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  • andoriansrusandoriansrus Member Posts: 4 Arc User
    edited October 2012
    I might not have commented on this thread but the statement that the Nebula is a poor excuse for a Science ship prompted me to respond.... I will take my Nebula against anything out there and while I may lose I am at least going to give you a fight you have to worry about.... poor excuse for a science ship my TRIBBLE$
    Major Xi'Zzin
    I.R.W. Raptor's Claw
    Storm Eagle Class Warbird Fleet Ha'feh
    I have never trusted humans, and I never will
  • alexindcobraalexindcobra Member Posts: 608
    edited October 2012
    Seriously I cant even believe that you think that the Nebula Class is a weak excuse for a science ship... you must have NEVER played a Science Captain or truly USED a Nebula Class,

    I fly the Nebula, I understand that it is a science ship and therefor not going to put out the DPS that an Escort of the same Quality (I have the Fleet Nebula now) but to say its a weak excuse for a science ship is laughable at best you obviously do not know how to make it work for you (thats ok it might not fit with your playstyle) I have found the Nebula and then the Fleet nebula to be VERY effective in STF's and PVP, apparently it is dangerous enough that I eventually become the focus of the ENTIRE opposing team in PVP, as for it being a Poor Excuse for a science ship I just dont see it.. I log in and get asked if I want to pvp when I ask what ship I should bring the answer is always the same... "bring the Nebula"

    it is in my opinion that most of you that cry and whine about how this ship or that ship is OP and that they need to fix this ship or that to bring it up to the power level of the current Pay To Win ships, have never really sat down and experimented with or worked on creating a build that can and will work.... I recently posted TWO Nebula builds that work EXTREMELY well in PVP and with the swapping of a BOFF also works well in STF's

    as I have said many times its not the ship[ its user error...
    Actually I do fly a Nebula with one of my characters. I'm trying to make it work, but without that cheating borg /MACO setup(I hate to have to use it.), my ship can't survive in PVP. I loaded it with alot of crowd control powers so i can make it work in STF. I am not a science captain and just use the Nebula to as a passifier ship till they come out with the Ambassador. I am already saving for a fleet Galaxy, so I don't have the cheese to put it on the fleet Nebula. I don't complain about a ship without experimenting. Compared to the non-TNG ships they are quit lacking in performance.
  • alexindcobraalexindcobra Member Posts: 608
    edited October 2012
    I'm still angry about the fact that the Galaxy-R has no bite at all. The Fleet version will juts get more Eng consoles slot but that doesn't give weapons bite if you have already reached your power cap.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2012
    Seriously I cant even believe that you think that the Nebula Class is a weak excuse for a science ship... you must have NEVER played a Science Captain or truly USED a Nebula Class,

    I fly the Nebula, I understand that it is a science ship and therefor not going to put out the DPS that an Escort of the same Quality (I have the Fleet Nebula now) but to say its a weak excuse for a science ship is laughable at best you obviously do not know how to make it work for you (thats ok it might not fit with your playstyle) I have found the Nebula and then the Fleet nebula to be VERY effective in STF's and PVP, apparently it is dangerous enough that I eventually become the focus of the ENTIRE opposing team in PVP, as for it being a Poor Excuse for a science ship I just dont see it.. I log in and get asked if I want to pvp when I ask what ship I should bring the answer is always the same... "bring the Nebula"

    it is in my opinion that most of you that cry and whine about how this ship or that ship is OP and that they need to fix this ship or that to bring it up to the power level of the current Pay To Win ships, have never really sat down and experimented with or worked on creating a build that can and will work.... I recently posted TWO Nebula builds that work EXTREMELY well in PVP and with the swapping of a BOFF also works well in STF's

    as I have said many times its not the ship[ its user error...

    the nebula is a fine sci ship, many times have i encountered build only they can have that have given me trouble. just because the nebula is fine, doesn't mean the galaxy is fine. in this case its the ship, in spite of the user.

    both ships turn at the lowest end of their ship type, but at least the nebula has an extremely versatile station setup. the galaxy couldn't be less versatile, and is so overloaded in 1 thing that it practically has to write off its ensign station entirely, instead of using it for an extreamly useful tac or sci power.
  • travrymatravryma Member Posts: 11 Arc User
    edited October 2012
    tangolight wrote: »
    That's purely subjective and doesn't prove anything. There have been no announced changes to the Galaxy-R recently, and I seriously doubt that any of the devs have touched at all recently, what with all the cries of neglect about it.

