what kind of power settings do you use? it helps if you tell us a little more about your ship other than "we three galaxys got owned"
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
12-30-2011, 01:35 AM
The equipment was purple across the board:

Covarian shields mark VIII [cap]x2
Phaser arrays mk VIII [acc][Dmg]x2
Photon Torpedoes mk VIII [Dmg]x2
Mark VIII combat engines with a turn bonus

3 mark VIII emergency forcefield consoles and 1 mark VII duranium alloy console. I don't remember what science console i had equiped but my tactical console was for a phaser weapon damage boost.

I rotated shield frequency and powered a weapons battery. The fight was long and bloody but the klingon didn't die even once!

I just simply couldn't get him out of my behind shields, balancing shields to the bank just wasn't fast enough.

Please tell me what I did wrong...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
12-30-2011, 09:32 AM
You need tactical team. It has shield autobalance, much faster than you can do yourself. A rear quantum torp with high yield torp skill would probably help also.

EDIT: Also, Eject warp plasma works wonders against those people that try to stick to your tail.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
12-30-2011, 11:59 AM
Oh yes. Eject Wasp Plasma will definitely keep pesky Klinks off of your 6 o'clock. With a Matter-Antimatter Specialist Duty Officer, you can also add an Immobilize proc to your Warp Plasma Clouds as well.

And I'll echo getting Tactical Team I, to help rebalancing your shields while under attack.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
12-31-2011, 04:24 AM
Quote:
Originally Posted by hevach View Post
I wouldn't blame it on the Galaxy. The ship's only real disadvantage is that it creates new definitions of slow - they are the slowest ships in Starfleet, but there's ways to deal with that by setting them up for broadside combat.

Ker'rat is PVP, and as somebody who's gotten manhandled just as badly in PVP many times, having awesome gear doesn't help if you're up against somebody with a lot more experience. Even if you generally do fairly well.

There's also a very infamous shield exploit that I believe is still on live servers, they had it fixed internally at long last, but that was just a couple days before their holiday break and there wasn't a patch last week. So it's also possible he had a second set of shield facings he could redirect from.
Wait, shield exploit? Please explain. Klingons are generally overpowered vs Fed. If there is at least one carrier in PvP combat, your already screwed most of the time. A while ago, I was in Ker'rat, and a Klingon warped in, it was me in an escort, two cruisers, and a science ship vs this cruiser class Klingon. The Klingon killed us all over and over again. We had only got its shields down to 40% when it warped out after 10 mins.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
12-31-2011, 07:37 AM
Ok, i got an avenger class now (not competely avenger, a bit customized) with a full onset of tetryon turrets in the back and tetryon cannons in the front with a single tetryon beam. There are also front and rear quantum torpedo turrets so im loaded for a serious fight! I actually managed "nab" one klink this time.

The matter with klingons is not as much as them being overpowered, its more like their chickeneze cloak and dagger tactics. If a ship is equipped properly for a PvP it would be a fair fight if the cowards wouldn't run at the first sign of trouble.

That's just broke becuase the klingons should be dying with honour!

Maybe Cryptic should extend their cloak cycle length like they did in FleetOps.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
12-31-2011, 10:37 AM
Quote:
Originally Posted by Sinsofasolarempire
Wait, shield exploit? Please explain. Klingons are generally overpowered vs Fed. If there is at least one carrier in PvP combat, your already screwed most of the time. A while ago, I was in Ker'rat, and a Klingon warped in, it was me in an escort, two cruisers, and a science ship vs this cruiser class Klingon. The Klingon killed us all over and over again. We had only got its shields down to 40% when it warped out after 10 mins.
The shield exploit is a bug. I won't describe how it works in case the fix hasn't made it to Holodeck yet. But in essence, the exploit gives a pool of shield power that was many times the capacity of the equipped shield. So working things the right way, the exploiters had shield healing capacity in hugely excess to what their true capabilities are.

