Lt. Commander
Join Date: Dec 2007
Posts: 120
# 61
05-30-2012, 06:58 PM
Quote:
Originally Posted by USS_Ultimatum
ENG CMDR : EPTW 1 > EPTS 2 > EPTS 3 > Aux to SIF 3*
ENG LT CMDR : EPTW 1 > RSP 1 > ESS 2
ENG ENS : ET 1

SCI LT : HE 1 > TSS 2
TAC LT : TT 1 > BFAW 2

3 to 6 ranks in threat control, should work well for STFs/Elite STFs.


*(Or EWP 3. I think Aux to SIF 3 is the better choice, grab a Theta Console of the exchange if you can afford it for some CC ability)
If your going to be tanking in STFs, not much point taking Extend Shields IMO, but it's almost vital for PVP. That being said I think your setup there lacks a way out of Tractor Beams, and I think you need it against the Borg.

Quote:
Originally Posted by whamhammer View Post
The point is both of the cooldowns for the Garumba are significantly shorter and more usable than the "R"'s and make the "R" feel even less usefull.
I do agree with you there. I think three mins from reconnect, with a one minute reduction if the saucer is at full health would be kind of viable. And much more usable for all Separations in the game. (Bortasqus BoP, MVAEs Vectors, Galaxies Saucer and Odysseys Saucer and Aquarius)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 62
05-30-2012, 08:48 PM
Quote:
Originally Posted by DKnight1000
If your going to be tanking in STFs, not much point taking Extend Shields IMO, but it's almost vital for PVP. That being said I think your setup there lacks a way out of Tractor Beams, and I think you need it against the Borg.
I guess since I'm sharing I should share my actual build for Cruiser-tanking Elites.

Gal-X

ENG Cmdr: EPTW 1 > RSP 1 > EPTS 3 > Aux to SIF 3
ENG Lt Cmdr: EPTW 1 > RSP 1 > EPTS 3

SCI Lt: PH 1 > HE 2
TAC Lt: BFAW 1 > BFAW 2
TAC Ens: TT 1

DOFFs:
2x Purple Tac Team Conn DOFFs
2x Blue/Purple Shield Distribution DOFFs
1x Blue Hazard Duty DOFFs


So yes, extremely selfish in build - but everything is usually shooting me anyway.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 63
05-31-2012, 07:28 PM
I was always under the impression that the Galaxy should have a Lt Cmdr Science slot. (at the expanse of the 1 eng. slot). This would make it unique in a way. It is an EXPLORATION cruiser, dammit.

It is by far the Enterprise I like the most, but unfortunatly I see no reason to get one for my Fed engineer.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 64
06-01-2012, 02:54 AM
Quote:
I was always under the impression that the Galaxy should have a Lt Cmdr Science slot. (at the expanse of the 1 eng. slot). This would make it unique in a way. It is an EXPLORATION cruiser, dammit.

It is by far the Enterprise I like the most, but unfortunatly I see no reason to get one for my Fed engineer.
me too, ltdcmdr sci slot would have been the way to go, but it is what it is, cryptic will never change it. too bad actually there goes another iconic ship i will not buy because of it's unfunctional boff layout

Quote:
And I suppose the Enterprise-B is to be relegated to the scrapheap, along with the -A, and the NCC-1701 and the NX. Yeah, let's make sure only vessels named 'Enterprise' are the top ships in the game, regardless of when they were built, just because they are named 'Enterprise'.

Seriously, though, every ship has limits on how far it can be modified to keep up with newer ships. Hulls cannot be rebuilt without essentially a completely new ship being built (as is the result with the Galaxy-X), and systems that were never designed to be used with the power grid of a ship can only be used at lower performance levels if their full output exceeds the capacity of the ships' systems to supply what those systems would get in ships actually built with them in mind.

The Galaxy-class ship was built many decades before the setting of STO, as a very long-range exploration cruiser in a time when the Federation had known only peace. The Klingons were allies, the Romulans were out of galactic affairs, and the idea that the Federation needed ships with battle capabilities was in disfavor (attitudes similar to the 'peace dividend' at the end of the Cold War). The class saw major redesigns to convert it into a warship on par with the current cruisers that resulted in the Galaxy-R after encounters with the Borg, open warfare with the Klingon Empire, the return of the Romulans and the Dominion Wars proved that Starfleet needed the Galaxy class to have a more combat-oriented mission profile than they had ever been envisioned as. To take the ship to the level of the Odyssey, it requires the kind of radical outward hull additions and modifications that are the hallmark of the Galaxy-X.

This is just common sense (which, granted, can be jettisoned for those who only care about the video game aspect of STO), and in no way means Galaxy-R class ships do not have a place in the Fleet, any more than heavy cruisers don't have a place in a fleet that can build battleships....one is simply cheaper to build while doing jobs a battleship isn't necessarily needed for.

