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Where are the Galaxy Captains?

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  • alexindcobraalexindcobra Member Posts: 608
    edited July 2012
    sollvax wrote: »
    Where are we in STF?

    well usually in a team with 4 other Galaxys
    (we WIN consistantly and get 75% of optionals)

    Sometimes in a pug but only if that pug does not abuse us on arrival (and it happens)

    Where are we in PVP?
    avoiding it
    because a Galaxy captain is USUALLY a Role player or a PVE player
    and we do not want to spend time blowing someone on the same team (federation) into Tiny tiny bits

    AS to the ODDY being the be all and end all
    Well its not

    oh its a little more popular
    but it steers like a COW and anyway its not A Galaxy

    A team with 5 Galaxy classes (or 3 Galaxys and a couple of Nebulas) can deal with pretty much any mission .

    And look good doing it

    If you like the oddy fly the oddy
    if you like the galaxy Fly the Galaxy

    if you fly ESCORTS or anything elsw don't try and tell the Cruiser boys and Girls what WE should fly .

    you don't see us saying "the defiant is underpowered and needs 6 foreward and 6 aft weapon slots and a commander tactical slot" do ya ??

    All you are telling us is that your Fleet likes role playing and good at teamwork in STF's. Some of us don't have fleets that are on the same schedule so we have to mate upt with ragtag teams that thag server puts together for STF or PVP.
  • alexindcobraalexindcobra Member Posts: 608
    edited July 2012
    I belive the sacer section spits ams if u equip the console. thats a unique trait of a gal r

    If you hadn't noticed, it shoots AMS right after separation wasting it when nobody attacks you. Now you have to use your own to get out of hairy situations.
  • alexindcobraalexindcobra Member Posts: 608
    edited July 2012
    I fly the Galaxy-X and I believe I'm pretty good at it. I love the ship!

    Galaxy X is a different type of ship. Mine is still a space fortress that stomps on Oddys.

    My alt characte flys a Galaxy R, so he can't uit in the same manner. I have to fly past opponants to smoke screen them with warp plasma so I can line them up for my torpedo volley. That more of a ht and run tactic but I lack DPS to get their shields down fast like I can with my Dread.
  • bladeofkahlessbladeofkahless Member Posts: 0 Arc User
    edited July 2012
    On my Fed main (Eng), though I bought the Gal-R when it was first available, he used a Sovvy for most of his Admiral career.
    Got the free Ody, and the pack. Loved the Ops Ody, but tried them all in many loadouts.
    A thread by Carmenara motivated me to dust off my ol' Gal-R.
    Had a ton of fun, but went back to my Ody... then I realized, I missed my Gal.
    Been using her since.
    Sure, I could have a more preferable loadout on an Ody, Star or Assault cruiser.
    But none of those 3 look as good defending the galaxy ;)
    aurigas7 wrote: »
    Turnrate is ok for a fat cruiser.

    *Hugs my Gal-R*
    She's not fat!
    She just has big support beams.
    :mad:

    It's me, Chrome. [Join Date: May 2009]

    "Oh, I may be captain by rank... but I never wanted to be anything else but an engineer." ~Montgomery Scott~
  • carmenaracarmenara Member Posts: 0 Arc User
    edited July 2012
    But none of those 3 look as good defending the galaxy ;)


    *Hugs my Gal-R*
    She's not fat!
    She just has big support beams.
    :mad:

    You're quite right. I've been using a Prototype Odyssey and assault cruiser as I wanted potential for more DPS and the awesome LTC boff.

    Doesn't feel as awesome as the Galaxy-R with 9 second CRF1 recharge.

    Methinks I will start playing the Galaxy again. Of all my ships that thing wins the most prototype salvage. As though the game is saying "wtf, how can galaxy pwn?"

    It doesn't make sense. Odyssey is superior in almost every way except turnrate, Assault cruiser has 3 tac consoles and 3 tac powers. But I still trust the Galaxy to pull through when it comes to you know, saving the galaxy.

    As commented by @gpgtx on fleet comms, cruisers are going to be more useful in Season 6 especially in starbase defence and no win scenarios. In Tribble testing his Galaxy R soldiered on to the end while everyone else was accumulating 2 minute respawn timer penalties.

    I'm not going to ask people to purposely buy the G-R - but for those of us who already have the ship... it's time to put them to use defending the Federation again :)
    STF Flight Instructor since Early 2012. Newbies are the reason why STO lives and breathes today. Do not discriminate.

