Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
12-30-2010, 08:44 AM
Quote:
Originally Posted by Enterprise-D View Post
Galaxy X: The slow turn rate even with RPS consoles makes it hard to keep the cannons locked on target. I don't know how you can call it "almost like an escort" when it handles like a supertanker (slow and awful turn rate).
I use 4 RPS consoles. It turns ok with them, but I'm not sure if all 4 are having the desired effect, because I don't notice any difference in using 3 or 4 RPS consoles. Perhaps there's a cap????
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
12-30-2010, 08:52 AM
Personally I like the Excelsior and the Nebula, but you overlook some of the other things they give as opposed to their RA5 counterparts.

The Excelsior can jump from one sector to the next yes, but have a close look at it's load out. It compares very closely to the Sovereign class. It's got the same Modular slots, but the Consoles are very different. I find the Excelsior to be a very well rounded assault type cruiser and find it works very well for my play style, even more so than the Sovereign.

The Nebula is just plain epic. The amount of hull you get over the other Science ships is a big improvement, along with the various consoles you get on the ship over it's counterparts. The Stealth detection can be a game changer is used in the right hands. Personally I find the Nebula works very well as a well rounded healer while still having the ability to make some decent attacks.

The Intrepid has a very nice armor ability as well that makes for some interesting battles as well. I did fly one for a time, but as soon as I tried the Nebula I just couldn't go back.

I also find that the Defiant can be very deadly if used correctly. Personally I didn't much like this one myself and fly an Advanced Escort unless they come out with something better, but here again it just fits my play style better.

As far as the Galaxy-X is concerned I have my own reservations about that, but If it works for you than great. Personally I didn't find it met my expectations and ended up using the Excelsior, which I believe to be a very good ship.

The nice thing about all of this is you have your choices, and quite a few of them. It's nice to see people out there making use of the various ships and for them it works.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
12-30-2010, 08:53 AM
Quote:
Originally Posted by Sardoc
In all honestly, I submit that the Galaxy X is one of the weaker ships. Yes, it can equip dual cannons... but turn rate really blows, so not much of a point... if you face anyone decent, they'll have little problem avoiding the dual cannons. The cloaking device is useful (though not in your opinion). The phaser lance is useless (I barely notice when used against me). So, really, it has a cloaking device... makes it just as useful as the escort retrofit, though with less manueverbility, not quite the same amount of useful

Just my opinion, which many probably agree with over yours
Yes, the turn rate is weak, but as I said I compensate with 4 RPS consoles. I forgot to mention that I don't PVP. I imagine that the Galaxy X would be no good in PVP for the said reasons

As for the phaser lance, its awsome, especially when you want to dispatch an enemy cruiser quickly. When I face a Borg Cube and manage to destroy it's shields I fire the lance....and boy.....it takes about 50% of their hull. But it only works AFTER their shields are down.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
12-30-2010, 08:54 AM
Quote:
Originally Posted by Captain_Atomic
I use 4 RPS consoles. It turns ok with them, but I'm not sure if all 4 are having the desired effect, because I don't notice any difference in using 3 or 4 RPS consoles. Perhaps there's a cap????
I would had used some of the engineering console slots to boost my defence rather than the turn rate.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
12-30-2010, 08:54 AM
Quote:
Originally Posted by Captain_Atomic
I use 4 RPS consoles. It turns ok with them, but I'm not sure if all 4 are having the desired effect, because I don't notice any difference in using 3 or 4 RPS consoles. Perhaps there's a cap????
You have diminishing returns on using more than one console. It's pointless to use that many on any ship. One is good, two is overkill, and you really wont see much of a difference above that. The other thing you miss out on by using 4 is the other great things that come from the Engineering consoles. You cant equip any of the hull plating, or shield boosting consoles which in the end is going to hurt more than being able to turn faster.

Just my two cents there.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
12-30-2010, 08:58 AM
Quote:
Originally Posted by Kahn View Post
You have diminishing returns on using more than one console. It's pointless to use that many on any ship. One is good, two is overkill, and you really wont see much of a difference above that. The other thing you miss out on by using 4 is the other great things that come from the Engineering consoles. You cant equip any of the hull plating, or shield boosting consoles which in the end is going to hurt more than being able to turn faster.

Just my two cents there.
I think you're right about that. I didn't know about that. I'll try using only 2 turn consoles and 2 shield regenaration consoles instead. Thanks
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
12-30-2010, 09:00 AM
Quote:
Originally Posted by Captain_Atomic
I think you're right about that. I didn't know about that. I'll try using only 2 turn consoles and 2 shield regenaration consoles instead. Thanks
That should work.