From a game perspective, would it really help if the Galaxy-R were brought up to Odyssey specs and its cost raised to 2000 cps? Seems to me, you'd be removing the option for players who want a +1 T5 cruiser without paying maximum price for it (granted the Excelsior would still be around, but as the sole alternative and with a special ability that probably wouldn't appeal to many).

Regardless, claiming a ship should match anything in the game because it is iconic or was 'really powerful' when it was built is building on shakey ground.
Yes, you are right. I made my comment out of the motivation that i like both designs, but the BOFF layout is not compelling for the galaxy R. A Ltdcmdr sci slot, or the same boff layout as the starcruiser would allready be enough to make the galaxy R a viable choice. in my opinion that little adjustment wouldn't hurt any other cruiser class in the c-store.
For the enterprise E, sovy, i would like to see a Cmdr tactical, just to see if it would still make a viable cruiser built. A cmdr tactical on a cruiser has never been done, and i would like to see if it would work, or be OP, or nobody would take it.
I mean the canon setup of the Enterprise E bridge crew was riker as the tactical commander, data the sci Ltdcmdr, laforge (not really bridge crew, but no chief engi really is) ltcmdr engi, and a universal ltd.

http://en.memory-alpha.org/wiki/USS_...e_(NCC-1701-E)
you can find it under personnel. Tactical officer is ltd daniels, so i guess a tactical ltd slot would be 100% accurate. The odd thing about this setup is, that while it may be OP, it is the actual canon setup from the movies and it adds up to 12 BOFF slots.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 65
06-01-2012, 03:02 AM
Yep, instead the MVAE gets the LTC scientist and becomes a scientific destroyer

Anyway, still having tons of fun in the G-R in elite STFs not dragging anyone down but happily ruining things with cannons, torpedoes and Attack Pattern Diarrhea. It's such a durable and quick build that I rarely use any hull heals instead donating them to PUG teammates.

This ship is quite famous for singlehandedly saving failed Optionals on ISE. I don't really care about the 10% rule (rarely works on PUG elites anyway) because I can easily immobilize or repulse the sphere swarms to a safe distance, enough time for the team to focus fire on and destroy the generators.

I have considered switching to Omega set + Antiproton (and indeed have enough salvage and tech requisitions to do so) but laid off as the polarons plus rapid fire torpedoes are doing a great job by themselves.

This build of mine initially relied on EPTS3 x 2 for survival but now I only need one EPTS3 which gives me an extra LTC engineering ability.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 66
06-01-2012, 03:16 AM
Quote:
This build of mine initially relied on EPTS3 x 2 for survival but now I only need one EPTS3 which gives me an extra LTC engineering ability.
aceton beam is fantastic to render the tactical cube mute for 30 sec. and draw aggro. until you get the aggro from the cube when somebody went at it before you, it essentially makes the the dmg output of the cube non existing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 67
06-01-2012, 09:32 AM
Quote:
Originally Posted by Raudl View Post
Yes, you are right. I made my comment out of the motivation that i like both designs, but the BOFF layout is not compelling for the galaxy R. A Ltdcmdr sci slot, or the same boff layout as the starcruiser would allready be enough to make the galaxy R a viable choice. in my opinion that little adjustment wouldn't hurt any other cruiser class in the c-store.
Aye, I love the Galaxy as well, even though I only have my T4 version. Still love to take her out to fly just to see her move. And I agree, the ship should have been the "Science Cruiser" of Starfleet, both due to its role as an Exploration ship and the wide range of unusual non-combat capabilities we've seen ships of this class display in the original media. The only problem with changing it now would be the effect it would have on players currently using it who count on it as their engineering cruiser.

It -is- a viable ship currently. All it really needs is something to let it shine distinctly apart from the other cruisers out there. Since it can't be a change that would either increase its effectiveness beyond the current price level nor force current users to change their own equipment/BOFF layouts (in my opinion), I would have to say making the Engineer Ensign a Universal slot and/or giving the ship a passive stat boost (shield mod, tactical/sector speed, ect.) that didn't eclipse higher-priced ships like the Odyssey or Dreadnaught would be the way to go. Of course, this assumes the Devs aren't planning a new cruiser-type ship with these changes already (I'd hate to see that rather than a simple tweek to the Gal-R, but we all know how businesses work).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 68
06-01-2012, 07:19 PM
carmenara, You have inspired me.
I've been wanting to take the USS Catalina (Gal-R) out of space dock for a long time now, but just seemed too impractical. I have a Gal-X, Star Cruiser, Odyssey and Sovvy. Which all offer better layouts, to be honest.
(it's the dang 3rd eng ensign slot that urks me. I have 2 eng teams, so a 3rd emergency power to... ? *sigh* If it were a uni slot, it'd make it competitive and relevant!)
But... the classic beauty of the Gal-R has always had a place in my heart.
I'm not saying it's bad at all. I like to tank/heal in my cruisers, and the Gal-R can definitely hold it's own there.

