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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
05-16-2012, 09:04 AM
I have all the Oddy's. Mainly because it was the ship that made me decide to play this game and get a lvl 50 character. I benefit from having the entire set for the console set bonus and my choice of extra slot/sci bonus.

As an ENG captain I can pretty relyably tank an Elite Tac cube or at least draw it away from the rest of the team while they kill spheres and gate. I run the Commander Eng and my LTC as Science. With four ENG and five Sci powers I keep myself alive and have the science skills to help me or my teamates with hull heal(hazard emmiters) or Shields(trasfer shield strength). A maxed Transer Shield Strength cools down three thimes faster though, and give a better buff. You have the flexability to have 3 Eng or Sci officers to give the support you want.

I don't have the GX or Excel. Wish I did, but my wallet is tapped with 3xoddy's and MVAM.(no regrets) The Excel and Tac Odd can both have Torpedo High Yield 3, but on Oddy you are giving up your ability to support to use it. IDK if you are a torp. ho like me.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
05-16-2012, 09:52 AM
Don't buy the dreadnought if u plan on pvp'ing with it, the phaser lance is just terrible, i had a fleetie test it out on me cause i myself was deciding between the dreadnought and carrier. I took off my shields cause i wanted to see how much base dmg the lance would do against my ship which was a star cruiser. After he fired the lance, its base dmg was 2% vs hull. then i had him try it again only this time he used his attk power buffs, lance ended up doing 7% base dmg vs hull, then i took off all my engineering and science consoles that were mostly hull and shield consoles. He tried it once more, this time, the lance did 25% base dmg vs hull and killed half my crew. He tried it again once my hull was 100%, this time he started firing at me with all his weapons until my hull was at 25%, then he used his lance, base dmg was 75% + KO.

Then i had put my shields back but no consoles, lance did 98% dmg vs shields which killed them, and 20% base dmg vs hull. The last attempt, i put all my consoles back and he did a full charge with buffs and all, and started to fire at me killing off my shields and lowering my hull to 25%, lance only did 10% base dmg vs hull. What's more interesting is that the star cruisers hull is only 45K if i remember, but my fleet member told me my hull was at 52K without my consoles, 53K with them vs his dreadnoughts hull at only 51K with everything on. So idk, we also did some 1v1 whuile waitng for his lance to recharge and i beat him everytime, The engineer station the star cruiser has gave me some nice survivability.

But this was in a pvp type of session, he did say that the lance is pretty good against npc's but not for pvp as it showed cause of a players build, it would render the lance useless, he even had phaser type tactical consoles during the test. Now im not a pvp player and i really like the dreadnought just because it was in "All Good Things" but i ended up going with the carrier since its heavy on the support role.

For an odyssey, go with the tactical one, the aquarius escort is pretty fun and does some decent amount of dmg
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
05-16-2012, 10:28 AM
The phaser lance is ment for a tac captain. Forgot who put the numbers up but a tac captain can juice the damage with tac. capt. specific skills to at least 2-3 times the damage an ENG captain can do. Still, at best it is a 25% health finnisher for non tanks, at best it's a long cooldown torp hit.

Worker bee's on the sci with it's sensor ability is brobably the best choice(if you take oddy). It boosts your dps with beams and stuff. Plus the Bee's is a very good hull heal to add or replace the need to take one. It also lets me save my Hazzard emitters for another ship.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
05-16-2012, 12:26 PM
Sci toon on a tac Odyssey and I recommend it thoroughly. I tried the carrier, VA Bellerophon (my second fave) and the Ops and Sci Odyssey's but the +10 Weapons power sold me.

I slap Aux to Dampers on her and she dances like a damn ballerina.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
05-16-2012, 04:45 PM
Quote:
Originally Posted by baggworth
I have both, Operations Odyssey (with all odyssey special consoles) and the dreadnaught. Holy **** my game improved with the odyssey. Never die, antiprotons and quantums, chevron seperation and assault cruiser. Sweet rides. Galaxy Dreadnaught is fun but no where near as solid. Fact.
Since you have the Ody pack, I would recommend you try the tactical Ody, unless you're actually using all 5 engineering slots. The +5 to engines for the ops Ody doesn't help all that much, but +10 to weapons for the tactical Ody carries quite a kick.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
05-16-2012, 05:14 PM
Quote:
Originally Posted by carmenara
Hi all,

I just thought to get a forum opinion for a relatively new elite STF player (myself) who would like a heavy assault cruiser for ESTFs.

