Lt. Commander
Join Date: Dec 2007
Posts: 120
# 81
06-04-2012, 08:51 PM
Quote:
Originally Posted by kidkaboom10000 View Post
The problem is the ody is better at the g-rs job and its true some ships are just forgotten because bigger better ships are out there and even if you think ody isnt better the galaxy x is about to get suacer sep

The Odyssey is better at giving Galaxy captains a T5 version of their ship for less than the cost of a Galaxy-X? I don't think that's true, and that really is what the Gal-R is there to do.

In addition, while it was true that the Galaxy-X was going to get saucer seperation as part of the Galaxy pack, that pack is no longer scheduled for release, so I wouldn't count on seeing it anytime soon (if I remember correctly, saucer sep on the Gal-X was what sunk the project, so it may not even make it into the game when/if they decide to release the pack).

Also, I recommend you cut back on your daily java...you're talking way too fast
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 82
06-04-2012, 09:26 PM
Quote:
Originally Posted by danqueller
The Odyssey is better at giving Galaxy captains a T5 version of their ship for less than the cost of a Galaxy-X? I don't think that's true, and that really is what the Gal-R is there to do.

In addition, while it was true that the Galaxy-X was going to get saucer seperation as part of the Galaxy pack, that pack is no longer scheduled for release, so I wouldn't count on seeing it anytime soon (if I remember correctly, saucer sep on the Gal-X was what sunk the project, so it may not even make it into the game when/if they decide to release the pack).

Also, I recommend you cut back on your daily java...you're talking way too fast
the delayed the suacer sep because of tech porblems thats all...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 83
06-04-2012, 09:26 PM
Quote:
Originally Posted by danqueller
The Odyssey is better at giving Galaxy captains a T5 version of their ship for less than the cost of a Galaxy-X? I don't think that's true, and that really is what the Gal-R is there to do.

In addition, while it was true that the Galaxy-X was going to get saucer seperation as part of the Galaxy pack, that pack is no longer scheduled for release, so I wouldn't count on seeing it anytime soon (if I remember correctly, saucer sep on the Gal-X was what sunk the project, so it may not even make it into the game when/if they decide to release the pack).

Also, I recommend you cut back on your daily java...you're talking way too fast
There was also some talk of a Galaxy class ship interior along the way. The specifications for the G-X with separation was definitely interesting, with the phaser lance converting into a 'shotgun' weapon. Mini Donatra style?

But as above quoted, don't expect to see the Galaxy ship pack anytime soon, with Season 6 and other game features in production and all.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 84
06-04-2012, 11:19 PM
Quote:
Originally Posted by kidkaboom10000 View Post
The problem is the ody is better at the g-rs job and its true some ships are just forgotten because bigger better ships are out there and even if you think ody isnt better the galaxy x is about to get suacer sep
(emphasis mine)

While it does miss the point of the thread, I think there is some truth to this.
Which is why I would like to see that eng ensign slot become universal.
It still won't have the versatility of the Ody, but would be able to do anything a Star Cruiser or an Assault Cruiser can, but on a whim, instead of needing to switch ships. At that point, one could choose the Gal-R, simply because they like it, and still be every bit as competitive. I would've bought it for looks. Heck, I did!
For 1600 points (or 600 day vet), I don't think that's too much to ask. Some may even argue, that it's not enough. lol

On a different note, I think carmenara making a thread like this is awesome.
Sure, a Sovvy, Star Cruiser or Ody may be capable of better builds... I think that's entirely irrelevant.
Threads like this inspire experimentation and creativity. In this case, motivated by the love of the Galaxy class. It encourages people to go ahead and try that ship they like, but were discouraged from using.

While I've more or less ended my experiments with the Gal-R, it was a lot of fun trying out different builds.
Even came up with a loadout where the damage potential kinda surprised me. (combined it with an ody to expand on the idea, for further experimentation, heh)
With ALL that said, I applaud threads like these, and the authors who put themselves out there with the unorthodox.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 85
06-07-2012, 03:45 AM
With the Chin'toka (Phase 3) passing Elite Cure space trials with flying colors, the Bajoran Defence Ministry is setting its eyes on purchasing more Starfleet hulks for retrofit and recommissioning.

With the Chin'toka's Captain commenting favourably on the Galaxy class's size and power, which was far superior to any converted star-liner or Q-ship, she felt there was a need for scientific space control abilities in the event the vessel was called to perform the task force command role (as is typically my G-R's role in PUG STFs.)

We know that Starfleet constructed a number of Odyssey-class prototypes back in February 2409 and with the Odyssey II mission-adaptive variant entering mass production, many prototype testbeds were relegated to second-line duties or deactivated.

Such a larger "space control" cruiser would benefit Bajor's interstellar status as a provider of strategic security in the Alpha Quadrant, and also be useful for supporting Starfleet's colonial efforts in this sector.

Ha'dara Anchorage Yards is now contacting Starfleet ASDB for information regarding deactivated Odyssey Prototype hulls. It is currently not known if Starfleet is willing to provide the names and identities of their still-classified pre-production testbeds, but seeing no operational reason to keep the Odyssey class a secret now that the class has been rushed to serial production and active deployment, there's no harm to ask.