    My Youtube Channel
  • gpgtxgpgtx Member Posts: 1,579 Arc User
    edited July 2012
    Galaxy X is a different type of ship. Mine is still a space fortress that stomps on Oddys.

    My alt characte flys a Galaxy R, so he can't uit in the same manner. I have to fly past opponants to smoke screen them with warp plasma so I can line them up for my torpedo volley. That more of a ht and run tactic but I lack DPS to get their shields down fast like I can with my Dread.

    not if you separate when you are not in red alert and like i said it will use it again after the 5 min cool down


    and yes i would not buy the ship for full price. i got both the gal-r and venture when they where on sale and i used dilithium to get them only spent total of $10 for both ships lol

    and yeah escorts do not really seem to be that great in the no-win and starbase defenses from what i saw DPS is great but actualy surviving and staying int he fight seems to be more preferable then just raw damage
    victoriasig_zps23c45368.jpg
  • carmenaracarmenara Member Posts: 0 Arc User
    edited July 2012
    gpgtx wrote: »
    not if you separate when you are not in red alert and like i said it will use it again after the 5 min cool down

    Stardrive + Attack Pattern Diarrhea is like an Engineering Bird of Prey, my other favourite.

    The only pity is there is no LTC Science boff for the G-R. Gravity well + diarrhea + TCD mine + HY plasma torpedo is simply fun, for lack of a better word :)

    I might do up a Tactical Galaxy later tonight. Good thing about a c store ship is they are account wide.

    If my engineering G-R did 1500 DPS per forward cannon... imagine what it's like with Attack Pattern Alpha, FOM and that fight to the death buff.

    Oh and 3 purple Technicians. Aux2battery ftw :D
    STF Flight Instructor since Early 2012. Newbies are the reason why STO lives and breathes today. Do not discriminate.

    My Youtube Channel
  • gpgtxgpgtx Member Posts: 1,579 Arc User
    edited July 2012
    if the gal-r had a LTC sci instead of the ensign eng that would make the ship so much better

    the ensign eng is pretty much useless do to cool down
    victoriasig_zps23c45368.jpg
  • carmenaracarmenara Member Posts: 0 Arc User
    edited July 2012
    gpgtx wrote: »
    if the gal-r had a LTC sci instead of the ensign eng that would make the ship so much better

    the ensign eng is pretty much useless do to cool down

    That's why I use Aux2batt on the Galaxy, which is hard to do on a standard cruiser without compromising other crucial engineering tasks.

    The extra engineering slot means... Pwnage :D Or at least, some measure of adaptability. EPTE and evasive can be really useful, and eliminate the need to carry engine batteries. I eat up engine batteries like crazy when on ISE sphere repulsion (noob compensation tactic lol) or CSN quick turnarounds.

    Evasive + engine battery / EPTE = full impulse speed for 8 seconds.

    Anyways, with the HUGE amount of interest on Tactical Galaxy R development on 'confederate' fleet comms I'm pretty sure we'll get the Galaxy Wing ready in time for a Sacrifice of Angels re-enactment later this week :)


    The only question is, is who's gonna fly the Defiant? The fleet is filled with full time cruiser pilots. Even the kids love star cruisers :P
    STF Flight Instructor since Early 2012. Newbies are the reason why STO lives and breathes today. Do not discriminate.

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  • hakaishinlegionhakaishinlegion Member Posts: 2 Arc User
    edited July 2012
    carmenara wrote: »
    That's why I use Aux2batt on the Galaxy, which is hard to do on a standard cruiser without compromising other crucial engineering tasks.

    The extra engineering slot means... Pwnage :D Or at least, some measure of adaptability. EPTE and evasive can be really useful, and eliminate the need to carry engine batteries. I eat up engine batteries like crazy when on ISE sphere repulsion (noob compensation tactic lol) or CSN quick turnarounds.

    Evasive + engine battery / EPTE = full impulse speed for 8 seconds.

    Anyways, with the HUGE amount of interest on Tactical Galaxy R development on 'confederate' fleet comms I'm pretty sure we'll get the Galaxy Wing ready in time for a Sacrifice of Angels re-enactment later this week :)

    Then in comes my Gal-X decloaking on an Alpha for some target practice on unsuspecting Gal-Rs. :D
    [SIGPIC][/SIGPIC]
    "Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
  • carmenaracarmenara Member Posts: 0 Arc User
    edited July 2012
    Then in comes my Gal-X decloaking on an Alpha for some target practice on unsuspecting Gal-Rs. :D

    Sure, like you will see experienced players ever using G-Rs en masse in PvP.