    Off the top of my head, I can think of a few reasons why you might be finding it harder. Here are just a few possibilities:
    • the mobs you are fighting might have been buffed and it might be harder for everyone, not just you.
    • you could have just been unluckier than usual with damage and crits
    • you might be fighting different sorts of enemies in those fleet missions. If someone has a higher tier base that the mission is being based off of, you can fight more difficult enemies such as Borg or Tholians
    • your teams in the past might have been better team players and supporters

    As a side note, my engineer flies a Galaxy-R as her primary ship, and I haven't noticed that I'm having a harder time fighting NPCs.

    I find all this rather Amusing since i pulled my Galaxy-R outa mothballs just the other day for old time sake. I have been in game since launch and I can fly and keep anyship alive in a long drawn out fight or a short one. The Key here is gear. If you dont have good gear you die. I saucer sep all the time and go head to head with multiple people in cross faction fleet pvp. These people are good because we fight to stalemates more often than not. We do this nightly for me to pull a ship out that i havent flown in over a year because i have been flying a Defiant that doubles as a tank thats right I tank an escort in 2 on 1 pvp and last 5 or more min. Again I say its all about the gear, the keybinds and well hate to say it the player. In not trying to start a fight but sir the Galaxy-R is a mighty fine ship in the hands of someone like me. She is easy to fly and not so easy to kill find me in game and Ill tell you how to set her up so you dont keep dieing
    VA Travis@Iborg316
    Archangel
    Astral Coalition
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2012
    travryma wrote: »
    I find all this rather Amusing since i pulled my Galaxy-R outa mothballs just the other day for old time sake. I have been in game since launch and I can fly and keep anyship alive in a long drawn out fight or a short one. The Key here is gear. If you dont have good gear you die. I saucer sep all the time and go head to head with multiple people in cross faction fleet pvp. These people are good because we fight to stalemates more often than not. We do this nightly for me to pull a ship out that i havent flown in over a year because i have been flying a Defiant that doubles as a tank thats right I tank an escort in 2 on 1 pvp and last 5 or more min. Again I say its all about the gear, the keybinds and well hate to say it the player. In not trying to start a fight but sir the Galaxy-R is a mighty fine ship in the hands of someone like me. She is easy to fly and not so easy to kill find me in game and Ill tell you how to set her up so you dont keep dieing

    gear is not that big of a deal. as long as you got blue mk x and up your fine. doff active roster is MUCH more important, followed by your ability build, and most important of all is personal skill

    i can do all that and more in a galaxy R. when ever i get it out i usually rule pugs in it. that doesn't mean its any good, i could do so much better if i were using any other cruiser
  • andoriansrusandoriansrus Member Posts: 4 Arc User
    edited October 2012
    ok I will give it to you that the Gal-R has some failings that need to be addressed but after reading through the entire topic here there are some that say its fine while others think it needs help.... I will just stay out of that argument since Im still figuring out my Gal-R, on the Subject of the Nebula it is Partially about the gear... you need to select the proper gear for what you are trying to do..... the look on someones face as I come about and drop a couple tricobalt mines as I turn in to engage... lighting someone up then hitting them and thier friends with Isometric Charge

    Im telling you these universal consoles you can get now give you more viable options to make any ship work in a way you would like to see....

    so I will agree that it is partially about the gear but I would also like to point out that the correct gear for your build coupled with player skill goes a LONG way.... I have the ability to mix and match all of the STF gear on my ship but have found that for now the Polarized Disruptors coupled with the Complete Omega Mk XII set, is a pretty nasty setup for anyone out there..... so to sum up... yes it's about gear, yes it's about the build (personal skills, BOFF abilities) and yes it's about player skill... add all three of those together and you CAN find a winning combination that works for your individual playstyle
    Major Xi'Zzin
    I.R.W. Raptor's Claw
    Storm Eagle Class Warbird Fleet Ha'feh
    I have never trusted humans, and I never will
  • shentoshento Member Posts: 0 Arc User
    edited October 2012
    Ultimately. All arguments aside.
    When it comes down to it, its simple. Build what you like. Play what is comfortable for you. My experience in MMO RPG has taught me that there is no right or wrong way to play. If you find something that works for you and the people you play with and you can have fun with it. GO WITH THAT.

