Lt. Commander
Join Date: Dec 2007
Posts: 120
Hey there,

this morning, I was really frustrated, so I just have to ask here.

Yesterday I reached the Captain rank. Fine, new starship for me. Sofar I gone for the escort ships, simply because of their turn rate. Also because I liked the sabre and especially the Akira Class since playing Startrek Armada

However, the escort vessels for captain ranks are not really my choice of selection (from the look I mean). So I thought, very well, more hull, more crew, more aft weapons, I go for the "Galaxy class", since it looks gorgeous.

I already missed my second Tac-Officer from the start, and also I can only use lvl 1 and 2 tac officier skills.

But after the battles this morning, I really really wished I didn't picked that ship. I understand it's slower and cruiser gameplay will require some other tactics, but THE TURNRATES OF THIS SHIP ARE JUST A BIG JOKE.

It's ok that i'm being outmaneuvered by frigates and small vessels, but I cannot even really manage to get behind a heavy cruiser or battleship. If I mananged due to evasive maneuver skill, it manages to get behind my back within seconds again, and I can only use back weapons 95% of the battles

I also have all the impulse engine skills and so at level 6 (before the red values), but it doesn't help. Omega maneuver is not available, since I can only use LVL1+2 tactics, and need those for weapon buffs.

It takes ages to turn around the ship, it's acting like a fat giant highly pregnant spacepig and every big enemy vessels turns faster than myself, so there is nearly no hope of getting behind them. What good are my 4 foreweapons, when I can use them only at the very first attack move, not to mention the special abilities (tachyon beam etc. ) ??? I hardly can use any of those in a battle, due to their firing arc

Honestly, this is first big flaw (in my eyes) I have encountered yet. I cannot imagine that this is a problem with the game, so I assume I'm doing something very wrong....

How do you people fight with cruisers ? Those turnrates are simply so evil, that it spoils my battlefun completly, and so far I enjoyed this game very much, but not with this kind of battle. I will move back to my akira class now, but I would like to hear some suggestions, maybe I'm missing vital console or skill upgrades ?

Thanks from a frustrated and talentless cruiser captain
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-19-2012, 05:11 AM
I remember my Captain level experience (as well as much of the rest of the game since I flew mostly cruisers) in the Galaxy class (back when the game came out) to be much more about slugging it out with the opposing ship(s) instead of trying to get in behind them and stay there. It's just not going to happen.

You'll more often than not be fighting with your side turned to your opponent, which is typically referred to as broadsiding. Load up on Beam Arrays (not to be confused with Dual Beam Banks) and watch the light show.

Because you'll be doing more toe-to-toe type fighting, you'll want to make sure you're paying attention to your damage resistance/heal abilities that will be inhabiting your Engineering and Science BO slots. Things like Emergency Power to Shields (Engineering), Engineering Team (Engineering), Auxiliary to Structural Integrity Field (Engineering), Hazard Emitters (Science), Polarize Hull (Science), and Science Team (Science). For Tactical, you can certainly plug in Tactical Team since that does part of the job of balancing your shields to whichever side you're getting hit from. Beam Overload or Fire at Will also aren't bad choices to compliment your Beam Arrays.

Console slots should follow up on your ability choices. SIF generators for boosting your Auxiliary to Structural ability for example. Also can't go too far wrong with putting on Neutronium Armor plus another Armor that is tailored towards whatever you're fighting. At Captain level I was in the Cardassian Front, so phaser and polaron resist would help you out.

These are some ideas to get you going. Good luck!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-19-2012, 05:28 AM
You also want to use large arc weapons, like single cannons or beam arrays. The goal of the cruiser is to take damage well, as well as dish a decent amount. Cruisers are very different than escorts, so yes, you were doing it wrong but I like cruisers, and lately they seem to be the most prevalent type of ship.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-19-2012, 05:31 AM
Thank you I still lurk in the starting sections and fighting mostly klingon and orion, also I play on advanced which means that currently romulans are wiping the spacefloor with my až$@

My damage and engeniering abilities are pretty good, but I see your point. I'm mostly focussing firepower in my torpedos (2 front, 1 back) and using Highyield and two of those 45 degree laser at front. Guess that's the biggest error I do.

I will now try and switch to three phaser beam arrays front with 1 launcher, and back with two launchers and 1 beam array. Should be a better weapon outlay.

Thanks for the tipsp
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-19-2012, 05:54 AM
First, What Class are you yourself, Tac, Eng, Sci??

I love Cruisers, and there are ways to help yourself out on them. The Galaxy class has been one of my faves, so here is my advice.