Which ship (name) should I use?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 86
06-07-2012, 12:00 PM
It looks like I came in a little late to this thread, but I decided to post something when you mentioned those abandoned Odyssey prototypes. Let me tell you a little tale of my ship, the USS Dreadnought, which is among the dwindling number of the relatively unkown Odyssey Star Cruisers.

During STO's second anniversary event (a few days after I came into the game) the Odyssey was introduced. Anyone who wanted one could get one, absolutely free. I couldn't miss the opportunity so I quickly got my character to level 5 to do the mission. 25 days after recieving my requistion pack, I was able to open it. While not much better than a star cruiser, the Odysseys were still the first of their kind. But not much later, there was that Dev blog about the Advanced Odyssey cruisers. All of a sudden, they started appearing everywhere. Now I rarely find one of the originals. The C-store states that the advanced cruisers improve on the base star cruiser design. Nowadays many people don't know what that means. Ships like mine are disappering. Soon they will be all be gone, all replaced, all thrown away. All except mine. The introduction of the new Odysseys brought out great new cruisers, but obsoleted two. The operations cruiser is superior to the Galaxy-R, and... I've already explained what's happening to the free Odysseys (which I'm just going to call Odyssey-S). Although, unlike the Galaxy-R, the Odyssey-S looks like its C-store counterparts. This means that people will not realize their passing. They will just see things looking exactly the same and never know that there was another.

The moral of the story is don't let the Odyssey Star Cruisers fade away. The Galaxy-R deserves to be kept alive and so does the Odyssey-S. They aren't bad ships, they are just outdated. But to those of us who realize it... they can still be used and deserve to. I want people to know where their fancy $25 Odyssey cruiser came from.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 87
06-07-2012, 11:14 PM
All these Type Rs and Type Ss make it look like a Honda showroom

Captain's Log, informal.
USS Relativity NCC-474439-A

I took the Odyssey-S out for a spin last night and managed to more or less complete the science trial build right after the server maintenance.

The ship handled well but with a LTC Science officer in the big universal slot, I realized this wasn't a tankable cruiser. I had to lighten the ship up and run her like a fast attack science vessel (I have a separate thread for that) with high engine and weapons power during maneuvering, and max auxiliary when deploying area control abilities.. of which there was only two - Gravity Well and Repulsors. I also have Power Siphon to significantly reduce the offensive and shield power from enemy ships along with the usual array of sensor scan, nucleonic beam, scattering field, etc available to a Science captain.

Still, those were perfectly adequate in all Normal STF maps once I found a way to maximise combat potential for this thing. Without the Galaxy's massive number of engineering powers I felt out of place and had to pick my fights, aiming not to do a sustained broadside but swoop in, drain power and start demolishing weakened shields as fast as possible.

As I couldn't use a Aux2Batt power to chop recharge times without severely compromising the Prototype's survivability (there are only 4 engineering slots), I simply used TT1 and Attack Pattern Beta 1 for tactical skills, which IMO is more potent than any of the other direct attack skills.

Serving as a command ship, the Odyssey Prototype I have has become not just yet another tanking cruiser but a high speed support platform. Gravity Well and repulsors by themselves can save Optionals for a team of cadet pilots. Power Siphon is useful to debuff general systems performance for almost any target that shoots back. Attack Pattern Beta benefits not just all ownship weapons for a significant amount of time, but also boosts cumulative team damage.

Lastly, without the ability to spam tactical abilities or tank, this ship is armed with dual rear photon torpedo launchers, dual beam banks and only a modest complement of beam arrays. The reason being - my Science character only has Mark X gear and he cannot min-max his energy weapon damage yet to make massive broadsides a viable tactic as it is for standard cruiser builds. Neither is the Odyssey a suitable short range assault configuration because it lacks the massive engineering capability of the Galaxy-R (since I use an LTC Science officer).

However, as a fast battlecruiser that picks its fights, draws aggro and shrugs off damage with Threat Control 6 whist giving any pursuing enemy a faceful of rapid fire photon torpedoes, it's a very good long range skirmisher. And when it swings around it starts draining power, firing off gravs and setting things up for Normal STF pilots to have an easier time playing and winning their first STF runs...

The frontal DBB bonus damage adds to fore torpedo firepower, while Attack Pattern Beta benefits both fore and rear torpedoes - with 2 Projectile Weapon doffs and 2 rear launchers the photon torpedo fire rate is epic. No need Hi Yield I or II there.

I'd say the Prototype Odyssey has made a name for itself just trying to fill in the scientific cruiser role. Once again there are better ships for the task of destroying the enemy, but what matters to me is setting up kills for the benefit of STO's junior and less experienced pilots and Science abilities are a very good way to control a map to grant PUGs a guaranteed chance of success.

