Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
01-30-2010, 11:58 PM
Quote:
Originally Posted by Verkruk View Post
6 BoPs is cake in a Galaxy.
Damage wise we are fine. Could use a beam lift to 4 before the power drain but meh.

Its the turning rate that really kills it as it is no fun and actually becomes detrimental to the game play and any group play as they are constantly waiting for you.

And yes it does take 61 seconds to complete a full 360 degree turn, several of us timed it.
The numbers we consistently came up with were 62 and 61.

Were you still using that engine with +5 to shields, engine, and aux power settings? Or were you in the upgraded engines? I am just asking.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
01-30-2010, 11:58 PM
What im saying Mr. Nerdrage is exactly that. Yes, turn your "balanced" setting into Aux. Get an EPS eng console to quickly shift power, and micromanage where your power goes. If a fast ship ie. escort is trying to outflank you it can be a nasty surprise to them when you stop and turn on a dime.

The whole turn rate console point is moot when you answered your own question already. Obviously you DO need to L2Play.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
01-31-2010, 12:01 AM
Quote:
Originally Posted by kuggy
I found 2 aux engineer consoles was enough to boost my aux to 60 while in weapon power mode. That was enough to keep turning acceptable. Aux seems to give much greater turn rate increases than trying to add % to a low base number. Plus, i think the turning engineer consoles were broke.
Towards the end several of the consoles seemed to be broken and only applied the bonus from the last one equipped rather than stacking.
But also its not a straight stack, so equipping to 12% increasers is not a 24% increase.
The 2nd console will suffer from diminishing returns.

And with the way the Galaxy is, equipping the Aux consoles is actually gimping yourself in the long run.
Its almost mandatory that you stack either EPS Flow Regulators, Turn Rate boosting consoles, Shield Increasing consoles and one other that I can never remember ><
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
01-31-2010, 12:05 AM
Quote:
Originally Posted by Verkruk View Post
6 BoPs is cake in a Galaxy.
Damage wise we are fine. Could use a beam lift to 4 before the power drain but meh.

Its the turning rate that really kills it as it is no fun and actually becomes detrimental to the game play and any group play as they are constantly waiting for you.

And yes it does take 61 seconds to complete a full 360 degree turn, several of us timed it.
The numbers we consistently came up with were 62 and 61.
Out of interest, is turn rate that with all Cruiser skills maxed? I never had anything like that experience and I flew cruisers almost exclusively through OB.

If it's a real problem, you can always get a + Flight Turn Speed Module (RCS) which has a major impact on turing speeds-since it's an Engineering console, there's no reall reason you can't fit one. Also, for turning in group settings, there's always Evasive Manuvers (it's on a low enough cooldown that you can use it once each fight.)

In any event, in combat the turn rate is pretty much irrelevant because you can set fore and aft weapon slots to be equally effective (a dual bank in one fore slot is actually a pretty good idea though, just to offset the massive power drain of 4+ phaser banks for one broadside.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
01-31-2010, 12:05 AM
Quote:
Originally Posted by Verkruk View Post
Towards the end several of the consoles seemed to be broken and only applied the bonus from the last one equipped rather than stacking.
But also its not a straight stack, so equipping to 12% increasers is not a 24% increase.
The 2nd console will suffer from diminishing returns.

And with the way the Galaxy is, equipping the Aux consoles is actually gimping yourself in the long run.
Its almost mandatory that you stack either EPS Flow Regulators, Turn Rate boosting consoles, Shield Increasing consoles and one other that I can never remember ><
All I can say is my own results from having played myself. I am not doing to discount what you say outright, but my experience was different. I only needed to equip 2 eps consoles at tier 5. I used just one at tier 4. The rest were aux consoles, and they stacked pretty darn well. I didnt notice alot of diminished returns on two.