Or try an Engine power booster, either in addition to the two RPS Accelerators or in exchange for the 2nd. Engine power does affect turn rate, too, after all. To what degree should be established by experiments.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
12-30-2010, 09:02 AM
Quote:
Originally Posted by Valias
With a turn rate two points lower than the Defiant? I think not.

RCS Accelerator and higher engine settings. Use them. Pure damage isn't always going to make you win your fights.

You are aware of the fact that a Battle Cloak would mean less hull for the ship, yes?

Then again you could actually use that Tactical Ensign slot for Beam Fire at Will and clear out Klingon fighter waves to help your team win the match instead of just fighting on your own like most Fed Escorts do.

There are some useful abilities for Tactical BO Ensigns. If all fails, just get Tactical Team. It may not mean that much, but hey - a free buff 's a free buff, and it can come in handy ... for example when you've got a Focus Fire debuff on yourself. Which you often will when getting into a fight with Klingon BoP's. I know -I- like to put this on my targets, and I always go for escorts first (as they pose the greatest threat to my team).

Not to mention that you won't get Alpha Striked from all those nasty Klingon teams who tend to go for squishy escorts first...
I've been on the dealing and the receiving end of that.
Vallas, you realize no matter how much hull the defiant has, it gets killed in seconds? It is EXTREMELY WEAK. A battle cloak would do it wonders.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
12-30-2010, 09:20 AM
Quote:
Originally Posted by Captain_Atomic
I think you're right about that. I didn't know about that. I'll try using only 2 turn consoles and 2 shield regenaration consoles instead. Thanks
Personally what I would do is this: (Granted I don't fly the Galaxy X but if I did...)

Rule #1: Don't use Cannons. Even with the RCS consoles you won't be in front of a target long enough to make the kind of damage you would need to kill them. Even on my Advanced Escort it's hard to keep on a target. Considering the really low turn rate and that most every other ship in the game can turn faster, it's not worth the return you get for using them. I'll tell you that on my Advanced Escort I seek out Galaxy-X cruisers. Why? because it's easy bait. You get behind them, waste their shields from behind, and soon enough you have a dead cruiser. This is because everyone who tries it, uses cannons at some point and have to weaken their defensive ability for the sake of turn rate.

What I would do is use Beam Array's. You get a huge arc on them, and the damage will be more consistent. I'd even use a turret on the back just for the added 360 damage. Also I believe that the Phaser Lance gets a boost to damage by training in the phaser skills. I'm not positive about this, but if it does, than using beam weapons would be ever more important to increase the effectiveness of your lance strikes. Since your attack arc is much larger with beams than it's not nearly as important to be able to turn quickly. If you really want to turn look into two abilities. (Emergency Power to Aux, and Aux to Inertial Dampeners.) These two abilities alone will make you turn like an escort for a little bit, and even boosts your defense while it's active.

Consoles are huge on a cruiser, and can make or break you. There are some really nice ones that can boost your defense 10 fold. On my Excelsior I use one that boosts my shields capacity, and the rest increases my resists. Use multiple hull plating types as they each give you a bonus to something. If you can boost your resistance to the various damage types, and a good portion of them, you stand a better chance of living longer. As I mentioned its kind of pointless to equip more than 1 of any particular type of console unless you have no better options. Engineering consoles are very important, and there are way to many good ones to use to exclude them.

That's just a few of my thoughts on it. The Galaxy-X can be a good ship if set up correctly, much like all the others. With the cloaking ability it could prove to be deadly with a little support as well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
12-30-2010, 09:26 AM
Quote:
Originally Posted by nafeasonto View Post
Vallas, you realize no matter how much hull the defiant has, it gets killed in seconds? It is EXTREMELY WEAK. A battle cloak would do it wonders.
Didn't someone just say all T5 escorts have the same hull? Which is true now?

Anyways: If you get killed in seconds, you're either doing something wrong or there's a big difference in equipment between yourself and whoever is attacking you.

It should be pointed out that the Battle Cloak is not the "push button and disappear" feature that some people think it is. Your enemies will maintain weapons lock on your vessel for several additional and very precious moments, at which you will have zero shields. Cloaking whilst being focus-fired is suicide more often than not, which is why I usually prefer going straight for Ramming Speed. Much more dramatic, and often much more effective.

As long as your team managed to take out one enemy before you explode yourself, you're still good. PvP is not about staying alive indefinitively, it's about maintaining the advantage in points.

Also: Keep on moving, dammit! I cannot recall how many times I blew up Escorts that thought they're a stationary turret. Yeah, I get that it's more relaxing to stay at the edge of the battle and snipe away with your low-arc dual cannons, but that's just inviting a Bird-of-Prey like me to break off and focus you. And with zero speed you get a huge disadvantage on your defense modifiers.
That's simply not the way Escorts are meant to be played.
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