Career Officer
Join Date: Aug 2012
Posts: 341
# 11
02-12-2013, 08:32 AM
One RCS console. Two copies of http://www.stowiki.org/Ability:_Auxiliary_to_Dampeners cycling.
About as good as you'll get.
Captain
Join Date: Jul 2012
Posts: 536
# 12
02-12-2013, 02:12 PM
You can turn the Oddy fast. Hit Evasive Maneuvers, throw it into reverse and hard right or left. It's a common method when flying a Galaxy X with cannons. Another good trick is hitting Eject Warp Plasma and EM and hitting reverse when those escorts are on your 6. They fly by, get snared, and now you are on their 6, able to bare right or left to broadside them as you move to their generally poor firepower broadsides.
Just say no to ARC
Starfleet Veteran
Join Date: Jul 2012
Posts: 9
# 13
02-23-2013, 07:00 AM
Your in a oddy...its meant to get abused if you built it right. Drop your impulse to anywhere between a third/ half impulse power while in contact youll turn better and keep your targets in the firing arcs longer. Keep Evasive manuvers and your impulse toggles handy if you gotta get out of a bind...just a tip. Its always worked for me.
Captain
Join Date: Jun 2012
Posts: 855
# 14
02-23-2013, 07:18 AM
I really don't see the harm in giving all cruisers a passive boost of +2 turn rate (maximum 10 turn rate for cruisers). Escorts will still be able to fly circles around a cruiser, and Science ships are somewhere in-between. At current, Cruisers are soo very much "flying bricks" it's not even funny. I'm trying to level a new Engineer in nothing but Cruisers, but it's not the most fun in the world.
Career Officer
Join Date: Jun 2012
Posts: 2,765
# 15
02-23-2013, 11:38 AM
The devs should change the RCS consoles to give a higher turn rate increase to cruisers. Maybe it should be a straight turn increase instead of percentage which benefits escorts more. Also make the turn rate increase half if put on an escort.
Captain
Join Date: Jun 2012
Posts: 1,906
# 16
02-23-2013, 12:32 PM
Not gonna happen, you will never get a high turn rate from a cruiser, not without sacrificing something else. You can get better turning by using Chevron separation but you sacrifice a chunk of your armor to do it, so there's the trade off. Hitting reverse gives you a decent turn rate but reverse uses reserve power, another trade off. The devs would not change RCS consoles to give specific benefits to cruisers unless it also took something away to balance the benefit.
Rihannsu
Join Date: Jun 2012
Posts: 4,291
# 17
02-23-2013, 01:13 PM
Quote:
Originally Posted by baudl View Post
personally i'm a supporter of giving all cruiser +2 turnrate up until a max of 10.
i support that as well

i say, no less than a base turn of 7, and no more than 10.5 (because of the kamarag)

even at 7, bortasqu' and carriers would be a lot more usable for me than they currently are
Lieutenant
Join Date: Jul 2012
Posts: 49
# 18
02-23-2013, 03:11 PM
I agree completely!
Passive +2 at least
Commander
Join Date: Jun 2012
Posts: 251
# 19
02-23-2013, 03:27 PM
Quote:
Originally Posted by shadowfang240 View Post
i support that as well

i say, no less than a base turn of 7, and no more than 10.5 (because of the kamarag)

even at 7, bortasqu' and carriers would be a lot more usable for me than they currently are
Actually it would be no more than 11 because of the K'tinga
Rihannsu
Join Date: Jun 2012
Posts: 4,291
# 20
02-23-2013, 03:32 PM
Quote:
Originally Posted by cliftona91 View Post
Actually it would be no more than 11 because of the K'tinga
which version? or do they all have 11 turn?
Reply

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