And from your description that is exactly what happened to you. The Klingon was cheating. You could not have beaten him without a lot more DPS against him. Don't feel that your ship was weak or you have a bad build. HE CHEATED.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
12-31-2011, 10:48 AM
Well it doesn't matter now, im 2 tags away from being a vice admiral. And I have 6 shield boost & regen buffs, which couldn't be all activated without a time delay between them, 3 of which i can use on an ally, so i got some serious stone hard tanking ability.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
12-31-2011, 11:56 AM
My main character is science and for the first year I played him pretty much exclusively in cruisers. You are at a disadvantage with your skill point spending not being maximized due to the disparity between your highest ranked bridge officer abilities and your own personal skills, which is why I switched to science ships. However, you can still do pretty well as a science officer in a escort or cruiser and there are some advantages to offset the skillpoint disparity.

The Galaxy class ship turns very slowly. That is the nature of the beast. You want to avoid a weapon setup that requires getting the enemy in your forward arc (one of the reasons that I quit cruisers with my science officer, because science abilities are mostly forward-firing). You might even avoid a torpedo launcher in the front, but you do want one in the back because even though it is hard to get ships in your forward arc, it is easy to get them in your rear arc.

The setup I found for science officer in a cruiser is pretty similar for science officer in a science ship. Save your low end powers for heals and your high end power for attack. The difference is that instead of things like gravity well, you can train your BOFFs in Aceton field, boarding party, Warp Plasma. In the Galaxy Class, my favorite alpha attack has always been full power to the engines, evasive maneuvers, then a suicide run straight at the enemy where you try to hit every one with your warp plasma.

My advice is to play with the ships you like. I found science officers work better in science ships, but I spent a lot of time in the Galaxy retrofit as a science officer, and I seemed to do fine in it as well. You just have to play to the strength of the ship. The forward arc is not a strength of the Galaxy class. You might need to save your turn buffs for when you want to fire off something like subnucleonic beam or acetone field.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
12-31-2011, 02:33 PM
Quote:
Originally Posted by Sakarak
The Galaxy class ship turns very slowly. That is the nature of the beast. You want to avoid a weapon setup that requires getting the enemy in your forward arc (one of the reasons that I quit cruisers with my science officer, because science abilities are mostly forward-firing). You might even avoid a torpedo launcher in the front, but you do want one in the back because even though it is hard to get ships in your forward arc, it is easy to get them in your rear arc.
I don't captain cruisers, but I consider them one of my toughest opponents as an escort captain.
Other escorts are going to be similar to me, but as an engineer I have survivability advantage, and sci ships function best in groups. One on one, not usually too scary.
So I spend alot of time watching and analyzing cruisers.

The ones that harm me the most seem to be the all-beam boats.
If I had to reconstruct for the OP what I'd guess is the most effective Galaxy class build it would look something like this;
(Assume all gear is max rarity and mark)

Fore; 1x phaser dual beam bank, 1x photon torpedo, 2x phaser single beam arrays
Rear; 1x photon torpedo 2x phaser single beam arrays.

Why?
Because you have torps both fore and rear, coverage of 4, count them, FOUR beams for broadsides and the fore quadrant, and you still maintain a modest two phaser compliment in the rear (plus the torp).
Alternately switch rear torp for another beam.

Consoles;
ENG: 3x RCS consoles.
Sci: Something to boost hazard systems
Tac: Phaser relays, torpedo chambers, adjust amount of which as desired.

Why?
A Galaxy's biggest weakness is turn rate.
'nough said.

Shield/Engine/Deflector;
Normally I'd recommend the Breen set since its the only set you can get at Captain but I'm not sure if forced mission progression has changed its availability.
Alternatively, get an impulse engine with turn boosts for added movement freedom.

Boffs;
Here I'm slightly at a loss, but I know emergency power to shields, engineering team, and SIF are nice.
Theres also some sort of power that increases your energy beam shield penetration, and aceton field is just a straight up attack power.
For sci, I would personally use TSS-I and the holo-power that decreases recharge times. But thats me.

Tac I know a bit more about. Given only one Lt. Boff slot I would pick;
*Beam overload
*Attack Pattern Beta. (With those beams and beta and the shield penetration power you could probably watch enemies literally melt.)

Given the extra sci slot of the +1 ship I'd take along hazard emitters.

But hey, I'm just an escort fantasizing about what my worst fears were at that tier.
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