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Career Officer
Join Date: Jun 2012
Posts: 125
# 21
02-19-2013, 09:39 PM
The Gal-X really needs a TAC captain to maximize damage. I have never gotten such a crappy damage score, unless it was firing vs a gate in an Elite STF.

On the other hand, I have never gotten 133K (is that per shot) out of them. I have gotten about 65K each, and I have a screen capture of the combat log to prove it.

The dread is not an escort. Its a really unique ship that is part tank, part team healer, and team sniper for all those FPS vets out there. That is really what the lance is. If you pilot the ship thinking ahead a couple of steps, you'll do well. If twitch is what makes you itch, go fly those pretty escorts!

Last edited by chillee; 02-19-2013 at 09:43 PM.
Career Officer
Join Date: Oct 2012
Posts: 270
# 22
02-19-2013, 11:02 PM
I know what the Gal-x is for, but even with a tac char, designed specifically for the dread, with half a dozen buffs and the "just de-cloaked" buff at around 6km range, I've never gotten more than 10k damage from it (even with full power to weapons and emergency power to weapons etc.). Also, the turn rate does need improving, it's all very well and good saying that it's a team sniper but I play solo pve most of the time (don't b**ch, it's my prerogative and it should be capable of it) and if a ship is designed specifically for team play then people who prefer to play the way I do are basically not allowed it. Add that to the fact that the lance doesn't do several of the things that it claims to do (i.e. piercing several targets at once, at least it never has for me) and what you end up with is, well, a STRICTLY (nazi salute) pvp ship that no one else can use, that's kind of a d**k move if you ask me.
Career Officer
Join Date: Jun 2012
Posts: 125
# 23
02-20-2013, 06:24 PM
I understand the frustration, but I cannot understand how you don't break 10k per shot.
I likely have APA3, APB1 going, while cycling my EPtS3 (x2) and EPtW1 (x2) and going through the use of a weapon battery, FOMM3, and TF2 and then firing the Spinal Lance.

I minimally do about 20K per shot, I've done just under 44K/shot without having to crit. I've critical'd at 65K each in the past.

Hope that helps.
Republic Veteran
Join Date: Jun 2012
Posts: 871
# 24
02-20-2013, 08:30 PM
I should be able to do 25K+ damage through shields, twice that on unshielded targets.

This is offset by the turn-rate disadvantage and the absurd miss-mechanic. Think of it a roundhouse punch. Everyone knows you do not want the front of this ship pointed at you.

If we left everything else alone and punched up the cannon a few notches... it'd be "perfect" in my eyes.
-------------
ISE ISE Ba-bee. "If you got the Borg yo... I'll solve 'em check out this shot while my torpedos dissolve 'em"
Commander
Join Date: Aug 2012
Posts: 471
# 25
02-21-2013, 05:26 AM
Quote:
Originally Posted by chillee View Post
I understand the frustration, but I cannot understand how you don't break 10k per shot.
I likely have APA3, APB1 going, while cycling my EPtS3 (x2) and EPtW1 (x2) and going through the use of a weapon battery, FOMM3, and TF2 and then firing the Spinal Lance.

I minimally do about 20K per shot, I've done just under 44K/shot without having to crit. I've critical'd at 65K each in the past.

Hope that helps.
Highlighted the important part.

APA is a serious crutch. I know its a captain ability but its to other captain abilities what the JHAS is to a NX Enterprise. Unbelievable superior. It gives a bigger damage boost that APO, a bigger turn rate boost than APO, loads of crit %, loads of crit severity and lasts TWICE AS LONG. Worst of all it doesnt share a cooldown with any other attack pattern so you can stack them!

I wish my Engineer had a skill that dwarfed every other engineering ability in the game. Best we get is Miracle Worker which is effectively an Engineering Team 3 + Science Team 3 without the debuff removal on a 3 minute cooldown.

I know tactical captains are the "damage dealers" but the gap between them and everyone else is far too big. Hell their FOMM is a better version of science captains Sensor Scan (One of their best powers).
Career Officer
Join Date: Jun 2012
Posts: 298
# 26
02-21-2013, 09:45 AM
I fly an Engineer in the Galaxy-X and I consistently get anywhere between 9K to 15K hits with the Lance (*non crit). The biggest key to damage on the Lance is using it at the right time, and keeping your weapon power up. Using the lance after stripping someones shields off is always optimal.

Last edited by drudgy; 02-21-2013 at 09:50 AM.
Career Officer
Join Date: Jun 2012
Posts: 64
# 27
02-22-2013, 07:38 PM
Quote:
Originally Posted by chillee View Post
The Gal-X really needs a TAC captain to maximize damage. I have never gotten such a crappy damage score, unless it was firing vs a gate in an Elite STF.

On the other hand, I have never gotten 133K (is that per shot) out of them. I have gotten about 65K each, and I have a screen capture of the combat log to prove it.

The dread is not an escort. Its a really unique ship that is part tank, part team healer, and team sniper for all those FPS vets out there. That is really what the lance is. If you pilot the ship thinking ahead a couple of steps, you'll do well. If twitch is what makes you itch, go fly those pretty escorts!

Uff I don't remembr anymore if it was one or two activations. I think 2 though since I noted that it didn't really hit in that STF
Note:
1 activation = 2 shots;
The 2 bad shot were therefore still 33k
Since I remember having shot against shields once it probably did a bit more as the log parser I use doesn't show shield dmg dealt for single weapons.

The maximum max dmg it can do for a tac captain is 100K(crit) per shot I think, that is however if you throw out all buffs at the right time as well as certain other buffs given by other players.
Without these the crit limit should be around 85k

Those were NPC targets though. However it can still one shot a Bortas using Jevonite Hardpoints if you are lucky.

Quote:
Originally Posted by themarie View Post
I should be able to do 25K+ damage through shields, twice that on unshielded targets.

This is offset by the turn-rate disadvantage and the absurd miss-mechanic. Think of it a roundhouse punch. Everyone knows you do not want the front of this ship pointed at you.

If we left everything else alone and punched up the cannon a few notches... it'd be "perfect" in my eyes.
I prefer a different boff seating, and saucer separation.

Quote:
Originally Posted by seekerkorhil View Post
I know tactical captains are the "damage dealers" but the gap between them and everyone else is far too big. Hell their FOMM is a better version of science captains Sensor Scan (One of their best powers).
Sci's were never meant to have a DD role.
Engineers in escorts deal a pretty good punch too btw.

Last edited by dracondarknight; 02-22-2013 at 07:47 PM.
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