I just feel aux gave more benefit to turning, least for me, than turning % consoles.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
01-31-2010, 12:08 AM
Quote:
Originally Posted by kuggy
Were you still using that engine with +5 to shields, engine, and aux power settings? Or were you in the upgraded engines? I am just asking.
I can't say for sure, but I believe that I was still using the +5 as it stacked rather nicely with my characters traits and skill set.

So I was getting a +8 to weapons when at 100. And even more to other areas varying on the power setting they were at.

Quote:
Originally Posted by kuggy
All I can say is my own results from having played myself. I am not doing to discount what you say outright, but my experience was different. I only needed to equip 2 eps consoles at tier 5. I used just one at tier 4. The rest were aux consoles, and they stacked pretty darn well. I didnt notice alot of diminished returns on two.

I just feel aux gave more benefit to turning, least for me, than turning % consoles.
I can't say for sure. Several of us were comparing notes in the OP forums prior to its erasure, and we weren't able to come to a solid conclusion. But if that is what you noticed, I will test that out myself and see if I notice a better overall turn rate than with the consoles. Thank you +)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
01-31-2010, 12:13 AM
Quote:
Originally Posted by Windhunter View Post
What im saying Mr. Nerdrage is exactly that. Yes, turn your "balanced" setting into Aux. Get an EPS eng console to quickly shift power, and micromanage where your power goes. If a fast ship ie. escort is trying to outflank you it can be a nasty surprise to them when you stop and turn on a dime.

The whole turn rate console point is moot when you answered your own question already. Obviously you DO need to L2Play.
Pardon me for taking offense to your attack against someone of whom you have no knowledge of.

Balanced power settings is a great do all setting, especially when you are playing towards boosted stats via skill sets and character traits.

However it is still not enough.
Even with 2 EPS Flow Regulators the power shift is not nearly fast enough to accommodate the speed at which you would need power transferred especially when we are talking about the extremes that we are. Full weapons to full Aux, or Full shielding to full Aux, is not instantaneous.

20% of 5 is 1, so now your turn rate is 6.
Compare that 6 to a Vor'cha, Klingon T4, which as a turn rate of 10 or the Negh'Var at 9!

And a Galaxy is incapable of "turning on a dime." Even with Evasive active.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
01-31-2010, 12:13 AM
Escorts = superior DPS
Science = Superior sheild tanking / component targeting and debuffs
Cruiser = Roleplayers

Cruiser is just going to become what light side jedi currently is in SWG (usless) unless they give them some kind of abiltiy to pull / hold agro PVE.

I find the science class just as good if not better than cruisers for tanking and well when it comes to damage T2 escorts can one string battleships / flagships in 5-6 seconds.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
01-31-2010, 12:15 AM
Quote:
Originally Posted by Tsvaox
I was reading during the beta that cruisers are essentially useless while leveling up compared to escorts and science vessels. There was a fairly lengthy post that explained how a science ship can tank well enough and still have all use all of its unique skills while cruisers only gained 1 additional weapon slot. Escorts pack a lot more punch and when fitted properly can "tank" well enough.
Essentially useless? Hyperbole much? They could use some love but your overreaction is just silly.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
01-31-2010, 12:19 AM
Cruisers do need some loving. They can take far more damage than any other ships yes, but Science vessels can 'tank' better because of how much damage they can prevent. (Well other ships can do this to a lesser extent, they just can't do so as completely and permanently)

On the last day of open during the Borg event a friend and I (both in Science vessels) were duoing the 2x Cube + a few Sphere spawns. No one could have straight up 'tanked' those, but with out sci abilities we were able to lower the damage they were doing to us to the point that they were fairly easy to tank. Now could 1 Science vessel and a cruiser have done this also, yes. But then so could once Sci vessel and an escort. However no combo that didn't include a Sci vessel could have tanked those, the Cubes torpedo's virtually insta-drain all your shields and continue to drain them the second you reinforce.

In the long run for tanking damage prevention will always win out over absorption.
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