Captain
Join Date: Jun 2012
Posts: 1,333
# 401
10-08-2012, 09:11 AM
Quote:
Originally Posted by alexindcobra View Post
I'm still angry about the fact that the Galaxy-R has no bite at all. The Fleet version will juts get more Eng consoles slot but that doesn't give weapons bite if you have already reached your power cap.
You can use the fifth for a high level RCS accelerator.
Empire Veteran
Join Date: Jun 2012
Posts: 6,542
# 402
10-08-2012, 11:47 AM
Quote:
Originally Posted by shento View Post
Ultimately. All arguments aside.
When it comes down to it, its simple. Build what you like. Play what is comfortable for you. My experience in MMO RPG has taught me that there is no right or wrong way to play. If you find something that works for you and the people you play with and you can have fun with it. GO WITH THAT.

If you don't like someone else's build or ship or DOFF arrangments or what ever. SO ...Effin.. what. Its not your account, its not your $14.99 a month ( if you still choose to pay, and if your f2P you damn sure have no right to say anything) you have no right to tell someone else how to play. You wanna do that, go play World of Warcrack where people put up with that nonesence.

Personally I will miss the City of Heroes community where people simply accepted each other's right to play and enjoy the community of friends and like minded souls. STO would so much the better even with its lack of growing content and bugs if we could all culitvate that spirit into OUR game.
other then taking a gal R into a team activity like pvp or an stf, no body has a problem with anybody using the ship. on a team though the ship just drags down the potential performance for the team, wich is a shame. bringing any other cruiser to the match would have worked better.

we want the galaxy R buffed so its not a drag on a team.

Quote:
Originally Posted by whamhammer1 View Post
You can use the fifth for a high level RCS accelerator.
yes and a fleet galaxy with 5 turn consoles will likely turn about as well as a fleet negvar with none. so 1 ship basically has 0 eng consoles wile the other has all 5 when they are on an even standing. see why this slotting tons of turn consoles is a non solution?
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Captain
Join Date: Aug 2012
Posts: 2,443
# 403
10-09-2012, 06:15 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
yes and a fleet galaxy with 5 turn consoles will likely turn about as well as a fleet negvar with none. so 1 ship basically has 0 eng consoles wile the other has all 5 when they are on an even standing. see why this slotting tons of turn consoles is a non solution?
That's the problem with such low turn rates and the fact that RCS consoles don't give a flat bonus. The lower the basic turn rate a ship has the less do RCS consoles contribute.
One has to invest a huge amount of Consoles just to be on par with other ships.

But i could live with it, but i think the missing firepower is the main problem the Galaxy Class has in STO.
The devs should have made the Jupiter Dreadnought the Flying Brick, a slow and almost stationary ship which job is to heal other ships, but they never should have given the Galaxy Class this job.

The Galaxy should have been a slower but harder hitting Assault Cruiser type of ship IMO. While Assault cruisers should have been focused more on torpedo firepower, the Galaxy Class should be the energy weapons "specialist".


Thank you for reading or ignoring, depending on who you are.

-> -> -> STO players unite and say NO to ARC <- <- <-
Captain
Join Date: Jun 2012
Posts: 1,333
# 404
10-09-2012, 11:29 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
yes and a fleet galaxy with 5 turn consoles will likely turn about as well as a fleet negvar with none. so 1 ship basically has 0 eng consoles wile the other has all 5 when they are on an even standing. see why this slotting tons of turn consoles is a non solution?
Yes, but what does the turn rate look like when it is in separated mode vs a Negvar? You could always have five armor consoles to boost your toughness when you are in the Stardrive section.

I've been playing my Gal-R in STF's and fleet Mark missions and its doing just fine with Mk XII Antiproton weapons and Q-torps (HYT1, BO2). My Stardrive right now is about 18.3' turn rate (with 47,000 hull), that's not too bad. Plus the DBB and torps work well then.
Captain
Join Date: Aug 2012
Posts: 2,443
# 405
10-10-2012, 03:35 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
gear is not that big of a deal. as long as you got blue mk x and up your fine. doff active roster is MUCH more important, followed by your ability build, and most important of all is personal skill

i can do all that and more in a galaxy R. when ever i get it out i usually rule pugs in it. that doesn't mean its any good, i could do so much better if i were using any other cruiser
That's exactly what i tried to explain some day ago, when someone tried to "help" me with a (somehow weird) Galaxy build.
My problem with the Galaxy isn't that i cannot fly it properly, but the fact that all other Cruisers are better in what i can do with the Galaxy -R.
The Galaxy is just overpowered with healing abilities, no one needs that.

I know STO is a MMO and everything has to be extreme, but i prefer "balanced" BOFF & Console layouts.
I wouldn't mind to sacrifice a fair bit of survivability in exchange for more firepower.
I could even live with it being so slow and sluggish as it is now, but the lack of Firepower is extreme unsatisfactorily!
I wouldn't mind this if it wheren't the Galaxy Class, it would have been perfectly ok if it where one of Cryptics ugly designs, like the Jupiter Dreadnought or the Typhoon!
But the Galaxy Class is something special, it bears a meaning, many people care about it, some of us have grown up with this ship and what do cryptics devs do?
They make it the most boring ship in the game!

Alone in this thread we have shown several ways to solve this problem but the only thing the devs do is to increase the turnrate of federation escorts!