1. You need to invest in ENG consoles that increase turn rate.
2. Make sure you manuver while at half speed, this increase turn rate.
3. BEAM ARRAYS!!!! (and using range) Dont get close up to your enemey in a cruiser. You want to be some 4km away, broadsiding them. Your fore and aft aRRAYS can overlap, and main fighting using the port or starboard sides, you can bring every weapon one them. I used 6 weapons for beam arrays, and one front torp.
4. Beam Tactical BOFF's. Overload and At will, these are the only tacs boff's you really need.
5. Tailor your active DOFF's for space to those that reduce evasive manuvers ability
6. Polorize Hull, Reverse Shield polarity, power to weapons...are all good eng BOFF abilities you should use on a cruiser
7 TRACTOR BEAM!! You need it. This is a boon for cruisers and it helps you out manuver your enemy

Beam Arrays and Turrets are the main weapons of cruisers. If you want to go all Beam weapons, then that works, if you want maybe a few torps, i would suggest using 2 for torps, 2 beam arrays fore, and 3 turrets on the aft.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-19-2012, 06:14 AM
All Turret Build.


It was mentioned the other by some players on here. I tried it out yesterday. I seriously love it. I am not going back to beams, nuh-uh.

Turn Rate is now irrelevant. It sprays death everywhere. It shreds shields like nobody's business. It easily takes out high yield torpedoes and mines. I hear that cannon abilities also work for turrets, but I haven't tested that myself.

The only issue that I have with this build is that all of the turrets fire from the same location. It kinda makes the ship look like its urinating on the enemy vessels. The hard-points need to be spread out a bit to make it more aesthetically pleasing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-19-2012, 06:19 AM
The shocking turn rates of the Captain level+ ships really turned me off to Cruiser gameplay too - I think at Captain I took the Intrepid 'cause I couldn't face flying the Galaxy after the already slow-as-molasses Cheyenne. At RA I bought an Excelsior and that's been my ship of choice ever since (although I've been having some fun with the Odyssey recently since I've gotten its cruising turn rate to 14.4).

The Excelsior with a single blue Mk XI RCS console provides enough manueverability to have fun in a Cruiser (for me anyway) - I know some people love the Galaxy and the Gal-X but sadly I'm not one of them. Until you reach RA/VA though fly whatever you want - being really comfortable with your ship choice is only important once you reach endgame in my opinion ('cause you're going to be flying it for a while...)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-19-2012, 08:38 AM
You seffinately want to go Broadside with the cruisers. Also, Aux to Inertial dampeners will boost your turn rate for a few seconds. I do know Cannon Rapid Fire works with turrets so if you go with a turret build that is a skill you can use. Might I suggest dropping to normal difficulty till you get used to the cruiser.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-19-2012, 11:02 AM
Quote:
Originally Posted by bluntman1138 View Post
1. You need to invest in ENG consoles that increase turn rate.
Bad idea - the way the underlying math works makes them quite useless for cruisers. Use the slot for something different.

Quote:
2. Make sure you manuver while at half speed, this increase turn rate.
Depends. If you know your ship and your enemy you can anticipate what will happen and can maneuver at full speed. The extra defense bonus, especially when equipping Aegis, can often be crucial. Remember: You can change your speed during combat! All ahead full while flying a broadside pass, slowing down to half or even quarter when turning. Rinse and repeat.

Quote:
4. Beam Tactical BOFF's. Overload and At will, these are the only tacs boff's you really need.
Overload? Really? Drops your power levels right down to China. You can use it, no doubt, but I'd keep a stack of batteries ready. Or else the follow up beams deal so little damage that your overload is barely noticeable. When you have to power up to eight beams the drain is already high enough.

One thing that I've learned in two years of Cruiser warfare is that i keep my hands off spike damage abilities (Overload and High Yield). They are rarely that useful - leave them to the Escorts.

I might recommend Torpedo Spread though. Makes short work of all these fighters and frigates buzzing around your head. Or Eject Warp Plasma. Torpedos, Fighters and such stuff simply evaporate in it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-19-2012, 11:15 AM
I was initially frustrated with the Cruiser.....turn rates like the Titanic taking on water.

So I decided to just sit still and tank everything. With Tactical slots I used Fire at Will and Tac Team 1. Engineer slot, had Emergency Power to Shields and bascially just sat there and plugged away. One afternoon, in the Borg sector alerts, I actually had a random Sci ship healing me while tanking a swarm of spheres. Cruiser seems to take alot of beating, especially if you have some help.

That said, I much prefer my LRSVr. shields, heals and turns like a race car.
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