Lt. Commander
Join Date: Dec 2007
Posts: 120
I have the RCS console, and the hyperimpulse engine (turn speed) and it still takes 45 parsecs and 15 years to turn my whale! (lvl 30 cruiser)

Any advise?

(I did try to search, but didn't find anything that seemed related to basic turning ability)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-22-2012, 01:30 AM
In my own experiments I do not find multi-stacking RCS accelerators to be for much help but supporting the RCS with a Injector Assembly engineering console helps significantly (at least for my playing style).

I keep the ship fast and with engine power moderately high all the time in a bid to keep range to target up. Higher speed also means higher turning rate because of the 'flying on rails' physics (those who play SFC1/2 may be familiar with the concept of 'angular momentum') as well as any automatic bonuses to agility that + engine power gives. Engines that give + bonus to turnrate are also immensely helpful here.

With high speed and slow turnrate, I don't rely on immediate turns but think ahead of the tactical situation and maneuver accordingly. If you sometimes turn in the opposite direction from the enemy, you realize you can swing through shield and weapon arcs rather quickly if you keep the speed high and think about 30 seconds ahead of your present tactical position.

If you need to swing the nose around fast, use an engine battery and/or Evasive Maneuvers or Ramming Speed to do so. Use a bridge officer that gives a bonus to Evasive recharge, and another bridge officer that 'reduces all boff recharge times' on top of that.

If that still doesn't help, don't fly a cruiser. I usually prefer science ships now because they have -almost- the turn rate of an escort while still being a capable light cruiser of sorts, just relying on different abilities to cause disruption/damage to the enemy.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-22-2012, 01:45 AM
Wow, thanks, I'll give those a try (when the shard is back)

That strategic tip is golden! I do that in solo missions, but in group actions, it's hard to be where you need to be before your teammate dies.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-22-2012, 01:48 AM
Quote:
Originally Posted by gertrude4life
Wow, thanks, I'll give those a try (when the shard is back)

That strategic tip is golden! I do that in solo missions, but in group actions, it's hard to be where you need to be before your teammate dies.

Fly with me someday. You being the squad leader and I the escort.

I'll never fail to stick to your wing at all times and if I need to disengage to evade torpedoes/incoming enemy fire I will always never fail to keep myself closer than 7km to you and share hull and shield healing. I will also auto-match targets with whatever you pick to destroy them faster, and run interference by 'screening' your cruiser (placing my escort between the enemy and you so they can't target you effectively in PvP)

It's all in perception - and how one must look out for his or her teammates naturally. Players who have a habit of pointing the nose towards the enemy don't make good starship captains much less task force commanders.

Good pilots, such as yourself, may feel that you don't even need to point the nose to the enemy, you're in a cruiser after all - I typically fight backside facing enemy anyway due to the cruiser's heavy rearward weapons, sorry for the pun lol.

I might get spanked a lot for moving in the same direction as a pursuing enemy but I can swing from left shield to right shield and back to spread out the damage. This is where Injector Assembly + Efficient Impulse (or Jem'Hadar) drives work wonders - cos they not only add turnrate but give bonus power to weapons too (Polaron only if you're on JH drives).


For an ultimate speed-cruiser build I may purchase the Saber class escort just to get the Impulse Booster module. Who said cruisers are sitting ducks huh? :3
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-22-2012, 02:01 AM
Well first thing is you should check the rotary valve...

Cruisers need a bit more tweaking than most, but it's possible to get them to turn reliably. The first thing you need to learn is when to hit reverse, sometimes it's better to simply hit the reverse button to bring her around faster.

The second thing you need is to use Impulse Engines with a high turn rate, and preferably efficient at low power levels (Try and keep the power level icon set below 50). The Breen Supercooled Impulse Engine or the Jem'Hadar impulse engine are ideal in these respects (I use the Jem'Hadar engines, myself). A good RCS console when paired with these would help alleviate your problem considerably.

The third thing you could do is stock up on Deuterium Surplus from the Neutral system dailies. Firing off one of those and then halving your speed would double your turn rate, but the surplus is consumable, so you'd have to wait until the right time to do so. You could also alternate between evasive maneuvers and the surplus, since they're basically the same thing.

Emergency power to engines gives you a buff to turnrate, as well, but not nearly as much. I mostly use it for quick boosts when EM or DS is on cooldown. Or with them when I want to get somewhere really fast, since I loathe using full impulse unless nessescary.

And if you happen to be a tactical captain, there's always Attack Pattern Alpha.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-22-2012, 02:47 AM
I try to broadside, mostly, which means I'm not pointing at anything, usually.

I will reduce impulse to swing around to fire torps if needed (especially with those dratted romulan plasma torps) but I have front and back loaded torps so I don't have to decide I can only use fore (just makes sense to me to have the option)

I've seen you in-game Carmenara. I'll have to hail you next time I see you.


uhm neutral system dailies? I'll have to find out what those are.


Didn't check the rotary valve yet, but I checked the fluid level and the sending unit- no love yet.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-22-2012, 02:52 AM
Quote:
Originally Posted by carmenara
In my own experiments I do not find multi-stacking RCS accelerators to be for much help but supporting the RCS with a Injector Assembly engineering console helps significantly (at least for my playing style).
Oooo... I will have to try that. Never used that concol before :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-22-2012, 03:04 AM
Quote:
Originally Posted by jkstocbr
Oooo... I will have to try that. Never used that concol before :p
Think if you are at VA level you can easily get something like a blue or purple +3.8 console or better.

That plus whatever character skill points added for "bonus power at low levels" keeps the engine power bar in the top 2/3rds even if I set priority to shields and weapons. The star cruiser with 1xRCS & 1 IA (3.8) was actually quite nimble and fast last time I flew her.

I always ran circles around slower "normally equipped" Galaxy class flown by teammates, rescuing them from vicious elite level opposition...

But I will give fair warning I am a purely PvE non STF player and other 'conventional' builds may suit your purpose more. I just imagine star cruisers to be converted liners and retain most of their speed even after combat retrofits (WW2 auxiliary cruiser style).


To OP:

Added you on friend's list. Feel free to PM me on when you wish to meet up or w/e. I am helping some of my players with another MMO too. This conversation is really enticing me to come back to STO though!

I love plasma torps too. Especially like putting one in the back, HY2 and fire at point blank range when passing over enemy. Big boom and at such short range, no time for them to deploy point defence.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
03-22-2012, 03:20 AM
Quote:
Originally Posted by carmenara
But I will give fair warning I am a purely PvE non STF player.
Me too! suites me fine
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
03-22-2012, 03:36 AM
I'm just going to derail the thread gently...


Last time I played STO I somehow got one of the ships to powerslide. Now, I can't seem to do that because I can't find where the handbrake is. Hmmm.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 04:39 AM.