Does anyone know the theoretical maximum manueverability for a Galaxy-X?
I'd guess if you; dumped all the power into engines, maxed out skills in Dreadnaut Cruiser and other skills that work on turn rate AND loaded all of the consoles with RCS Mk XII (+35%), you might get to a turn rate of 19. The down sode is you be able to do much of anything else with it. You can get over turn rate of 20 with emergency power to Engines III and auxiliary power to dampeners, but they aren't permanent.
I maxed my Excelsior out at 22.4 without any boff powers, devices or evasive manuevers. But my weapons and shield power was really low. If you wan't to turn harder, the Excelsior is the way to go.
I'm showing a Dervish with a starting turn rate of 12 and the Gal-X with a starting turn rate of 3... are we operating on the same scale?
If we're not, where would a starting Fleet Escort fall on your scale?
You are looking at the info, when not in "Combat Space". For instance, leave ESD and be in the space immedialey outside of it (not secotr space) go to "full throttle" (not full impulse) and you'll see your "actual" turn rate.
I think I understand the reference with the reverse turn, but a larger explanation would be appreciated, just in case.
Is Aux to Dampeners worth it?
A bit off topic, but I'm actually wondering what kind of bof layout you use with one of these period - especially if using 2xdhc is worth it.
My current theory is all beams in back, 1 beam 2 dhc 1 torp (likely harpeng) in front, and then fairly tank heavy eng skills - 2xeng team, aux to sif 3, epts 3, aux to damp, epte 1, probably cannon rapid, beam at will for tac, and tss and he for science.
(My sci main is going to switch to the Gal-X once the venture skin drops, it looks like more fun than doing a Intrepid Torp boat at any rate)
edit - or would turrets be better than beams across the board?