Lt. Commander
Join Date: Dec 2007
Posts: 120
# 51
05-30-2012, 03:42 AM
I think what's most frustrating about the Galaxy R's obsolesance is that it's artificially produced. It's only half way, if that, into it's service life. The space frame is sturdy, the interior spaces were designed with so much modularity they had un-used space at the launch of the Enteprise. I think the ship's layout was designed from a standpoint of "well we'll have a cruiser with an ensign of each career" without much thought of how this'd hamstring the one with an ensign matching the lt cmdr and cmdr careers.

Compare to the Nebula, which is still a very good ship, and is the same age, if not slightly older. And then the Excelsior, which has a good 80 years on the Galaxy at least, and is one of the best cruisers in the game, certainly for tactical captains.

This afternoon the USS Achilles is coming out of mothballs either way, I'm gonna figure out something she can do if it kills me. Although my Engineer's been getting his TNG era kicks in the Nebula lately.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 52
05-30-2012, 04:18 AM
I've gotten back into my Galaxy-R for stf play and I can really feel the loss of the third tactical console. That and the ship turns like a steam locomotive. On the positive side, I can survive a direct hit from the invisible borg super torpedo and have 50% hull left. Plus other players seem to take pity on me and my backwards substandard ship because I'm always getting hazard emitters on me even when I'm tanking like a champ.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 53
05-30-2012, 07:32 AM
Quote:
Originally Posted by Ebeneezergoode
This afternoon the USS Achilles is coming out of mothballs either way, I'm gonna figure out something she can do if it kills me. Although my Engineer's been getting his TNG era kicks in the Nebula lately.
ENG CMDR : EPTW 1 > EPTS 2 > EPTS 3 > Aux to SIF 3*
ENG LT CMDR : EPTW 1 > RSP 1 > ESS 2
ENG ENS : ET 1

SCI LT : HE 1 > TSS 2
TAC LT : TT 1 > BFAW 2

3 to 6 ranks in threat control, should work well for STFs/Elite STFs.


*(Or EWP 3. I think Aux to SIF 3 is the better choice, grab a Theta Console of the exchange if you can afford it for some CC ability)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 54
05-30-2012, 08:00 AM
Quote:
ENG CMDR : EPTW 1 > EPTS 2 > EPTS 3 > Aux to SIF 3*
ENG LT CMDR : EPTW 1 > RSP 1 > ESS 2
ENG ENS : ET 1
SCI LT : HE 1 > TSS 2
TAC LT : TT 1 > BFAW 2

3 to 6 ranks in threat control, should work well for STFs/Elite STFs.


*(Or EWP 3. I think Aux to SIF 3 is the better choice, grab a Theta Console of the exchange if you can afford it for some CC ability)
cool setup, run the nearly the same for PVP. I would only add that i divided my BOFFs for tanking and dmg. Basically i got lower ranks of EPtS, and an aceton beam instead, since it provides a break during tanking by signifficantly reducing the targets firepower in STF's. And extend shields i left my hands of it cpmpletely when i realized that it was an abilitiy i used only sporadic, or sometimes never. Got a higher RSP and a aux to dampeners to turn faster...if turning is not an issue, EWP.

Quote:
Although my Engineer's been getting his TNG era kicks in the Nebula lately.
very, very cool ship!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 55
05-30-2012, 08:41 AM
Quote:
Originally Posted by Raudl View Post
cool setup, run the nearly the same for PVP. I would only add that i divided my BOFFs for tanking and dmg. Basically i got lower ranks of EPtS, and an aceton beam instead, since it provides a break during tanking by signifficantly reducing the targets firepower in STF's. And extend shields i left my hands of it cpmpletely when i realized that it was an abilitiy i used only sporadic, or sometimes never. Got a higher RSP and a aux to dampeners to turn faster...if turning is not an issue, EWP.
To be honest, I play a Cruiser loadout that is much, much more selfish.

However, I do that with the knowledge that I will be the target more than 95% of the time.

I generally would recommend something like I posted as a support/tank.

So I actually play a build a bit similar to yours
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 56
05-30-2012, 09:24 AM
It's really sad that the most powerful and iconic ship in Starfleet is being depicted ingame by this weak glorified freighter ship.

The GalaxyR ought to have the same stats and slot layout as the Tactical Odyssey,
anything else is inacceptable for this ship, considering its massive power and reputation in canon.

