Lt. Commander
Join Date: Dec 2007
Posts: 120
# 41
05-28-2012, 10:51 PM
Quote:
Originally Posted by DKnight1000
I do think that Seperation Module should be built into the Galaxy R, and that the cooldown should be shorter for both this and the MVAE.
and make is controllable!!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 42
05-29-2012, 12:02 AM
Quote:
Originally Posted by whamhammer View Post
My biggest problem with the "R" is the insane cooldown time for the seperation process. The Seige mode for the Garumba is what, 15 seconds? If an "R" gets destroyed, it comes back with its saucer attached and most likely a cooldown timer still in effect, effectively neutering those who are comfortable using the stardrive section. In PvP if I see a stradrive running around, I tend to gun them first so they come back re-atteched and unable to seperate for a while. Almost the equivalent of a "denial of service" attack.
Agreed. This is a big reason why I hesitate to pick up the Gal-R. With the Ody the saucer sep cooldown is > 4 minutes WITH the boosts from the full set, and I'm very fond of flying the stardrive. Unfortunately I have to "save" it for big moments, e.g. attacking the carrier at the end of Cure or fighting the Borg mothership once the regen probes are down. I also can't afford to separate it when I'm likely to be destroyed - I may very well risk the one-shot kill torps in a Red Alert to take down a regen probe, but I don't want to come back in space whale mode. This actually neuters a lot of advantage for both the Gal-R and the Ody, really.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 43
05-29-2012, 03:06 AM
Quote:
Originally Posted by Red_1999
Agreed. This is a big reason why I hesitate to pick up the Gal-R. With the Ody the saucer sep cooldown is > 4 minutes WITH the boosts from the full set, and I'm very fond of flying the stardrive. Unfortunately I have to "save" it for big moments, e.g. attacking the carrier at the end of Cure or fighting the Borg mothership once the regen probes are down. I also can't afford to separate it when I'm likely to be destroyed - I may very well risk the one-shot kill torps in a Red Alert to take down a regen probe, but I don't want to come back in space whale mode. This actually neuters a lot of advantage for both the Gal-R and the Ody, really.
After you contacted me on DS9 I took to using saucer separation more extensively.

I realized the saucer is actually quite resilient and rather smart. I didn't see the saucer get shot down or fly into exploding enemy ships. The saucer is somewhat useful helping you to guard the gates in KASE - because it doesn't create that much DPS by itself the AI tends to ignore it. Thus the saucer more or less survived the entire round left by itself.

During the final battle against the Assimilated Scimitar I was looking around for my saucer and surprisingly it was still there.

In any event if I see the saucer getting into trouble, clicking the separation button will cause it to 'tactical warp' away back to the stardrive and join up immediately, so there isn't much hassle or risk to using it in my opinion.

The Odyssey Chevron is probably even better with its built in engineering team ability, and Operations cruisers using the saucer separation to create a sort of redneck MVAM can be rather entertaining too.

In any event if its a pitched battle I'm going into, saucer separation is probably not a good idea if either ownship or saucer is expected to get destroyed.

With all my tactical cruiser experience over the past few months I learn to more or less use (extreme) speed and superior weapon range (with beams) to dictate the engagement. Suicide runs aren't my style. And I laugh evilly as my cruiser overtakes escorts to get to the next target or save a friendly ship under fire and reach there first with full weapons power (no need full impulse if I can reach near impulse speeds using speed buffs and batteries.)

It should be mentioned I didn't purchase the Gal-R to get the saucer separation, preferring to fly the ship as a whole just as it usually is on TNG - but I am enjoying the ability to transform into a sort of heavy escort at the touch of a button.

It's best used in either two ways - either dump the saucer somewhere far away then fight with the stardrive (like the TNG pilot), or use it as an improvised MVAM to create a local tactical advantage.

And since we have a motely little cadre of fellow TNG / Galaxy class fans.

Cooperative Gal-R and Gal-X STF event?

If anyone can bring a few Galors and Jem'Hadar attack ships we can do a Dominion Wars PvP scenario for youtube epicness.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 44
05-29-2012, 03:42 AM
Quote:
Siege is 20s, and the Javelin is 60s, the cooldowns are often linked because firing the Javelin triggers the transform, but they are independent. I switch out of Siege if Donatra goes to cloak all the time.