    Obviously the entire earlier page is dedicated to using G-Rs as a SECONDARY VESSEL type for cadets' STF training runs, re-enactment of historical Star Trek battles and other non-DPS crucial tasks. There are also certain players who, while being experienced PvPers themselves, participate in G-R threads because they are a fan of ALTERNATIVE MODES OF PLAY as well.

    I believe virtually -all- of us who are fans of the G-R already have extensive piloting experience for other 'optimal' ship types, and are simply looking for an alternative. Just as you would own a bunch of custom vehicles or motorcycles for weekend usage as a number of us do.

    I see nothing wrong with taking the discussion one step further by showcasing existing discussion regarding TNG-era roleplay.

    Your misplaced enthusiasm on blowing things up in PvP can go somewhere else, because I deem it common sense that Galaxy Rs en masse in competitive PvP play exists in one disciplined, highly organized mode of STO play where the two-nacelle Galaxy is indeed one of the top dogs: -

    TNG era fleet competitions.

    Which is again, a completely different topic.

    No one is trying to say the Galaxy is better than anything in the C-store tier 5 shiplist. Infact, I highly discourage purchase of the Galaxy and even the Nebula, in favour of Odysseys and Atroxes and the Armitage, because in the eye of the casual player (STO's primary demographic in actual server population) they simply offer much more bang for the buck than the 1600cp ones.

    Which brings me to the point. Those of us who purchased G-Rs and creating organized activities for them should be commended, not attacked. If you want to blow up Galaxies day in day out, there is a perfect venue to do so on Klingon raiding missions.

    In the meantime, there is community demand for G-R 'retro' piloting, organized G-R events, and aforementioned alternative modes of play.

    My support for this discussion is purely commending those posters in the previous page for their initiative, and for creating said alternative modes of play. My support is not just restricted to contributing build data to minimize this ship's weaknesses and giving it new strengths. My support also encompasses creating a non-discriminatory environment for the creation of a supportive community favourable to the use of 'alternative ship types'.

    After all, STO is an developing universe. There is a place for tanking cruisers especially in the new missions in Season 6. The Galaxy-R is a tanking cruiser, and so it's here to stay.
    STF Flight Instructor since Early 2012. Newbies are the reason why STO lives and breathes today. Do not discriminate.

    My Youtube Channel
  • edited July 2012
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  • sierrafortunesierrafortune Member Posts: 129 Arc User
    edited July 2012
    carmenara wrote: »
    That's why I use Aux2batt on the Galaxy, which is hard to do on a standard cruiser without compromising other crucial engineering tasks.

    The extra engineering slot means... Pwnage :D Or at least, some measure of adaptability. EPTE and evasive can be really useful, and eliminate the need to carry engine batteries. I eat up engine batteries like crazy when on ISE sphere repulsion (noob compensation tactic lol) or CSN quick turnarounds.

    Evasive + engine battery / EPTE = full impulse speed for 8 seconds.

    Anyways, with the HUGE amount of interest on Tactical Galaxy R development on 'confederate' fleet comms I'm pretty sure we'll get the Galaxy Wing ready in time for a Sacrifice of Angels re-enactment later this week :)


    The only question is, is who's gonna fly the Defiant? The fleet is filled with full time cruiser pilots. Even the kids love star cruisers :P

    How about an Armitage with a full wing of fighters? :cool:
    With an Akira Skin of course!

