Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Odyssey for Tactical officers
04-07-2012, 07:55 PM
The question is already in the title, is the Odyssey really worth for a Tactical Officer??

I'm making this question beacause I dont want to trow money away , I'm open for sugestions.


Thank you.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
04-08-2012, 03:43 AM
The Odyssey will never out DPS an Escort, it is a Cruiser and plays like a Cruiser. You can get good DPS out of it but it's better as a Tank.
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# 3
04-08-2012, 04:28 AM
But if I compare an Odyssey and a Escort with the same specs (bridge officers/consoles etc.) who beat who?
or there is a withdraw?
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# 4
04-08-2012, 05:25 AM
Don't have one myself, but I would imagine that the escort would easily out DPS the Odyssey. However, the Odyssey would survive a lot longer.

I'm a tactical captain flying an assault cruiser, thinking about moving to an Odyssey (just becasue the look is starting to grow on me, and hey - it's the new Enterprise! I'm not sure how much damage I'll do compared to the AC, but suspect I may survive a lot longer due to the higher shield specs on the Odyssey.
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Posts: 120
# 5
04-08-2012, 06:45 AM
Exactly!.

I'm in the same situation of your's,I'm recently got promoted to vice-admiral (yesterday).

The prob is: I'm a tactical officer that likes the odyssey because of its design and hull%
And I like the escorts because the DPS and full use of the tactical bridge officers I have


Thats why I made this thread, I wanna be sure that the Odyssey is good for a tactical officer, and to not waste money.
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# 6
04-08-2012, 07:27 AM
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
04-08-2012, 07:41 AM
Cruisers in general won't out-DPS the best specced Escourt, that said, there's people flying escorts that have no clue as to how to set them up for good DPS What it'll come down to is what play style you prefer, you'll never swish around like mad the way an escort can, in the Odyssey, the closest you get is with saucer separation and even then it's just emulating the feel but not the DPS.

That said, I fly an Odyssey on my main Tactical character and I enjoy it, I have zero points invested in threat control but manage to take it most of the time in STFs, which means 1 of 2 things, I'm either too close to my targets (I like pulling off heavy plasma torp kamikazes, deals great damage on cubes Plus the Odyssey can often survive direct hits, especially if you're using the right buffs), or that I'm ironically out-DPSing my teammates o_O

All in all I don't regret getting the Odyssey pack at all, but I was flying the free Odyssey before that came out so I was biased long before XD I flew the Galaxy Dreadnought before that and honestly, I haven't gone back, though I'm still flying that on my engineer.

Do I fly escorts? Not really, I've played them through to Vice Admiral and have them on reserve for any mission or fleet action that might call for it, but I'm not fond of flying "Glass Cannons". A lot of people know how to make an escort take a lot of abuse though, so if fast and furious is your style, definitely stick to escorts. If you're more the Evil Floating Glacier of Doom type, cruisers are for you They can deal pretty good damage in just about any battle scenario, especially given survivability, and they're great for lending support to your team too, just don't expect it to swoop around like a Defiant.
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# 8
04-08-2012, 08:01 AM
Quote:
Originally Posted by TimeLord View Post


The only thing I would say about the Dragon build is make it your own. What I have seen is, If you get a sci
that really knows how to use their sci ship and you use the dragon build your done. It focuses on 125 shields
and 125 weapons minimal tank and at the core all cruiser are Tanks and not making sure you are a good to awesome tank first there lies your weakness. all those beams with double feedback pulses and Beta or delta
Charged particle burst and torp spread and your Dragon build ship will be a burning mess on the side of the road. Not knocking the build because its good but it lacks tanking and heals which are important so make it your own,
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# 9
04-08-2012, 08:48 AM
Quote:
Originally Posted by CorranQ View Post
Cruisers in general won't out-DPS the best specced Escourt, that said, there's people flying escorts that have no clue as to how to set them up for good DPS What it'll come down to is what play style you prefer, you'll never swish around like mad the way an escort can, in the Odyssey, the closest you get is with saucer separation and even then it's just emulating the feel but not the DPS.

