I was brainstorming the other day about what I could do with the Odyssey. Ever since I made an account and saw the ship outside of the ESD shipyard window, I wanted this ship. I have strived to level 50. I have beaten the Jem'Hadar, the Romulans, the Borg and the Breen. As much as I love the Defiant (mine is captain rank... she still gets the job done.) and the Galaxy-class and the Sovereign-class, the Odyssey will be my crowning achievement.
Anyways, back to the topic at hand, I had an idea. Buy the pack, nab the Ops cruiser, put all three consoles on it and put team healing abilities on the boffs, and then fight the Borg. The fight starts, launch the saucer and the Aquarius, attack the cube (using Infected Space as an example), with the Work Bees on standby. The tank on the team gets damaged? No problem. Deploy Work Bees. If his shields are down, use Extend Shields.
Now, my part of the ship (the part I'll fly), is still a tiger with teeth. Now I'm not going to be doing much PvP in this thing unless it's more than 1v1. This ship is a giant combat medic. She's got the hull to withstand a few plasma torpedoes (which in STFs are a pain.), not to mention enough shield heals to not really be affected by their Tachyon Beams and Polarize Hull for the Tractor beams. I'm still gathering consoles and parts for it, but what do you all think?
Should I change this? Is there anything positive you might like to add? Any cons? (Please feel free to point out any shortcomings so I can fix them. Turn rate will be a problem but 3 RCS Accelerators might remedy that.)
3 RCS Accelerators are telling me you shouldn't fly the Odyssey. The only way a Cruiser will handle like an Escort is if it's built by Klingons.
It handles like a whale, learn to live with it because running 3 RCS will be taking away a lot of the survival ability away from the ship. Also Saucer Seperation will be a huge improvement to handling.
What precisely is the build? Weapons? BOFF Powers? Consoles?
My advice is get the Borg set and a good shield until you can get the MACO Shield.
Putting 3 RCS's, which will give you diminished returns by the way, won't change the fact that the turn rate sucks. Using sausage separation will help more so, better to keep with using that, rather than any RCS.
Just so you know, as an Odyssey, it's built to be the tank and take punishment. May want to rethink trying to play Mr Fixit of the team and start thinking that you're the one that's going to get shot at, all.the.time.
The OPs Oddy is a tanking beast. Fit the engineering slots with armor modules, fit your consoles with self repair abilities, and your tactical abilities with FAW and anything AOE you can get your hands on.
Your primary task, irritate the hell out of EVERYTHING and survive. Let the escorts and the DPS machines handle death dealing, and let the science guys handle healing.
I personally use five Neutronium Mk XIs, and even with diminishing returns, I baseline at 45% across the board before tanking powers, which makes for a very effective, anytime, anyplace, any enemy, wall of armor. If you're preference is to keep a rack of specialized armor types for specific enemies, more power to you. Its all about what works for you.
Like everyone else is saying though, drop the RCS modules in favor of neutronium armor. RCS only boost based on the base speed anyways. Its a whale, it will always be a whale, if you want to be a fast healer get a DSSV. Instead, maybe spend one of your Lt engineering powers on Auxiliary to Inertial Dampeners 1 and double your turn rate for 15 seconds (heck, train it twice and be always-on). Between that and Evasive, you can turn when you truly need to, but otherwise just be a bit more patient.
I fly the Odyssey-Ops, and decided on a similar role for it after a Cure-Space STF where the ship(s) that volunteered to guard the Kang abandoned the ship to attack a cube and my ship didn't have enough defense ability when I moved to take their place. After that, I vowed I would rebuild my Oddy to have enough repair capability to take over in the event something like that happened again.
To do so, I sacrificed one of my EPTW-1 and Engineer Team-1 (I was running a version of the Dragonship build) to enable me to have Aux to Int Struct-1 and two copies of Extend Shields. Since I am an Engineer, I had EPS Transfer that could take the place of EPTW-1, and would count on Tactical Team to cover the shortfall from the lost Engineer Team. The result was that I could now keep an Extend Shield rotating in constantly to have on hand, and could do a minor hull repair to myself or another ship every 15 seconds. To date, the only time this ship has failed to keep the Kang alive is when it was overwhelmed with 4:1 odds (which will kill about any ship) or greater.
However, you can't be just a repair ship. When you are part of a team, you have to pull your own part of the battleweight, and cruisers have to tank and throw out enough damage to not be ignored. In STFs, you are 1/5 th of the firepower of your team, so having good firepower is especially important (moreso if you find yourself in an event where one of the other four ships drops out unexpectedly). So, as much as you want to be able to repair other ships, don't give up on being a significant combat ship yourself to do so (I have experimented with 4 dual-array weapons up front, but found the 3-array, 1-torp arrangement fore and aft is the best arrangement for most encounters with an Odyssey).
Good luck with the Odyssey and with your idea! New ideas are how things are discovered.