    I agree with everything in this though, the Gal-R is just so much fun to fly. Yeah her turnrate sucks, yeah she's not as good of a tank as the Oddy, yeah she doesn't have as nice of a toy as the Gal-X but it's just so much fun to fly. For me it's the epitome of the Cruiser line. When I fly my Oddy I feel like a super-freighter trying to turn in the Panama Canal. When I fly my Gal-R I feel like I'm in that scene from DS9 where the USS Galaxy is bearing down on the Cardassian Turret, or the Sacrifice of Angels scene.
  • cdnhawkcdnhawk Member Posts: 108 Arc User
    edited July 2012
    I'm one of those folks with a little extra money to throw around, so I bought the Ody 3 pack and the Galaxy-X. While I love the versatility of the Ody when equipped with all 3 consoles, somehow it's just not as much fun as the Gal-X. Cloak, close to point blank range, hit 3 buffs, decloak and "FIRE EVERYTHING!!" Lather, rinse, repeat, and giggle like an idiot at how squishy most targets immediately become. :D
  • starcommando101starcommando101 Member Posts: 0 Arc User
    edited July 2012
    cdnhawk wrote: »
    I'm one of those folks with a little extra money to throw around, so I bought the Ody 3 pack and the Galaxy-X. While I love the versatility of the Ody when equipped with all 3 consoles, somehow it's just not as much fun as the Gal-X. Cloak, close to point blank range, hit 3 buffs, decloak and "FIRE EVERYTHING!!" Lather, rinse, repeat, and giggle like an idiot at how squishy most targets immediately become. :D

    So you have learned huh?.... Now the Secret Starfleet Service will take your gal-x...
    The Average PvP player
    [SIGPIC][/SIGPIC]
    1) Teamwork and timing is #1
    2) You cannot "Kirk It" in every ship
    3) You are going to die, just get back up
  • carmenaracarmenara Member Posts: 0 Arc User
    edited July 2012
    cdnhawk wrote: »
    I'm one of those folks with a little extra money to throw around, so I bought the Ody 3 pack and the Galaxy-X. While I love the versatility of the Ody when equipped with all 3 consoles, somehow it's just not as much fun as the Gal-X. Cloak, close to point blank range, hit 3 buffs, decloak and "FIRE EVERYTHING!!" Lather, rinse, repeat, and giggle like an idiot at how squishy most targets immediately become. :D



    Serious question for Galaxy-X captains:

    How important are the Tactical console slots? My next purchase was going to be the Tactical Odyssey for the 3 tac consoles and universal boff and the X has 2 and assault cruiser boffs.

    Given the choice between the two, which one would have superior damage output given a standard loadout?

    When I have two tac consoles I'll usually stick two phaser consoles in it but with 3 I can either do 3 phasers or 2 phaser 1 quantum.

    I guess for standard skirmishing scenarios 3 tac consoles + LtC & Lt tac the Odyssey would be superior, but does the Phaser Lance + dual cannons make all that moot?

    Both cost 2000 CP, and I can pick between cloak & lance (X), or 5 tactical boff powers and 3 tac consoles (Tac oddy).
    STF Flight Instructor since Early 2012. Newbies are the reason why STO lives and breathes today. Do not discriminate.

    My Youtube Channel
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited July 2012
    Considering Galaxy-X is a spike cruiser and phaser console boosts lance dmg. It is very noticeable difference (it had 2 consoles in the past only). If you like to use Dual cannons on it as well (I do, but know most people find it extremely difficult) it's even more crucial.

    As for Oddyssey. I personally would buy the science version, as I feel it is superior to tactical one. Sensor Analysis is much more powerful than single console.
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
  • hakaishinlegionhakaishinlegion Member Posts: 2 Arc User
    edited July 2012
    carmenara wrote: »
    Serious question for Galaxy-X captains:

    How important are the Tactical console slots? My next purchase was going to be the Tactical Odyssey for the 3 tac consoles and universal boff and the X has 2 and assault cruiser boffs.

    Hakaishin: For the lance? Infinitely. Though it should be noted that the Venture-X has 3 Tac Consoles, not 2.

    Non-depreciating +28% with purple consoles each on a weapon with such high base damage is irreplacable.

    3 Tac Consoles each providing that, that's where a huge majority of your damage is coming from with the weapon.

    It should be noted however - Ody does not have that lance. The performance will not be the same when comparing the effect on the two ships.


    Given the choice between the two, which one would have superior damage output given a standard loadout?

    You miss the point of the Galaxy-X I believe.

    It is not a DPS weapon.

    It is a Burst weapon.

    There is a definable difference.

    Move in under cloak to point blank, apply all your buffs, decloak, and 1-shot whatever was stupid enough to be in your path.

    Continue secondary weapons fire for the duration of your tactical buffs on the team's primary target to help bring it down.

    Once buffs wear off, pull out of the main fighting and support your team as a healer/tank until lance is off cooldown.

    Evasive out of the engagement, cloak, and do it again.

    VERY different than anything the Ody could do, and trying to compare them is comparing a cadilac with an M1A1 Abrams.


