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Negh'Var vs Galaxy turnrate

alexindcobraalexindcobra Member Posts: 608
edited November 2012 in Federation Discussion
The Negh'Var is slightly larger the the Galaxy Class and have relatively same mass in over 4 million metric tons. How does it out turn the Galaxy in this game? When I read Memory Alpha, it doesn't mention anything about it being a very manuverable ship, and in reading Memory Beta its says the Negh'Var's design "was a significant departure from "traditional" Klingon designs which favored swift, agile vessels, instead offering heavy firepower and pure brute strength." Thats from canon sources, so why is the Galaxy turning slower than the Negh'Var in this game? I have a KDF character that flies a Negh'Var. He has the same moderate level engine performance on skill tree as my Fed character that flies a Galaxy. My Negh'Var only have a VIII Combat Impulse engine that adds 13.9 flight speed and .33 turn rate. After all that, it has a 14.2 turn rate, flight speed of 18.86, and 25 inertia. My Galaxy has a Jem'Hadar Combat Impulse engine that adds 16.4 flight speed and .18 turn rate. In the end, the overal flight speed is 21.56, turn rate 8.9, and 25 inertia.
The base turn rate on the Negh'Var is 9 while the base turn rate of the Galaxy is 6. Do you see something wrong here? Do I smell bais? If there is no canon facts to back up the Devs' action as to why they crippled the Galaxy over another equal capital ship, then they have run out of excuses and it is time for them to correct that bais mistake. Its time for them to fix the Galaxy's base turn rate and put it at 9 just like the KDF's Negh'Var.
Post edited by alexindcobra on
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Comments

  • andoriansrusandoriansrus Member Posts: 4 Arc User
    edited October 2012
    do my eyes decieve me you mean we ACTUALLY have bias FOR the KDF ? thats heresey.... someone shoot this unbeliever.... you want to learn about bias... let me enlighten you

    http://www.stowiki.org/User:Peregrine_Falcon#The_History_Of_The_Klingon_Empire_With_Cryptic_Studios
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  • alexindcobraalexindcobra Member Posts: 608
    edited October 2012
    do my eyes decieve me you mean we ACTUALLY have bias FOR the KDF ? thats heresey.... someone shoot this unbeliever.... you want to learn about bias... let me enlighten you

    http://www.stowiki.org/User:Peregrine_Falcon#The_History_Of_The_Klingon_Empire_With_Cryptic_Studios

    That is not heresay. Your link is alot of hype that they want to get people interested in the game. After the game started, people complained in the forums about the game's performance. The Devs, type in yellow when they speak on forums. If you were in this game during its launch the Devs had admitted giving KDF ships that out performed Fed ships to make KDF side more appealing to new players so more people would populate that side, even though it lacked story. Thats over 2 years ago they can add PVE , KDF is not in danger of thining out, and its time to fix the Galaxy's 6 point turn rate.
  • andoriansrusandoriansrus Member Posts: 4 Arc User
    edited October 2012
    om you really should look at my Sig... I have been playing this game since Beta not that it matters much now.... and from my point of view (and I play Characters on BOTH factions) all I have seen is the Fed players complaining about the disparity between the two factions ships.... I was attempting to be funny and it failed nothing more... but seriously maybe the Galaxy does need a bit of a turn buff but by that same token so would the Nebula and any other fed cruiser out there... just cause a KDF Cruiser and lets face it in reality the KDF only have one End Game cruiser which does not cost z-points where as the Feds have what like 3 ? try using a different cruiser instead or maybe mess with your console layout experiment I see plenty of people that can get the galaxy to turn.... just as I see many Negh'Vars that cant turn any better... seriously you might want to address your build and tactics.... "MOST" ships have different characteristics that will require a different way of playing WITH those particular ships.....

    and as for the KDF is better I dont see it when most of the GOOD KDF toys are now available to the Feds dont believe me ?

    does Theta Radiation Vents, Isometric Charge, Subspace Console, Gravometric Pulse Consoles ring any bells ? no then lets talk about the Atrox... a Carrier then we can add the Armatage the KDF has NOTHING in the Class of an Armatage....

    http://www.stowiki.org/User:Peregrine_Falcon#The_History_Of_The_Klingon_Empire_With_Cryptic_Studios

    the above link is WHY I will always try to remind people that the feds more times than not ALWAYS get the best of everything while the KDF as per the usual has to make due with what they have...
    Major Xi'Zzin
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  • momawmomaw Member Posts: 0 Arc User
    edited October 2012
    I don't think there can be any dispute that the Negh'var beat the pants off Federation's whales. While I do like wallowing along in my Odyssey and surviving everything until they die, Neggie's ability to mount dual cannons and the agility to use them puts it into an entirely new degree of firepower.