And when the cadets see the Prototype sweeping through phaser and torpedo arcs at high speed demolishing and controlling things effectively, they too learn by example that cruiser piloting is not just about max power to shields and weapons. With limited shield heals (1x EPTS2, 1x RSP2, 1x ST, 1x TSS) this scientific Odyssey prototype is not a tank but if the shields get overwhelmed the hull is so strong that it doesn't tend to explode easily, especially where 2x Monotanium armor gives +70 or 45.2% kinetic resistance.

Best part about Monotanium alloy armor? It's dirt cheap, so if you can't afford 3x Rare Neutroniums, get Monos at 5000ec a piece and shrug off torpedoes like nobody cares - torpedoes, after all, are the main threat in PvE, not beam arrays.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 88
06-07-2012, 11:33 PM
In Ker'rat, it is always like this: http://www.youtube.com/watch?v=dzIEoHlcXQs

I just pretend like the Klingon's have gotten the Galaxy class ships' shield frequencies and that is why B'rels are tearing through much more powerful Galaxy Class ships.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 89
06-08-2012, 07:42 AM
For my Odyssey-S, I put another tactical Boff in the universal space. Since I am a tactical officer, I get three more damage boosting abilities. So when I come into battle, I can be a broadsiding DPS death machine for about ten seconds or so. (I am thinking about kerrat here) Then there are the people who think a little cloud of warp plasma or theta radiation can stop me. I simply fly through it and use hazard emitters, while at the same time dumping warp plasma on them as they come close to me. Now, since this is an Odyssey-S we are talking about here, I'm not making kills all over the place. But thanks to several hull and shield abilities I can hold up for a long time. I have three different damage types I can switch to (tetryon, AP, and plasma-disruptor hybrid) with six beam arrays of each. Then since I'm not getting the torpedo's firing arc on my target all the time, two quantum torpedoes (one fore and aft) finish the job with high yield or spread. Then I have three or four different sets to choose from, but I really only use one. Not to mention my subsytem power levels... weapons are 125/100, I don't remember what the shield goes up to but I'm going to guess 70-80/50. Engines and auxiliary are both 54/25. That's all I'm going to share about it but if you watch my ship in battle you might be able to see the full range of abilities I'm using.

I would love to pit the Odyssey-S vs Galaxy-R, just to see which would win, an overwhelming old ship or an underwhelming new one.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 90
06-08-2012, 03:19 PM
Cruiser on cruiser duals are the sort of thing you have to clear a calendar for.

I took it out, tooled it up, went into STF and Ker'rat using an Engineer. Here's what I used:

6 phaser beam arrays, 2 photons.
Resiliant Mk X [cap]x3 (I've had this forever, it's more or less a MACO Mk X without the extra bonus)
Borg Engine
Borg Deflector
Borg Console, Neutronium Armour, Sif Generator, Nadeon Detonator (PSW-ified photon torps)
Field Generator x 2, Oberth Console
Phaser Relay x 2

Also had two purple conn-officers for reducing Tactical Team cooldown, and 3 blue or purple projectile weapons doffs for photon spam.

TT1, BO2
EPTS1, RSP1, Aux2sif 2, EWP3
EPTS1, Extend1, Extend2 (Aceton Beam1 for STF/PVE)
EPTW1

TSS1, HE2

It wasn't exactly a heavy hitter, even for a cruiser, but it wasn't without teeth either. Overload 2 and the nadeon detonator enhanced photon gave it a small spike damage capability. IAlso, using photons and the torp doffs, it was pushing out decent kinetic damage against unshielded targets without actually having a regular torpedo buff, although the PSW torpedo was handy at times, even caught a BoP pilot unawares with it. And it wasn't too hard to time overload to co-incide with slipping emergency to weapons in between emergency to shields.

Aceton beam in STFs was useful for rendering a tac cube's weapons fire nigh on useless for the duration, but the second extend was much more useful in PVP. The warp plasma was useful all around, I'd forgotten how much damage that can do to be honest. Snarled up several groups of probes in KA and premature Spheres in Infected, and the damage was a nice and surprising bonus.

Separated, it was able to keep up with more awkward to heal escorts who don't get that the blue line from my ship to theirs is help, and it was also handy in dumping plasma on people's faces, something it's generally a bit too cumbersome to perform with anything approaching precision whilst in one piece.

It took an absolute kicking in Ker'rat, and even prior to my getting the doffs to get tactical down to global, it was tanking quite handily. All in all though, I just missed my Nebula. I know it's probably not a popular notion, but I'd really like it if the Galaxy R's boff layout mirrored the Nebula's, with science and engineering slots swapped around. It'd be a good, interesting layout I think, without messing with the Oddy's mojo, and aside from losing a Lt cmdr engineering power for a science one, the old builds would still be largely portable. I had a huge nostalgia kick flying it though, but I really felt like I had to work around the ship, it's not at all flexible, which is ironic considering it's supposed flexibility/modularity on screen.

Edit: For solo play, I'd probably have ditched the extends for Aux2dampers, but I didn't try it out. But if you want to make a sluggish cruiser turn, that's a much better option than RCS consoles, which with a base turn rate below a certain value, are next to worthless anyhow. It'd be interesting to try DBB/turrets as well, but only on the stardrive section. With the ship in regular mode, it'd both look and perform ridiculously.
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