    When I have two tac consoles I'll usually stick two phaser consoles in it but with 3 I can either do 3 phasers or 2 phaser 1 quantum.

    Hakaishin: When you have 5+ Tac consoles, then you would be justified in trying to split it up.

    Otherwise you lose FAR too much damage dropping that phaser console.

    Remember - Tac consoles are non-depreciating.

    Also, neither Odys nor Gal-X's should be using Quantums. That slow of a turn rate, and the fact you only have 1 Ensign and 1 Lieutenant Tac BOFFs, you will never practically keep your nose on a target long enough to make good use of faster-reloading torpedoes.

    If you're just gung-ho about torpedoes, and just can't stand to fly a ship without them, use Tricobalt with High Yield 1.

    Fire that Lance and Trico at the same time when you decloak. If that enemy survives your lance, their shield will be down and that trico will hit immediately for the kill.

    By the time you get your nose on another target accurately, you will have that 60 second recharge torpedo already good to go again.

    Someday, people will learn Cruisers =/= Escorts, and to stop building them like one...

    Someday.


    I guess for standard skirmishing scenarios 3 tac consoles + LtC & Lt tac the Odyssey would be superior, but does the Phaser Lance + dual cannons make all that moot?

    Hakaishin: Again - DPS vs Burst.

    NO other ship... NONE - 0 - ZILCH - NADA - can produce the same instant-kill potential as the Galaxy-X.

    That said, Gal-X performs the role of sniper perfectly.

    Cloak, maneuver into position undetected, apply your buffs, and when the timing is right, open fire.

    That enemy's dead, now while all your buffs are still on, kill something else. Buffs run out, heal and support your team, then pull out and recloak for the element of surprise in your next burst.

    Ody Tac is a support DPS, support Tank. Fundamentally different. Produces a bit more sustained damage, but has absolutely 0 burst capability (so the likelihood of it solo-killing targets in PvP is almost 0).

    Do NOT expect to fly the two ships the same way.


    Both cost 2000 CP, and I can pick between cloak & lance (X), or 5 tactical boff powers and 3 tac consoles (Tac oddy).

    Hakaishin: Neither is "better". However don't be foolish in thinking the choice is that simple.

    Both ships are like night and day in play styles.

    Choose one that fits what you want to accomplish.

    I hope that answers your concerns.

    Note that all my answers are in regards to PvP, because if it works in PvP, it is OP in PvE's mind-numbing, sleep-inducing droll repetition.
    [SIGPIC][/SIGPIC]
    "Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited July 2012
    carmenara wrote: »
    Serious question for Galaxy-X captains:

    How important are the Tactical console slots? My next purchase was going to be the Tactical Odyssey for the 3 tac consoles and universal boff and the X has 2 and assault cruiser boffs.

    Given the choice between the two, which one would have superior damage output given a standard loadout?

    The Gal-X will have the best spike potential.

    The Sci Ody, not the Tac Ody, will have the best DPS.

    This is due to Sensor Analysis, which is significantly stronger than any single Tactical console by a vast margin.

    The Ody also has the most versatility due to the Lt Cmdr and Ensign Uni stations - this would allow you to choose as you like to completely change your playstyle.

    The Gal-X is a very specific cruiser with a burst damage tool on a 3 minute cooldown. The Phaser Lance is a lot of fun, but outside of PvP it's either overkill against most Elite STF enemies (probes, spheres), or they will shrug it off completely with their 500k to 1.5 million (or more?) hull values.

    I own all three of this ships, I've run extended DPS parsings on all of them.

    The Sci Ody comes out ahead as the best all around Cruiser for Tanking, Support and Overall DPS. It also has the best potential for survivability with the ability to slot 4x Field Generator Consoles (+18% Shield Cap). It also has an extra console over the Gal-X.

    With a MACO MK XII Shield and max Field Generator Consoles, you are probably looking at 9.5 to 10.5k worth of shields on the Gal-X.

    With the same MACO MK XII Shield and max Field Generator Consoles on the Sci Ody, you are looking at about 15.5-16k Shield per facing.




    If you're planning either of these for PvP, I think you would really need to know exactly what you want to do and what kind of PvP (PUG, premades, Kerrat) you will be doing.


    Note that all my answers are in regards to PvP, because if it works in PvP, it is OP in PvE's mind-numbing, sleep-inducing droll repetition.


    Elite Borg either have so much hull that the phaser lance becomes a cute toy, or are too low on the target value chain to waste a 3 minute cooldown power on.