If you absolutely must offer a triple-engineer ship, make an Ambassador Class for that purpose instead.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 57
05-30-2012, 10:11 AM
Quote:
It's really sad that the most powerful and iconic ship in Starfleet is being depicted ingame by this weak glorified freighter ship.

The GalaxyR ought to have the same stats and slot layout as the Tactical Odyssey,
anything else is inacceptable for this ship, considering its massive power and reputation in canon.

If you absolutely must offer a triple-engineer ship, make an Ambassador Class for that purpose instead.
so right! I mean it really is iconic, and it should be seen ingame more often...atleast more often than that FUGLY star cruiser^^
Both enterprise cruisers deserve better stats! E and D, that is.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 58
05-30-2012, 11:51 AM
Quote:
Originally Posted by Raudl View Post
so right! I mean it really is iconic, and it should be seen ingame more often...atleast more often than that FUGLY star cruiser^^
Both enterprise cruisers deserve better stats! E and D, that is.
And I suppose the Enterprise-B is to be relegated to the scrapheap, along with the -A, and the NCC-1701 and the NX. Yeah, let's make sure only vessels named 'Enterprise' are the top ships in the game, regardless of when they were built, just because they are named 'Enterprise'.

Seriously, though, every ship has limits on how far it can be modified to keep up with newer ships. Hulls cannot be rebuilt without essentially a completely new ship being built (as is the result with the Galaxy-X), and systems that were never designed to be used with the power grid of a ship can only be used at lower performance levels if their full output exceeds the capacity of the ships' systems to supply what those systems would get in ships actually built with them in mind.

The Galaxy-class ship was built many decades before the setting of STO, as a very long-range exploration cruiser in a time when the Federation had known only peace. The Klingons were allies, the Romulans were out of galactic affairs, and the idea that the Federation needed ships with battle capabilities was in disfavor (attitudes similar to the 'peace dividend' at the end of the Cold War). The class saw major redesigns to convert it into a warship on par with the current cruisers that resulted in the Galaxy-R after encounters with the Borg, open warfare with the Klingon Empire, the return of the Romulans and the Dominion Wars proved that Starfleet needed the Galaxy class to have a more combat-oriented mission profile than they had ever been envisioned as. To take the ship to the level of the Odyssey, it requires the kind of radical outward hull additions and modifications that are the hallmark of the Galaxy-X.

This is just common sense (which, granted, can be jettisoned for those who only care about the video game aspect of STO), and in no way means Galaxy-R class ships do not have a place in the Fleet, any more than heavy cruisers don't have a place in a fleet that can build battleships....one is simply cheaper to build while doing jobs a battleship isn't necessarily needed for.

From a game perspective, would it really help if the Galaxy-R were brought up to Odyssey specs and its cost raised to 2000 cps? Seems to me, you'd be removing the option for players who want a +1 T5 cruiser without paying maximum price for it (granted the Excelsior would still be around, but as the sole alternative and with a special ability that probably wouldn't appeal to many).

Regardless, claiming a ship should match anything in the game because it is iconic or was 'really powerful' when it was built is building on shakey ground.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 59
05-30-2012, 01:18 PM
Quote:
Originally Posted by DKnight1000
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.
The point is both of the cooldowns for the Garumba are significantly shorter and more usable than the "R"'s and make the "R" feel even less usefull.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 60
05-30-2012, 05:35 PM
Quote:
Originally Posted by carmenara
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.
Something to note in my experience with the Odyssey - the saucer is a side-show. Unfortunate, but it's true. I have received its engineering team once and have never seen it give it to any teammate, in trouble or otherwise. I'm not sure if I just have bad luck with the AI or what.

That said the Ody sep's AI has improved a lot, and it sometimes actually decides that a warp core breach on an enemy vessel is not best observed by pressing its bow against the detonating ship. I was actually rather impressed the other day when another ship went critical. It about-faced and got out of there FAST, living to pester the enemy another day.

I think you might consider just leaving the saucer sep'd for the remainder of the fight if it goes down. You lose your little helper, but the star of any of the saucer sep's is pretty much always the stardrive section. The saucer going splat will do nothing to your cooldown time, either good or bad. And if you're into the role-playing aspect, the saucer just floats in space, so it doesn't go kaboom or anything, though it sure doesn't look healthy just observing it.

Additionally, re: saucer, I would recommend staffing it with any of your DOffs that displease you, much as I do my Odyssey with the Aquarius escort (AKA the Flying Coffin on my ship)...
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