Purpose of request:

Right, I do know that a cruiser is not the optimal raw DPS platform but it is customary for me to use extend shields and spare engineering teams to support friendly ships in STFs, because it's rare in PUG teams to see team heals yet I feel the 'space medic' role is instrumental in keeping others alive and thus maximize average team DPS.

In other words I cannot live without a cruiser's multiple engineering boff slots and the innate tanking ability.

Current ships:

During the first 2 weeks of April I learned how to play normal STFs with the aim of getting optionals as many times as possible. My first ship was a star cruiser, flown as a healer / tank. It was somewhat successful but I wanted more tactical boff options.

I used some spare change and some refined dilithium savings to purchase an assault cruiser which I outfitted fully with antiproton beams, supported of course by weapon batteries, BFaW and EPtW. Pretty good, it flies surprisingly quick if I use the Omega set, and tanks well if I use Aegis. Decent enough DPS for a support role taking out probes, spheres and demolishing transformers.

(Remember I still fly a "destroyer tender" role extending shields to escorts, but I would like once again to have more tactical slots or more firepower as always

The Discussion

The point of this thread is,

Given the choice of 2000cp (the last CP I'll ever buy for this game), which is the superior option?

Galaxy-X

Pros: its phaser lance and option to mount cannons. Looks glam (it's a Galaxy). Can purchase additional ship costume.
Cons: Same tactical boff options as an assault cruiser. Possible changes in the future due to rumored Gal-X saucer separation ability

Odyssey

Pros:
Option to use Universal boff slot for a Lt. Cdr. Tactical
15% shield bonus
Most likely getting the Operations cruiser for extra eng console slot (more armor or power), chevron separation

Cons:
Using Lt. Cdr Universal slot as Tactical = compromised 'destroyer tendering' ability, and explodes easily in PvP
Waaay too common.
3000 more hull points? Doesn't confer any advantage I think.
Sorry Odyssey fans, but the ship doesn't look 'right' to me. It looks too 'thin', like it's trying to bridge the gap between Enterprise-E and Enterprise-J.


Which brings me to a third contender:

Excelsior Tier V

Pros:
Lt. Cdr Tac
Turnrate
Lots of engineering boffs
Roleplay as USS Lakota
Cheaper

Cons:
I want a newer ship.


So what do you think? If I want a somewhat fast cruiser for team support with superior tactical options, it does look like the Excelsior is still the best ship for the job! How old is that design now?
ok the oddy is a tanky as all hell, dont do ops the chevron sucks do tactical tha aquarius pwnz transfer to trib, buy ur cp and then buy dread there and go to the shipyard and in the experimental ships console are the three oddys and then use all of em. (this works because cp bought on holo goes to trib too) the excelsior excels as dps and the battlestar build u use will look and preform great
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
05-16-2012, 06:03 PM
Quote:
Originally Posted by bookreader84
ok the oddy is a tanky as all hell, dont do ops the chevron sucks do tactical tha aquarius pwnz transfer to trib, buy ur cp and then buy dread there and go to the shipyard and in the experimental ships console are the three oddys and then use all of em. (this works because cp bought on holo goes to trib too) the excelsior excels as dps and the battlestar build u use will look and preform great
I must respectfully disagree.

The chevron dies fast, but the Aquarius dies far, far faster. I've heard many claim that they do well, but I have yet to see one that more than once in a blue moon managed to survive very long in an STF unless the owner was consistently healing it.

The chevron itself sucks. Saucer sep's main attraction is the stardrive section. It gives you a very important level of flexibility and battle-readiness.