    Also, DEM, is basically pointless in PvE. Most targets do not bother with trying to keep their shields up, and the vast bulk of their survivability comes from massive hull values.

    Lastly, a decloaking alpha strike is at most a parlor trick on an STF.


    So while PvE might be repetitive, not all powers that are useful in PvP are as useful in PvE.
  • hakaishinlegionhakaishinlegion Member Posts: 2 Arc User
    edited July 2012
    Granted, though I've yet to design a PvP build that doesn't make any PvE venture become so ridiculously boring and easy that I want to put a bullet in my head just to end the suffering.

    I don't need to "maximize for PvE" if my PvP build will finish any STF + bonus in half (or less) the time of even conventional PvE parties.

    Though while against a Tac Cube, gates, or Donatra the Gal-X Alpha, it is an instant-kill for ordinary cubes, which any other ship would spend 30+ seconds duking out with. As you mentioned, ridiculous overkill for the spheres and probes.

    I stand by my statement. If it works in PvP, it is overpowered for anything PvE can throw at it.

    Every rule has exceptions. But doesn't make them completely invalid.
    [SIGPIC][/SIGPIC]
    "Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
  • alohaa1alohaa1 Member Posts: 9 Arc User
    edited July 2012
    To the OP....omfg spell checker man.....i mean its friggin built into the formus.
    To have the grammatical errors in all of the posts you put out you are simply ignoring the spell checker function.

    Also walls of text are fail and i miss the coolass ninja suit pic you used to have.

    I do agree that the Gal-R has gotten the short end of the stick as it were. But i have hopes for the Fleet version. Unfortunately Cryptic is very adept at dashing the hopes of our player base. :(
  • dan6526dan6526 Member Posts: 3 Arc User
    edited July 2012
    Lets be fair here... Cryptic seems to think Federation Cruisers are turtles only. The KDF equivalents to these ships out turn us in every case. So yes the Gal-R and Gal-X have the worst turn-rate. Same as the Odyssey... 6. The Sovy and Star Cruiser both are ahead a whopping 1 Base-Turn-Rate at 7.

    The Odyssey makes a better ship because, it has better BOff arrangements. I know someone was wanting to replace the Ens Engineer for a LtCmdr Science... yeah... no. LtCmdr Engineer for LtCmdr Science would be far more appropriate as that would unfairly give the Gal-R two more abilities :P Try again LOL. If they did switch those two (LtCmdr Sci and Eng) it would probably draw more attention to her, but that's the layout I hope they give the Ambassador.

    Why not run:
    Cmdr Eng: EPtW 1, RSP 1, EPtS 3, APtSIF 3
    LtCmdr Eng: EPtW 1, (Free Power), EPtS 3
    Ens Eng: ET 1
    Lt Sci: HE 1, TSS 2
    Lt Tact: BO 1/HYT 1, FAW 2/BO 2

    Not touching Consoles because some people still think a Fed Cruiser needs to turn for some odd reason. If you want to tank/support ditch RFC, RCS, go Armor up, move Assimilated Console to Eng, free up slots for your Shield Cap and Regen.

    But regardless. The Science Odyssey is the best Tank in game... So the Gal-R is unfavorable. As an Engineer it makes too much sense, even a Tactical Captain should go this route LOL. Between the Sci-Ody, Excelsior, and Assault Cruiser all of the Fed Cruiser roles are pretty well spoken for in regards to better base turn, better BOff arrangements, the Gal-R just doesn't have anything.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited July 2012
    dan6526 wrote: »
    Lets be fair here... Cryptic seems to think Federation Cruisers are turtles only. The KDF equivalents to these ships out turn us in every case.

    Basically yes.

    I'm not sure why the devs specifically design Fed cruisers as turtles and turtles only and then design KDF battle cruisers to basically be better at the game in nearly every mechanical way.
  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited July 2012
    aurigas7 wrote: »
    Well, I think the Galaxy has just a crappy BO layout. I like ships that are as close to canon as possible, and the Galaxy ingame doesn't reflect that. It is an exploration ship, mostly tasked with science and exploration in the tv show.
    Lt Commander science instead of the Ensign eng. and I would fly it. Turnrate is ok for a fat cruiser.

    This was my exact suggestion in the other thread. Basically a Lt. Com. Sci slot would give it some teeth without turning it into something it isn't. It even makes a lot more sense canonically.
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