I know they don't read threads like this anymore (if they ever did) nor will they ever answer to us or even think about doing something about our problem.


Thank you for reading or ignoring, depending on who you are.

-> -> -> STO players unite and say NO to ARC <- <- <-
Captain
Join Date: Jun 2012
Posts: 1,333
# 406
10-11-2012, 11:57 AM
Quote:
Originally Posted by yreodred View Post
That's exactly what i tried to explain some day ago, when someone tried to "help" me with a (somehow weird) Galaxy build.
My problem with the Galaxy isn't that i cannot fly it properly, but the fact that all other Cruisers are better in what i can do with the Galaxy -R.
The Galaxy is just overpowered with healing abilities, no one needs that.

I know STO is a MMO and everything has to be extreme, but i prefer "balanced" BOFF & Console layouts.
I wouldn't mind to sacrifice a fair bit of survivability in exchange for more firepower.
I could even live with it being so slow and sluggish as it is now, but the lack of Firepower is extreme unsatisfactorily!
I wouldn't mind this if it wheren't the Galaxy Class, it would have been perfectly ok if it where one of Cryptics ugly designs, like the Jupiter Dreadnought or the Typhoon!
But the Galaxy Class is something special, it bears a meaning, many people care about it, some of us have grown up with this ship and what do cryptics devs do?
They make it the most boring ship in the game!

Alone in this thread we have shown several ways to solve this problem but the only thing the devs do is to increase the turnrate of federation escorts!

I know they don't read threads like this anymore (if they ever did) nor will they ever answer to us or even think about doing something about our problem.


Thank you for reading or ignoring, depending on who you are.

Have you ever used the Gal-R with its console? I've been using it in STFs and Fleet Mark events, it does a great job, especially in missions where crowd control is needed and ESPECIALLY good with the Blockade mission. I even get better results with that ship than I do the Regent. Seperate the saucer and blast away. In between tac boff abilities use dem and aceton to boost damage (it works that way). I have a dbb and a 180 torp in front and a 90 torp in back and the rest are ba's, not to mention the low level phaser on the saucer. Its not a dps beast , but I am getting the job done. A fleet version would be even tougher if you add more armor (ttl 3)to it and having two sci consoles for shield caps. (with the Borg console in engineering)
Captain
Join Date: Aug 2012
Posts: 2,443
# 407
10-11-2012, 03:34 PM
Quote:
Originally Posted by whamhammer1 View Post
Have you ever used the Gal-R with its console? I've been using it in STFs and Fleet Mark events, it does a great job, especially in missions where crowd control is needed and ESPECIALLY good with the Blockade mission. I even get better results with that ship than I do the Regent. Seperate the saucer and blast away. In between tac boff abilities use dem and aceton to boost damage (it works that way). I have a dbb and a 180 torp in front and a 90 torp in back and the rest are ba's, not to mention the low level phaser on the saucer. Its not a dps beast , but I am getting the job done.
Quote:
Originally Posted by yreodred View Post

My problem with the Galaxy isn't that i cannot fly it properly, but the fact that all other Cruisers are better in what i can do with the Galaxy -R.
The Galaxy is just overpowered with healing abilities, no one needs that.
Is my english that bad?


Let me say it a last time:
EVERYTHING THIS SHIP CAN DO, CAN BE DONE BETTER WITH A OTHER CRUISER!
(sorry for the caps )
Sorry, i don't want to sound rude.

My point was: the Galaxy is overpowered with defensive abilities and totally underpowered with offensive abilities.

That alone wouldn't be so bad if the Galaxy would be at least more versatile so you could adapt you BOFF layout to compensate that. But that's not the case either.

Speaking about the saucer seperation, yes it makes the ship more maneuverable but that's of no use, since you cannot kill someones shield very well to use torpedoes + maneuverability in a effective way.


What this ship needs is a BOFF layout like this:
Tac: Lt.
Engineering: Cmdr., Lt.Cmdr.
Universal: Lt., Ensign (maybe)

Consoles:
Engineering: 4
Science: 2
Tactical: 2
Universal: 1


Thank you for reading or ignoring, depending on who you are.

-> -> -> STO players unite and say NO to ARC <- <- <-
Captain
Join Date: Aug 2012
Posts: 3,553
# 408
10-11-2012, 03:35 PM
...
Allow me to say it again, most tier 5 ships have 5 bridge officer slots. Stop shafting your designs by only giving them 4 -.-
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Tired of Wasting EC and Time trying to get Superior Romulan Operative BOffs? Here's a cheap and easy way to get them, with an almost 100% chance of success.
Why the Devs can't make PvE content harder.
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Join Date: Jun 2012
Posts: 6,542
# 409
10-11-2012, 04:44 PM
its not overpowered defensively, it has a worthless ensign slot were other ships have an extreamly useful ensign slot
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Captain
Join Date: Jun 2012
Posts: 1,333
# 410
10-11-2012, 05:53 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
its not overpowered defensively, it has a worthless ensign slot were other ships have an extreamly useful ensign slot
Its not a worthless ensign slot, I use it for an emergency power to engines. Tie that in with evasive maneuvers and aux to inertial dampers, and that ship scurries along pretty good (without power drain) or can sustain a higher than normal speed by spreading the three out.
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