That said, I fly an Odyssey on my main Tactical character and I enjoy it, I have zero points invested in threat control but manage to take it most of the time in STFs, which means 1 of 2 things, I'm either too close to my targets (I like pulling off heavy plasma torp kamikazes, deals great damage on cubes Plus the Odyssey can often survive direct hits, especially if you're using the right buffs), or that I'm ironically out-DPSing my teammates o_O

All in all I don't regret getting the Odyssey pack at all, but I was flying the free Odyssey before that came out so I was biased long before XD I flew the Galaxy Dreadnought before that and honestly, I haven't gone back, though I'm still flying that on my engineer.

Do I fly escorts? Not really, I've played them through to Vice Admiral and have them on reserve for any mission or fleet action that might call for it, but I'm not fond of flying "Glass Cannons". A lot of people know how to make an escort take a lot of abuse though, so if fast and furious is your style, definitely stick to escorts. If you're more the Evil Floating Glacier of Doom type, cruisers are for you They can deal pretty good damage in just about any battle scenario, especially given survivability, and they're great for lending support to your team too, just don't expect it to swoop around like a Defiant.
Interesting stuff. Do you mind posting your build? It's nice to hear from a tac who has fun in the Odyssey. Makes me more determined to get my hands on one.

Oh, and too true, USS_Enterprise_J.
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Join Date: Dec 2007
Posts: 120
# 10
04-08-2012, 09:49 AM
Sure thing, it's like this:

Abilities:

Tactical: Tactical Team 1, Torp High Yield 2 & 3, Beam Overloads 1 & 2
Science: Science Team 1, Tractor Beam 1, Hazard Emitters 2
Engineering: Emergency Power to Shields 1, Engineering Team 2, Directed Energy Modulation 2, Aceton Beam 2 (gotta upgrade this, just realized, lol)

BOFFS: Efficient Borg BOFF + Efficient Saurians in space skill slots.

Energy Balance:

Weapons: 120
Shields: 81-85 (can't remember clearly right now)
Engines: 55
Auxiliary: 53

*I should note these levels rise quite a bit with the use of the items in my Device Slots.

Gear: (All Very Rare)

Forward Array: Phaser Dual Beam Bank Mk XII x2, Quantum Torpedo Launcher Mark XII x2
Rear Array: Phaser Turret Mk XII (considering changing to an array), Phaser Beam Array Mark XII x2, Quantum Torpedo Launcher Mark XII

Shields, Deflector, Engines: Borg Assimilated Set

Engineering Consoles: Assimilated Module, EPS Flow Regulator Mk XI, Emergency Force Fields Mk XII, Chevron Separation (Odyssey)
Science Consoles: Work Bees, Graviton Generator Mk XI, Biofunction Monitor Mk XII
Tactical Consoles: Aquarius Escourt, Phaser Relay Mk XI, Zero Point Quantum Chamber Mk XI

Devices: Red Matter Capacitor, Subspace Field Modulator, Shield Batteries, Weapon Batteries.

As for skill training, I literally focused primarily on the BOFF abilities up until the last column or two, in those last columns I gave offensive and defensive abilities (hull/shields/weapons output) preference on my captain.

Applying group wide and individual tactical buffs (my captain's abilities) and some of my BOFF buffs before an attack usually lets me rip apart a Borg Cube's facing shields within the first strike, sometimes even lowering their shields all around because of Phaser abilities, but this varies. I always hit my initial target with the Aceton Beam, too.

As for attack maneuvering, I always give my forward array preference, but for tearing things like Borg Cubes (including Tac), Transwarp Gates and other large objects you can actually angle up the nose of the ship and get the rear arrays to fire along with the forward arrays, or also come up alongside the cubes which will also activate most arrays and launchers if you're parallel to the hull.

The turret's 360 so doesn't matter, but given how weak it is, is why I'm considering dropping it in favor of another array - not entirely certain yet as when I'm playing Khitomer Accord Space Elite it can sometimes help on probe duty, but beam overload is usually good for this.
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