    If you don't like someone else's build or ship or DOFF arrangments or what ever. SO ...Effin.. what. Its not your account, its not your $14.99 a month ( if you still choose to pay, and if your f2P you damn sure have no right to say anything) you have no right to tell someone else how to play. You wanna do that, go play World of Warcrack where people put up with that nonesence.

    Personally I will miss the City of Heroes community where people simply accepted each other's right to play and enjoy the community of friends and like minded souls. STO would so much the better even with its lack of growing content and bugs if we could all culitvate that spirit into OUR game.
  • whamhammer1whamhammer1 Member Posts: 2,290 Arc User
    edited October 2012
    I'm still angry about the fact that the Galaxy-R has no bite at all. The Fleet version will juts get more Eng consoles slot but that doesn't give weapons bite if you have already reached your power cap.

    You can use the fifth for a high level RCS accelerator.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2012
    shento wrote: »
    Ultimately. All arguments aside.
    When it comes down to it, its simple. Build what you like. Play what is comfortable for you. My experience in MMO RPG has taught me that there is no right or wrong way to play. If you find something that works for you and the people you play with and you can have fun with it. GO WITH THAT.

    If you don't like someone else's build or ship or DOFF arrangments or what ever. SO ...Effin.. what. Its not your account, its not your $14.99 a month ( if you still choose to pay, and if your f2P you damn sure have no right to say anything) you have no right to tell someone else how to play. You wanna do that, go play World of Warcrack where people put up with that nonesence.

    Personally I will miss the City of Heroes community where people simply accepted each other's right to play and enjoy the community of friends and like minded souls. STO would so much the better even with its lack of growing content and bugs if we could all culitvate that spirit into OUR game.

    other then taking a gal R into a team activity like pvp or an stf, no body has a problem with anybody using the ship. on a team though the ship just drags down the potential performance for the team, wich is a shame. bringing any other cruiser to the match would have worked better.

    we want the galaxy R buffed so its not a drag on a team.
    You can use the fifth for a high level RCS accelerator.

    yes and a fleet galaxy with 5 turn consoles will likely turn about as well as a fleet negvar with none. so 1 ship basically has 0 eng consoles wile the other has all 5 when they are on an even standing. see why this slotting tons of turn consoles is a non solution?
  • yreodredyreodred Member Posts: 3,527 Arc User
    edited October 2012
    yes and a fleet galaxy with 5 turn consoles will likely turn about as well as a fleet negvar with none. so 1 ship basically has 0 eng consoles wile the other has all 5 when they are on an even standing. see why this slotting tons of turn consoles is a non solution?

    That's the problem with such low turn rates and the fact that RCS consoles don't give a flat bonus. The lower the basic turn rate a ship has the less do RCS consoles contribute.
    One has to invest a huge amount of Consoles just to be on par with other ships.

    But i could live with it, but i think the missing firepower is the main problem the Galaxy Class has in STO.
    The devs should have made the Jupiter Dreadnought the Flying Brick, a slow and almost stationary ship which job is to heal other ships, but they never should have given the Galaxy Class this job.

    The Galaxy should have been a slower but harder hitting Assault Cruiser type of ship IMO. While Assault cruisers should have been focused more on torpedo firepower, the Galaxy Class should be the energy weapons "specialist".


    Thank you for reading or ignoring, depending on who you are. ;)
    "...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--" - (TNG) Picard, quoting Judge Aaron Satie

    A tale of two Picards
    (also applies to Star Trek in general)
  • whamhammer1whamhammer1 Member Posts: 2,290 Arc User
    edited October 2012
    yes and a fleet galaxy with 5 turn consoles will likely turn about as well as a fleet negvar with none. so 1 ship basically has 0 eng consoles wile the other has all 5 when they are on an even standing. see why this slotting tons of turn consoles is a non solution?

    Yes, but what does the turn rate look like when it is in separated mode vs a Negvar? You could always have five armor consoles to boost your toughness when you are in the Stardrive section.