So, since I love that ship, and the game IS about enjoyment, afterall... I'm going to finally just do it.
Thanks
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 69
06-02-2012, 01:01 AM
Quote:
Originally Posted by thechromeknight View Post
carmenara, You have inspired me.
I've been wanting to take the USS Catalina (Gal-R) out of space dock for a long time now, but just seemed too impractical. I have a Gal-X, Star Cruiser, Odyssey and Sovvy. Which all offer better layouts, to be honest.
(it's the dang 3rd eng ensign slot that urks me. I have 2 eng teams, so a 3rd emergency power to... ? *sigh* If it were a uni slot, it'd make it competitive and relevant!)
But... the classic beauty of the Gal-R has always had a place in my heart.
I'm not saying it's bad at all. I like to tank/heal in my cruisers, and the Gal-R can definitely hold it's own there.

So, since I love that ship, and the game IS about enjoyment, afterall... I'm going to finally just do it.
Thanks
I'm very seriously considering picking up the Gal-R. I don't know if I will, though. There's something about the Galaxy class that's just plain compelling. And to me, the slight difference in inertia makes a world of difference in terms of its response to turning - it seems to have more "traction," if that makes any sense. It may not be much faster in terms of time, but the turns are much more precise and easily guided. You still have to consider what you're doing when you're moving, but you also don't have to compensate for moves that are very wide, making a lot of on-the-fly battlefield changes more manageable than if they were being taken on in an Odyssey class.

Unfortunately the BOff layout just kind of turns me off. I have a similar, but less severe, problem with the Sovvy (which I love to death). I'm bad with shield management so I need two tactical teams to survive. That pretty much rules out using it for my tac officer at the very least.

I'd consider making a new toon to level up into it, but that would also mean I'd have to ditch the Galaxy class for 10 levels to remain at a "competitive" T5, since the min level for the Gal-R is VA for some reason. It would feel smoother if I could command the same ship all the way through from my perspective, requiring merely that I "discharge" the ordinary Exploration Cruiser, claim the Gal-R, stick on the registry number and name of the old one, say it was an upgrade, and go on my merry way at RA.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 70
06-02-2012, 03:03 AM
I really love my G-R now that I did the "Phase 2" retrofit of the (imaginary) Bajoran deep space patrol cruiser.

She's configured to be a damage dealer now with Emergency Power to Weapons 3. I realized I don't use EPTS all that much (and don't need to) so I have only one EPTS3 and 1 EPTS1. This makes use of the low end engineering bridge officer slots perfectly leaving the higher rank powers filled with useful stuff like RSP, Aux2Battery, etc.

I also ditched Aux2Structural as wtih RSP, EPTS and Aux2Batt (which boosts -everything!- by a huge amount for 10s) the shields rarely go down at all. Added one Shield Distribution Officer (blue quality) so that Brace for Impact regenerates a significant amount of shields. I seldom touch hull heals at all since a fast ship has high defence and I have extremely high kinetic defence and am immune to one shot kills.

Surprisingly for a ship of this size she's doing very well as a fast battlecruiser; my attack mode with 125 weapons also gives 72-80 power to engines and with Aux2Batt active I seem to be running with 100+ power to engines. This allows the Galaxy class to maintain a very high rate of speed and tactically reposition at will.

Going ahead of the Dominion weapons loadout, I gave her MACO shields, Omega 2pc set for Tetryon Rider and full Disruptor weaponry. I did not go for Antiprotons as AP builds tend to be a bit underwhelming, but then I have a half beam half cannon hybrid 'destroyer escort' that pretty much shreds anything with disruptors.

What does make the difference is the Emergency Power to Weapons III and default extremely high engine power settings of my build making it dominate elite STF maps by pure speed and firepower. In an elite STF I never want to be seen sitting stationary nibbling away at Borg structures, but maneuver, dance in and out of fire arcs, dash in to assault things with cannons and warp plasma, drop the stardrive section and go fly wing with the Escort pilots.

USS Chin'toka is a very lucky ship and won me a full set of Mk X and Mk XI Borg tech in barely a week of play. Now with the final disruptor/maco shield/omega2 gunship configuration she just did an Infected Elite that gave me 3 prototype salvage

EDIT
Total Loot for today:

9 Prototype Salvage
1 Prototype Shield Tech


Also had the honor of running a cooperative KASE run with another Galaxy R. We exchanged some notes on our (vastly different) builds too. Each ship was highly effective as the vanguard of an EliteSTF channel organized task force.
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