I am at Capt 7 and I have stuck with my trusty old Constitution class ship. So far I have managed to get this far against superior foes with it using a lot of hit and run tactics, fast shield rotation, drawing off single ships..etc I also find it more effective at flat out combat than the Galaxy. I have managed to beat most races battleships with it.
One of the most frustrating things is whittling a big bad ship down and have them simply warp to their start location and be at 100% again. Talk about ruining the fun and challange of it. I got mostly through that Cracked Mirror mission, and got that Molly 'boss' ship down to 60% while keeping my ship reasonably together and off it warps, back to 100 percent. That totally kills fhe fun. Can Cryptic please do somthing about this?
What? You had me going up until you said the Constitution is better then the Galaxy.. How in the hell do you think that? I'm all for flying lower tier ships, I flew my Nova till Vice Admiral, but in no way was it better then any ship of a higher tier. Now with the Galaxy, the Tier 4 is one hell of a beast, both myself and a buddy flew that in a Rear Admiral world, and kicked ass with it, and in no way did we think it was better then a Tier 5.
My point being, How come you think that a Tier 2 Constitution, is better then a Tier 4 Galaxy? Is it the Turn rate? Because that is the only thing that I can see it has over it. Honestly, you need to rethink you're play style and skill before you come in here running your mouth.
take it easy buddy, im not insulting your precious ship, just in my experience so far, I have found the Connie a little more effective at pure dogfighting. Not talking about all the Harry Potter magic tricks you all throw at each other during a fight. Kind of like a Spitfire IX vs a P-38, I wouild take the Spitfire because of it's manuverability. Then again we shouldn't be flying ships like airplanes in this game to begin with, more like telling the tactical and helm what manuvers and firing patterns to run. But that wasnt even the point of this thread. Just merely asking if the folks at Cryptic can do somthing about the escaping ships. If they are going to warp out, fine, but at least keep their damage as it was.
Lets see, in that mission, I defeated a group of two mirror Nobles, Prometheus, and was on track to defeat whatever ship the Molly was with my 'crappy' Constitution. Those ships are higher tier than the Galaxy. I am farily sure I could defeat a Mirror Galaxy if it were in the mission simply by turning to avoid its torpedo arcs and attacking it's flank. Yeah in PVP with faster hull recharge rates I would get destroyed. I have switched to the Intrepid now that I am in the Adm ranks. I thought the Intrepid looks like a flying chinese soup spoon but it turns and fights pretty good.
This is deffinitly an annoying bug and it can even be found in the Crystline Entity Fleet Action. However, this is supposed to happen if you die or stay out of attacking range for a period of time. This includes cloaking or other tactics that make the NPC unable to hit you.
While I will say that you are making things more diffcult on yourself by not moving to the appropiet tier vessel, there is nothing in the game that says you cannot. If you get enjoyment from the game doing missions in your constitution class vessel, than kudus to you.
"One of the most frustrating things is whittling a big bad ship down and have them simply warp to their start location and be at 100% again. Talk about ruining the fun and challange of it."
This happens constantly in the Starbase 24 fleet action. On several occasions I've gotten another ship to single digit health, only to be destroyed and watch as the enemy ship is miraculously warped away and healed back to 100%..
Been there, done that, threw the souvenirs and the crappy T-shirt out the airlock. What really ticks me off is when I'm teamed with someone, I get blown up, and even though my teammate is firing on the same target, it warps back to start and poof, 100 percent.