    I've been playing my Gal-R in STF's and fleet Mark missions and its doing just fine with Mk XII Antiproton weapons and Q-torps (HYT1, BO2). My Stardrive right now is about 18.3' turn rate (with 47,000 hull), that's not too bad. Plus the DBB and torps work well then.
  • yreodredyreodred Member Posts: 3,527 Arc User
    edited October 2012
    gear is not that big of a deal. as long as you got blue mk x and up your fine. doff active roster is MUCH more important, followed by your ability build, and most important of all is personal skill

    i can do all that and more in a galaxy R. when ever i get it out i usually rule pugs in it. that doesn't mean its any good, i could do so much better if i were using any other cruiser
    That's exactly what i tried to explain some day ago, when someone tried to "help" me with a (somehow weird) Galaxy build.
    My problem with the Galaxy isn't that i cannot fly it properly, but the fact that all other Cruisers are better in what i can do with the Galaxy -R.
    The Galaxy is just overpowered with healing abilities, no one needs that.

    I know STO is a MMO and everything has to be extreme, but i prefer "balanced" BOFF & Console layouts.
    I wouldn't mind to sacrifice a fair bit of survivability in exchange for more firepower.
    I could even live with it being so slow and sluggish as it is now, but the lack of Firepower is extreme unsatisfactorily!
    I wouldn't mind this if it wheren't the Galaxy Class, it would have been perfectly ok if it where one of Cryptics ugly designs, like the Jupiter Dreadnought or the Typhoon!
    But the Galaxy Class is something special, it bears a meaning, many people care about it, some of us have grown up with this ship and what do cryptics devs do?
    They make it the most boring ship in the game!

    Alone in this thread we have shown several ways to solve this problem but the only thing the devs do is to increase the turnrate of federation escorts!

    I know they don't read threads like this anymore (if they ever did) nor will they ever answer to us or even think about doing something about our problem.


    Thank you for reading or ignoring, depending on who you are. ;)
    "...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--" - (TNG) Picard, quoting Judge Aaron Satie

    A tale of two Picards
    (also applies to Star Trek in general)
  • whamhammer1whamhammer1 Member Posts: 2,290 Arc User
    edited October 2012
    yreodred wrote: »
    That's exactly what i tried to explain some day ago, when someone tried to "help" me with a (somehow weird) Galaxy build.
    My problem with the Galaxy isn't that i cannot fly it properly, but the fact that all other Cruisers are better in what i can do with the Galaxy -R.
    The Galaxy is just overpowered with healing abilities, no one needs that.

    I know STO is a MMO and everything has to be extreme, but i prefer "balanced" BOFF & Console layouts.
    I wouldn't mind to sacrifice a fair bit of survivability in exchange for more firepower.
    I could even live with it being so slow and sluggish as it is now, but the lack of Firepower is extreme unsatisfactorily!
    I wouldn't mind this if it wheren't the Galaxy Class, it would have been perfectly ok if it where one of Cryptics ugly designs, like the Jupiter Dreadnought or the Typhoon!
    But the Galaxy Class is something special, it bears a meaning, many people care about it, some of us have grown up with this ship and what do cryptics devs do?
    They make it the most boring ship in the game!

    Alone in this thread we have shown several ways to solve this problem but the only thing the devs do is to increase the turnrate of federation escorts!

    I know they don't read threads like this anymore (if they ever did) nor will they ever answer to us or even think about doing something about our problem.


    Thank you for reading or ignoring, depending on who you are. ;)


    Have you ever used the Gal-R with its console? I've been using it in STFs and Fleet Mark events, it does a great job, especially in missions where crowd control is needed and ESPECIALLY good with the Blockade mission. I even get better results with that ship than I do the Regent. Seperate the saucer and blast away. In between tac boff abilities use dem and aceton to boost damage (it works that way). I have a dbb and a 180 torp in front and a 90 torp in back and the rest are ba's, not to mention the low level phaser on the saucer. Its not a dps beast , but I am getting the job done. A fleet version would be even tougher if you add more armor (ttl 3)to it and having two sci consoles for shield caps. (with the Borg console in engineering)
  • yreodredyreodred Member Posts: 3,527 Arc User
    edited October 2012
    Have you ever used the Gal-R with its console? I've been using it in STFs and Fleet Mark events, it does a great job, especially in missions where crowd control is needed and ESPECIALLY good with the Blockade mission. I even get better results with that ship than I do the Regent. Seperate the saucer and blast away. In between tac boff abilities use dem and aceton to boost damage (it works that way). I have a dbb and a 180 torp in front and a 90 torp in back and the rest are ba's, not to mention the low level phaser on the saucer. Its not a dps beast , but I am getting the job done.
    yreodred wrote: »

    My problem with the Galaxy isn't that i cannot fly it properly, but the fact that all other Cruisers are better in what i can do with the Galaxy -R.
    The Galaxy is just overpowered with healing abilities, no one needs that.
    Is my english that bad?