I will agree however that the console layout and power bonuses of the ops Ody are a waste. In short, I would recommend, if you get the Ody pack, use a tac hull plus all three consoles. If you get only a single Ody, get the ops Ody for the separation.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
05-16-2012, 08:53 PM
Just my two cents. I have the proto oddy, the excel and the Gal X. The OP's stated purpose is medic. To me, the Excel makes the "best" medic of the three simply because it can get from turn and move from point A to point B the fastest. Both the Gal X and the Oddy suffer in this regard. The Excel has sufficient boff slots to heal the damaged allies while then it also has a side perk of being able to do extra damage or even tank if need be. And on a side note, you could then throw the savings of not getting the GalX or Oddy and pick up the Impulse Capacitance Cell and go from point A to point B even faster. Depending on your slots, that could mean in addition to healing, you could also be the last ditch interceptor to ko\repulse the borgs trying to destroy your chances of getting the secondary.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
05-16-2012, 10:44 PM
Quote:
Originally Posted by Hoellefeuer
Just my two cents. I have the proto oddy, the excel and the Gal X. The OP's stated purpose is medic. To me, the Excel makes the "best" medic of the three simply because it can get from turn and move from point A to point B the fastest. Both the Gal X and the Oddy suffer in this regard. The Excel has sufficient boff slots to heal the damaged allies while then it also has a side perk of being able to do extra damage or even tank if need be. And on a side note, you could then throw the savings of not getting the GalX or Oddy and pick up the Impulse Capacitance Cell and go from point A to point B even faster. Depending on your slots, that could mean in addition to healing, you could also be the last ditch interceptor to ko\repulse the borgs trying to destroy your chances of getting the secondary.
This is a good point, the extra turnrate can be useful.

However having flown cruisers almost exclusively for STFs (escort use for CSE only, sci ship work in progress) I can say that the extra turnrate of the Excelsior is not really needed for a quick response role.

I use an assault cruiser successfully in the 'tactical fire support and team healing' role and I don't really think (its just IMO) that the extra turnrate matters.

Why is because nothing beats prepositioning the ship to be in that crucial 7.5 or 10km shield extend or healing range respectively. If ever you need to sprint across the map to catch a fleeing probe, I have evasive maneuvers, Aux2Batt, engine battery and Omega set engine for an extremely high sprint velocity.

I have also fully specced the captain's skills in all engineering related items including engine and maneuverability boost, warp core efficiency etc and the result is the assault cruiser ended up very fast and (for a cruiser) very maneuverable indeed. It's even more agile and deadly when under fire, due to the Omega engine's 'afterburner' ability. You can literally fly a few rings round Borg spheres at short range if you ever wanted to showboat in ESTF.

In short you don't need RCS Accelerators to boost tactical mobility. There are other better ways to achieve mobility without using a single RCSA or a single Injector Assembly, if you can make the ship build naturally fast even in 'combat trim'.

Why I mention the little used Aux2Batt eng boff ability is because aside from reducing boff ability recharge times it also gives a boost to all ship power for a limited time. Skirmishing with a 110/105/85/15 power setting with Aux2Batt activated makes for an extremely fast and agile cruiser. When A2B runs out I go back to 125/125/50 for maximum firepower and tanking and -decent- speed and turnrate because the 125 shields comes from daisy chain perma EPtS.

In conclusion you can get the same boosts to speed and maneuverability from any cruiser type with the same Captain's skill point allocation, the same boff layout (or similar idea) and the same Omega engine. Agility doesn't cost 1600cp as my experience with assault cruisers prove.

Just the other day I saved the optional for KASE by sprinting more than 30km on short notice to catch a probe that somehow managed to break free from the science vessel's gravwells. I was assigned to demolish things and saw the probe go clear without anyone noticing and immediately 'shifted the gears' to achieve sustained near-impulse speeds right across the map and although the probe was barely 2km from entering the vortex, I destroyed it with a few cannon and DBB salvoes. I also deliberately did a slingshot maneuver past a Borg sphere, attracted its aggro, polarized the hull, caused the Omega shield power conduit 'afterburner' to activate for even more heroic speed.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
05-17-2012, 12:46 AM
The Phaser Lance almost never gets used. If you do, its gravy. I can run it like a giant escort in eSTF shooting galleys where nothing moves, and that's about the only time I consistently get shots off.

When tanking, or just plain pvp, the Dreadnought follows the Dragon doctrine, keeping shields and weapons at 125 power, firing BFAWs to clear up small craft spam and providing constant pressure on critical targets be it mob hordes or enemy healers.

I don't consider myself being "hamstrung" into phaser relays; Running all phasers is critical in pvp, and being able to knock systems offline really ruins people's day.

The Gal-X may not look like much, but she's got it where it counts.
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