Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Galaxy- X get love recently?
08-29-2011, 11:14 AM
Started tinkering with the X on my Engineer the other day (again) and I noticed... she a bit more nimble, but the Lance does considerably less damage. Spec is the same from my previous attempts to use her. Was there a change somewhere that went undocumented?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
08-30-2011, 09:18 PM
Quote:
Originally Posted by Sprint01
Started tinkering with the X on my Engineer the other day (again) and I noticed... she a bit more nimble, but the Lance does considerably less damage. Spec is the same from my previous attempts to use her. Was there a change somewhere that went undocumented?
hmm... well, i'll see if i can explain:

some time ago, it got a 4th aft weapon slot added, making it more useable

i'm not sure if anything changed the Phaser Spinal Lance, but i think it was very powerful before, got nerfed, then got buffed to the current version (i think... but i'm not sure on that one)

as for the 'nimbleness', the ships's turnrate and inertia are unchanged... but a minor change in captain skills made that possible. the Heavy Cruiser and Exploration Cruiser skills now give 50% of their boost to cruisers at higher tiers (more health, more speed, and more maneuverability... and the same goes to the skills for Escorts and Science Vessels), so this is why it's more nimble now than before, though it's still only a small change
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
08-30-2011, 11:30 PM
It's likely you have just improved your player skills and the ship doesn't feel so clumsy to you....
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
08-31-2011, 12:27 PM
Quote:
Originally Posted by Trek17
hmm... well, i'll see if i can explain:

some time ago, it got a 4th aft weapon slot added, making it more useable

i'm not sure if anything changed the Phaser Spinal Lance, but i think it was very powerful before, got nerfed, then got buffed to the current version (i think... but i'm not sure on that one)

as for the 'nimbleness', the ships's turnrate and inertia are unchanged... but a minor change in captain skills made that possible. the Heavy Cruiser and Exploration Cruiser skills now give 50% of their boost to cruisers at higher tiers (more health, more speed, and more maneuverability... and the same goes to the skills for Escorts and Science Vessels), so this is why it's more nimble now than before, though it's still only a small change
Yeah all I did was switch from my Excelsior Refit / Galaxy-R to the Assault Cruiser line. It's only been about a month since I played with the G-X last. Maybe a month and a half on the outside. The last time I took her out to Borg space she was horrible to turn.


Quote:
Originally Posted by Dalnar
It's likely you have just improved your player skills and the ship doesn't feel so clumsy to you....
That's.... possible, I suppose. I usually fly Escorts on my tac officer, so cruisers are still sort of new to me, despite taking the time to level my engineer. I appreciate the feedback guys, I just figured I'd ask since it seems like an all around different experience since I toyed with her last.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
09-12-2011, 10:16 AM
With this ship being a dreadnought and being a upgrade on he galaxy class it should have a slightly better turn rate but my biggest disappointment is the tactical options of the ship it should drop an engineering option and have a lt tactical console and lt commander tactical console to take advantage of being able to load it with cannons. Not being able to use scatter volley or rapid fire 2 is let down. Yes you can use the defiant for this but I want this ship to more combat based than a galaxy. The sovereign could also do with better tactical options they are battleships
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Join Date: Dec 2007
Posts: 120
The klinks seem to run around unchecked with the amount of fighters and escorts ships that come from their carriers. With a team of carriers, the Klings always end up out numbering the Feds and the is nothing really to put that in check. Its kind of hard to target the main ship wen you got to fight his whole armada just to get to him, and by that time your shields and weapons are weak to make a difference. Either give us weaponry that takes out escorts and fighters, or give us fighters or shuttles, since the Galaxy class cruisers come standard with 6 shuttles, in the real Star Trek.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
09-12-2011, 04:24 PM
Quote:
Originally Posted by Trek17
hmm... well, i'll see if i can explain:

some time ago, it got a 4th aft weapon slot added, making it more useable

i'm not sure if anything changed the Phaser Spinal Lance, but i think it was very powerful before, got nerfed, then got buffed to the current version (i think... but i'm not sure on that one)

as for the 'nimbleness', the ships's turnrate and inertia are unchanged... but a minor change in captain skills made that possible. the Heavy Cruiser and Exploration Cruiser skills now give 50% of their boost to cruisers at higher tiers (more health, more speed, and more maneuverability... and the same goes to the skills for Escorts and Science Vessels), so this is why it's more nimble now than before, though it's still only a small change
Phaser 'Spinal Lance' got a buff as well as the ship having a slightly improved turn rate and the fourth aft weapon slot. The Lance Cannon (As I call it), unless your specced into Phasers, isn't quite as powerful, as my main is fully specced into Phasers. the buff from the Lance Cannon can be seen. I used to max a near 30k critical after getting a ship's shield's down. Now I can get near 80k on a critical after stripping a ship of its shields (This is from testing against an NPC Breen Chel Gerett Cruiser that was matched to my level, 51).

It is very much a ship of skill as some would say. Weapons payload and other things can factor, but in the end. It's down to the skill of the person who's flying the thing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
09-16-2011, 11:19 AM
So the Lance is modified by the following factors: Modified by:

Starship Energy Weapons Training
Starship Beam Weapons
Starship Phaser Weapons


General info is as such:

Used by: Rear Admiral, Lower Half
Target: Enemy
System: N/A
Ability Type: N/A
Activation: 0.5 secs
Range: 10 km
Shares cooldown with:
None
Starts cooldown on: 3 min
Self
Modified by:
Skills
Starship Energy Weapons Training
Starship Beam Weapons
Starship Phaser Weapons
Stats
Trained by:
This ability cannot be trained


It's no longer a 3 minute cool down, it's been reduced to two. And it also turns a good deal better than it had previously. The problem is, my lance is kind of pathetic. There has to be something I'm missing here. I don't think I've seen a 30k crit from my lance yet. :/
Lt. Commander
Join Date: Dec 2007
Posts: 120
Quote:
Originally Posted by Sprint01
And it also turns a good deal better than it had previously.
Quote:
Originally Posted by Hitherow
Phaser 'Spinal Lance' got a buff as well as the ship having a slightly improved turn rate and the fourth aft weapon slot.
The Galaxy-X has the same turn rate as a regular Galaxy, the Venture variant, and an un-separated Galaxy-R. The only time these ships received a buff to their turn rate was in Season 1 when all true cruiser class ships got a turn rate boost. The Galaxy-X did not get a turn rate buff when it was revamped recently, though many did request that, or removing it's ability to use Dual Cannons and compensating it with something else instead.

Oddly, I was unable to find exactly when these changes went live after searching the Holodeck patch notes. The best I was able to find was the Tribble Maintenance and Release notes, from March 1, 2011. However, to the best of my knowledge, those are also the only changes that went live. I also verified that they have the same turn rate by testing them out in-game.


The reason it turns better now than it used to is because a while back Cryptic made the change to the skill system that allows the Tier 3 and Tier 4 starship command skills to also give 50% of their value to Tier 5 ships (in this case that's Heavy Cruiser Captain and Exploration Cruiser Captain). This change increased the maximum effective starship command skill pool by over 50% (you went from being able to have a max starship command skill of 100 to 152). In addition, Starship Combat Maneuvers also increased our ability to improve our ship's turn rates. These changes, when combined with the fact that most of us have had our Galaxy-X Dreadnoughts in mothballs for quite some time, are probably why it feels like it's turning better now than it used to.
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