I do think that Seperation Module should be built into the Galaxy R, and that the cooldown should be shorter for both this and the MVAE.
yeah it should be more like a tactical choice, responding to a situation. right now you just pop it at the beginning and have to wait for the CD to do it again.
What i mean: if i'm in beta mode in my MVAE and suddenly healing becomes more important, i just want to switch modes. Also, why is the MVAE the only ship making a full stop when splitting up? nowhere in the show it is like that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 45
05-29-2012, 10:16 AM
Quote:
Originally Posted by Raudl View Post
Also, why is the MVAE the only ship making a full stop when splitting up? nowhere in the show it is like that.
I believe they are going to fix this, but it's not a simple matter. I don't mind reforming, than splitting to change modules, I just with it wasn't 10 minutes to get back to the section I want.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 46
05-29-2012, 12:38 PM
Has anyone considered that the problem with the Galaxy R is not the Galaxy R but Engineering BO Powers? There are only 5 Engineering BO powers at Ensign, 4 of which share a cooldown, even though they can be chained for incredible effect. Engineering also has the lowest number of powers total.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 47
05-29-2012, 01:01 PM
Quote:
Originally Posted by veldrane View Post
Has anyone considered that the problem with the Galaxy R is not the Galaxy R but Engineering BO Powers? There are only 5 Engineering BO powers at Ensign, 4 of which share a cooldown, even though they can be chained for incredible effect. Engineering also has the lowest number of powers total.
That is an excellent point! I would like to see an ability added like, Auxiliary power to Life Support, that would greatly increase crew recovery rate and crew death resistances. Or an ability like secondary Shields, which would heal a shield facing a certain percentage after it collapses.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 48
05-29-2012, 02:44 PM
Quote:
Originally Posted by veldrane View Post
Has anyone considered that the problem with the Galaxy R is not the Galaxy R but Engineering BO Powers? There are only 5 Engineering BO powers at Ensign, 4 of which share a cooldown, even though they can be chained for incredible effect. Engineering also has the lowest number of powers total.
This is highly true. Plus, if you're going to chain powers, you're probably going to want to use some of the higher-level powers, and maybe have one of the chain be at a higher level entirely.

So if you factor this in and combine the fact that, if chaining, it's hard to use more than two Emergency Power abilities, you've got, for the ensign level, 1 Emergency Power (2 copies) and Engineering Team 1 as your choices for the lower level powers. Not exactly a huge amount of diversity there. You could do a few more things with this, but nevertheless I think ability diversity could use some work here.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 49
05-29-2012, 06:36 PM
Quote:
Originally Posted by Red_1999
This is highly true. Plus, if you're going to chain powers, you're probably going to want to use some of the higher-level powers, and maybe have one of the chain be at a higher level entirely.

So if you factor this in and combine the fact that, if chaining, it's hard to use more than two Emergency Power abilities, you've got, for the ensign level, 1 Emergency Power (2 copies) and Engineering Team 1 as your choices for the lower level powers. Not exactly a huge amount of diversity there. You could do a few more things with this, but nevertheless I think ability diversity could use some work here.
Like some others have posted, EPTW seems to be a reasonable choice for all the extra ensign engineering slots.

They're definitely useless at first glance but I like having an EPTW for when the saucer is jettisoned and the R becomes a fast attack vessel.

Also not all the time is spent 'turtling' on the defensive. There are times when other ships (Odysseys) stole enemy aggro allowing my R to become a pure offensive platform with full power to weapons and engines.

The actual power boost from an EPTW1 is not especially high, I get about +18 weapons power with modest skill point allocation to EPS Power Transfer - but the cooldown between Emergency Power and Auxiliary to Battery is only 15 seconds and I get another +25 to +40 boost to all systems when the Aux2Batt comes on. Even without MACO shields (I use full Dominion parts) its quite easy to keep all systems power tremendously high.

You have to micromanage the cooldowns a bit but using Aux2Batt + rare Technicians to chop down tactical skill recharge time and act as a power buffer between Emergency Power applications works like a charm. Not the tankiest ship around but for sustained combat with bonuses to shield regeneration, can participate in sustained battle adapting to offense and defence as necessary.

In other words the excess ensign slots aren't meant to make this an uber tank but an adaptable ship.

Won't make a difference if the pilot is the sort to charge to point blank range of the enemy, but if your style is to 'Saber Dance' at extreme speeds like the good old Dynaverse days, adaptability is something that can be used to great effect.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 50
05-29-2012, 11:58 PM
The Galaxy-R may not be the tippity top of the ships out there, but I am reminded of a quote by Geordi LaForge in the episode Relics:

"Just because something is old doesn't mean you throw it away."

Just look at the ships we've seen in the series over the years. By all accounts the Miranda design has been around for almost a century and is still in use as of the Borg invasion of the Vega Colony. Excelsior has a similar longevity. I imagine the Galaxy has a great deal of life left in it. I love the fat that you get the opportunity to use a wide variety of ships in STO in all manner of shapes and sizes. Is the Galaxy-R finished? I think not, not so long as we hold it dear.

In fact, I just pulled mine out for a few runs.
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