    Let me say it a last time:
    EVERYTHING THIS SHIP CAN DO, CAN BE DONE BETTER WITH A OTHER CRUISER!
    (sorry for the caps :o )
    Sorry, i don't want to sound rude.

    My point was: the Galaxy is overpowered with defensive abilities and totally underpowered with offensive abilities.

    That alone wouldn't be so bad if the Galaxy would be at least more versatile so you could adapt you BOFF layout to compensate that. But that's not the case either.

    Speaking about the saucer seperation, yes it makes the ship more maneuverable but that's of no use, since you cannot kill someones shield very well to use torpedoes + maneuverability in a effective way.


    What this ship needs is a BOFF layout like this:
    Tac: Lt.
    Engineering: Cmdr., Lt.Cmdr.
    Universal: Lt., Ensign (maybe)

    Consoles:
    Engineering: 4
    Science: 2
    Tactical: 2
    Universal: 1


    Thank you for reading or ignoring, depending on who you are. ;)
    "...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--" - (TNG) Picard, quoting Judge Aaron Satie

    A tale of two Picards
    (also applies to Star Trek in general)
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited October 2012
    ...
    Allow me to say it again, most tier 5 ships have 5 bridge officer slots. Stop shafting your designs by only giving them 4 -.-
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2012
    its not overpowered defensively, it has a worthless ensign slot were other ships have an extreamly useful ensign slot
  • whamhammer1whamhammer1 Member Posts: 2,290 Arc User
    edited October 2012
    its not overpowered defensively, it has a worthless ensign slot were other ships have an extreamly useful ensign slot

    Its not a worthless ensign slot, I use it for an emergency power to engines. Tie that in with evasive maneuvers and aux to inertial dampers, and that ship scurries along pretty good (without power drain) or can sustain a higher than normal speed by spreading the three out.
  • whamhammer1whamhammer1 Member Posts: 2,290 Arc User
    edited October 2012
    yreodred wrote: »
    Is my english that bad?


    Let me say it a last time:
    EVERYTHING THIS SHIP CAN DO, CAN BE DONE BETTER WITH A OTHER CRUISER!
    (sorry for the caps :o )
    Sorry, i don't want to sound rude.

    My point was: the Galaxy is overpowered with defensive abilities and totally underpowered with offensive abilities.

    That alone wouldn't be so bad if the Galaxy would be at least more versatile so you could adapt you BOFF layout to compensate that. But that's not the case either.

    Speaking about the saucer seperation, yes it makes the ship more maneuverable but that's of no use, since you cannot kill someones shield very well to use torpedoes + maneuverability in a effective way.


    What this ship needs is a BOFF layout like this:
    Tac: Lt.
    Engineering: Cmdr., Lt.Cmdr.
    Universal: Lt., Ensign (maybe)

    Consoles:
    Engineering: 4
    Science: 2
    Tactical: 2
    Universal: 1


    Thank you for reading or ignoring, depending on who you are. ;)

    As far as too defensive, use some of the higher end engie "ofensive" abilites and use the lower end for heals and speed boosts, that will improve the damage output. You can argue that other ships can do it better, but they are left at a disadvantage when they could use that extra ensign slot for a contingency ability, like a speed burst. Even with the cooldown argument, its still a decent tool to have.

    My Galaxy is the only cruiser I have right now that has aux to id, which is an all purpose use buff, it can be used to buff against photonic shockwave or to pick up a BIG turn rate boost for a short period.

    The R can run DBB and torps up front to increase its damage vs broadsiders when using the stardrive. My Gal-R stardrive sits at 18.3' per second turn rate, its not too hard to use some 90' weapons that have higher dps at that point. Throw a HYT1 and BO1 and you don't have a lt. comm in the mix, but neither do most of the cruisers or sci ships (think about the star cruisers crying the blues)
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