Captain
Join Date: Jul 2012
Posts: 2,976
# 41
11-05-2012, 01:52 AM
Look Guys, I think we an all agree that cruisers were fine and dandy pre-season 6... so why not just reset their combat capabilities to what they were then? That would restore balance without needing new weapons, skills, buffs etc.

Just a thought that will likely be ignored
Captain
Join Date: Jun 2012
Posts: 3,005
# 42
11-05-2012, 02:18 AM
Quote:
Originally Posted by adamkafei View Post
Look Guys, I think we an all agree that cruisers were fine and dandy pre-season 6... so why not just reset their combat capabilities to what they were then? That would restore balance without needing new weapons, skills, buffs etc.

Just a thought that will likely be ignored
i still can't see anything that nerfed directly or indirectly how cruisers performed before season 6. that was also discussed in a thread few month ago, and nothing of substance was found there as i recall. So yeah, undo all changes done to the cruiser during season 6...won't change anything significant.

as i said before...most cruiser complains are about the galaxy r, and that ship needs some change.
most other cruisers just perform as they should, atleast the 3 i used lately do. (assault cruiser, starcruiser, oddy starcruiser)
Go pro or go home
Captain
Join Date: Jul 2012
Posts: 2,192
# 43
11-05-2012, 02:23 AM
Quote:
Originally Posted by hereticknight085 View Post
No. No. Just... NO. There is no justification for this. Anywhere. The Odyssey is supposed to be the superior ship. Why would you want to insult it by doing this? I agree the Galaxy is underpowered, but news flash, it's not the only cruiser out there. This is not a Galaxy thread. You want to bmw about cryptic insulting that particular ship, then go make a new thread. Just as I don't want this to turn into a cruiser vs escort thread, I am just as against it becoming another pointless Galaxy thread.

Don't take this the wrong way, but that's an outdated, overused, killed many times over from usage design. And no way in hell would I ever support a Galaxy being as powerful as an Odyssey. Ever.

-.-

*rage over*
So why does Excelsior insult the Galaxy then ?
Captain
Join Date: Jul 2012
Posts: 2,976
# 44
11-05-2012, 03:02 AM
Quote:
Originally Posted by baudl View Post
i still can't see anything that nerfed directly or indirectly how cruisers performed before season 6. that was also discussed in a thread few month ago, and nothing of substance was found there as i recall. So yeah, undo all changes done to the cruiser during season 6...won't change anything significant.
I remember having that discussion and I'm not sure if it was cruisers, it may be the NPCs getting better resistances (Low level sustained damage would suffer but burst is generally so high that it doesn't matter), however something definitely changed even if it wasn't with cruisers, if my jack of all trades Excelsior didn't fall flat on it's face with season 6 I wouldn't have the build I do now so going back a little, seeing what made such builds fail dismally and reversing that would go some way to solving that.

Quote:
Originally Posted by baudl View Post
as i said before...most cruiser complains are about the galaxy r, and that ship needs some change.
most other cruisers just perform as they should, atleast the 3 i used lately do. (assault cruiser, starcruiser, oddy starcruiser)
I agree that the Galaxy could do with a few changes, playing with BOFFs, a nicer turn rate... that sort of thing, although the Galaxy variants are very eng heavy I think it's to compensate for the lack of tanking the tac captain brings so that they can stay in a fight and use the tac career skills to do damage in large quantities and ok tht doesn't sit well with engineers and there should be an element of customisation for all the ships (perhaps a uni BOFF on all ships) so that you can better suit it to the captain.
Empire Veteran
Join Date: Jun 2012
Posts: 6,764
# 45
11-05-2012, 05:13 AM
Quote:
Originally Posted by dalnar83 View Post
So why does Excelsior insult the Galaxy then ?
Thier friendship fell apart and grew distant, thanks to the incident, and Excelsior has never forgiven Galaxy.......
Richard Hamilton (1975-2014)
goodbye good friend. We will see you in the DMZ in the sky oneday, save a shot for us.
Starfleet Veteran
Join Date: Jul 2012
Posts: 14
# 46
11-05-2012, 05:54 AM
Quote:
Originally Posted by oridjerraa View Post
I have a Tac Oddy. Fantastic ship, a great hearler and tank. I guess my biggest hangup about the bigger cruisers is mounting torps. I can't see wasting a slot, even the 180 torp, on an Oddy or Galaxy. Even 7 turrets and a torp will leave you motionless infront of your target, or having to turn once you pass to get that torp back in the firing arc.

Torps should be far more viable an option for the big boats, and not with a 2500 zen price tag.
When I run the tac Oddy I use TS 1 and 2 and the 180 degree with 7 beams and i never stop broadsiding while throwing out torpedoes every 15 seconds...

Found it very effective?
Career Officer
Join Date: Jun 2012
Posts: 605
# 47
11-05-2012, 06:44 AM
Quote:
Originally Posted by khayuung View Post
My problem with Threat Control is that its not toggleable.
That's one problem with Threat Control. The other is that it's a damned expensive skill and it's sitting there competing for attention with other, much more attractive skills. I personally feel that it should be swapped with Attack Patterns on the skill tree. At 1000 skill points per level it would be much less of a sacrifice to skill into and Attack Patterns is actually very, very cheap considering how powerful the skills it buffs are.
Career Officer
Join Date: Aug 2012
Posts: 340
# 48
11-05-2012, 08:19 AM
Regarding the turn point, I tried a little experiment in my tac oddy, cycling aux to dampeners. With the omega engines at 25(45) engine power managed to get about 13 degrees turn at full speed. Just enough to justify trying 4 ap cannon front and 4 turrets rear. Wasn't appalling, wasn't great.
Career Officer
Join Date: Jun 2012
Posts: 605
# 49
11-05-2012, 08:36 AM
Quote:
Originally Posted by shandypandy View Post
Regarding the turn point, I tried a little experiment in my tac oddy, cycling aux to dampeners. With the omega engines at 25(45) engine power managed to get about 13 degrees turn at full speed. Just enough to justify trying 4 ap cannon front and 4 turrets rear. Wasn't appalling, wasn't great.
What's your turning radius like? I find that it's easy enough to boost turn rate on a cruiser, but most of the time thanks to inertia ratings I find that it takes me something like 2.5-4 km to make that turn when they have really low base turn rates.
Career Officer
Join Date: Aug 2012
Posts: 340
# 50
11-05-2012, 09:20 AM
Quote:
Originally Posted by canis36 View Post
What's your turning radius like? I find that it's easy enough to boost turn rate on a cruiser, but most of the time thanks to inertia ratings I find that it takes me something like 2.5-4 km to make that turn when they have really low base turn rates.
Pretty big tbh, but if I flew it all the time inertia would be something i'd fly around: throttling back to make a sharp turn, that kind of thing. I'd also swap the monotanium console for another neutronium for 4 in total: aux to dampeners gives a kinetic resist bonus.

It kind of worked. Pretty niche though. Best thing is, it'd leave you free to chain ep power to X as well, I believe.

Personally, I thi nk cruisers are fine, right up to when you hit VA. Then you start end game stuff and realise that currently escorts are fairly solid and kick out a shed load more damage. Dunno if any ones suggested this before, but how about cruisers having some form of innate power drain resistance, but keep everything else the same?

Not trying to start any cruiser vs escort shenanigans.
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