    Though, really you want to look at the Vor'cha for "OMG BIAS!" ammunition. It turns even better than the Negh'var and it isn't saddled with a useless third ensign engineer slot.
  • alexindcobraalexindcobra Member Posts: 608
    edited October 2012
    om you really should look at my Sig... I have been playing this game since Beta not that it matters much now.... and from my point of view (and I play Characters on BOTH factions) all I have seen is the Fed players complaining about the disparity between the two factions ships.... I was attempting to be funny and it failed nothing more... but seriously maybe the Galaxy does need a bit of a turn buff but by that same token so would the Nebula and any other fed cruiser out there... just cause a KDF Cruiser and lets face it in reality the KDF only have one End Game cruiser which does not cost z-points where as the Feds have what like 3 ? try using a different cruiser instead or maybe mess with your console layout experiment I see plenty of people that can get the galaxy to turn.... just as I see many Negh'Vars that cant turn any better... seriously you might want to address your build and tactics.... "MOST" ships have different characteristics that will require a different way of playing WITH those particular ships.....

    and as for the KDF is better I dont see it when most of the GOOD KDF toys are now available to the Feds dont believe me ?

    does Theta Radiation Vents, Isometric Charge, Subspace Console, Gravometric Pulse Consoles ring any bells ? no then lets talk about the Atrox... a Carrier then we can add the Armatage the KDF has NOTHING in the Class of an Armatage....

    http://www.stowiki.org/User:Peregrine_Falcon#The_History_Of_The_Klingon_Empire_With_Cryptic_Studios

    the above link is WHY I will always try to remind people that the feds more times than not ALWAYS get the best of everything while the KDF as per the usual has to make due with what they have...

    Dude, the stats don't lie. If you have characters in both factions then get a Negh'Var and a Galaxy and compare base stats and stats after skill boost. That what i did, and that is why I made this thread because there is no good reason why the Galaxy can't turn like the Negh'Var.
  • travelingmastertravelingmaster Member Posts: 0 Arc User
    edited October 2012
    momaw wrote: »
    I don't think there can be any dispute that the Negh'var beat the pants off Federation's whales. While I do like wallowing along in my Odyssey and surviving everything until they die, Neggie's ability to mount dual cannons and the agility to use them puts it into an entirely new degree of firepower.

    Though, really you want to look at the Vor'cha for "OMG BIAS!" ammunition. It turns even better than the Negh'var and it isn't saddled with a useless third ensign engineer slot.

    The Federation has the edge when it comes to escorts (Defiants and Patrol Escorts, anyone? MVAE?) and science vessels. I guess it balances out.

    And yes, the Vor'cha is an excellent battlecruiser.
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  • harrymonkleyharrymonkley Member Posts: 100 Arc User
    edited October 2012
    The Negh'Var is slightly larger the the Galaxy Class and have relatively same mass in over 4 million metric tons. How does it out turn the Galaxy in this game? When I read Memory Alpha, it doesn't mention anything about it being a very manuverable ship, and in reading Memory Beta its says the Negh'Var's design "was a significant departure from "traditional" Klingon designs which favored swift, agile vessels, instead offering heavy firepower and pure brute strength." Thats from canon sources, so why is the Galaxy turning slower than the Negh'Var in this game? I have a KDF character that flies a Negh'Var. He has the same moderate level engine performance on skill tree as my Fed character that flies a Galaxy. My Negh'Var only have a VIII Combat Impulse engine that adds 13.9 flight speed and .33 turn rate. After all that, it has a 14.2 turn rate, flight speed of 18.86, and 25 inertia. My Galaxy has a Jem'Hadar Combat Impulse engine that adds 16.4 flight speed and .18 turn rate. In the end, the overal flight speed is 21.56, turn rate 8.9, and 25 inertia.
    The base turn rate on the Negh'Var is 9 while the base turn rate of the Galaxy is 6. Do you see something wrong here? Do I smell bais? If there is no canon facts to back up the Devs' action as to why they crippled the Galaxy over another equal capital ship, then they have run out of excuses and it is time for them to correct that bais mistake. Its time for them to fix the Galaxy's base turn rate and put it at 9 just like the KDF's Negh'Var.
    Apparently the Klingons have always had better impulse engine technology than the Federation according to canon - which would be a logicial fit with the Klingon historical doctrine of making fast manouverable ships designed to fairly single-mindedly blow things up.

    Having ships with identical capabilities and different skins is not good for diversity - everyone who plays can choose to use whichever ships/classes/faction they like on each character without penalty to their other characters - if you don't want to fly a ship with really bad turn rate, then choose something else with better turn rate. Try reading the cruiser thread in the PvP section, I've been trying some of their ideas on a mirror star cruiser I picked up for chump change on the exchange - and I have to say that space whales can be suprisingly effective and fun if you build them correctly.
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited October 2012
    Apparently the Klingons have always had better impulse engine technology than the Federation according to canon - which would be a logicial fit with the Klingon historical doctrine of making fast manouverable ships designed to fairly single-mindedly blow things up.


    This^^^. The Devs gave nod to that canon fact by giving the KDF better turnrates, Cannon usage, usually slightly higher hull but lower shielding and warp capabilities.
    I looked at the MEM/Alpha description and while I saw nothing to say the NEgh is slow and ponderous, I did find the adjectives "Quick and powerful" used to describe it.

    I say the feds need to be happy thats as far as the Devs went with honoring soft canon for the Negh'vhar.
    The Negh'vhar was reputed in soft canon to be built with so much armor plating that it acted as a second set of shields in combat. Boy wouldn't that ruffle some fed underwear.
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  • jackdonnerjackdonner Member Posts: 13 Arc User
    edited October 2012
    The Negh'Var is slightly larger the the Galaxy Class and have relatively same mass in over 4 million metric tons. How does it out turn the Galaxy in this game?

    It's beacuse Fed's cant steer..
  • age03age03 Member Posts: 1,664 Arc User
    edited October 2012
    It is widely known the Klink ships have great maneuverability compared to that of the Federation.Feds have better shielding.
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  • momawmomaw Member Posts: 0 Arc User
    edited November 2012
    Shield strength is basically pointless in this game. What makes a ship tank is shield resists and heals, and all cruisers are on similar footing in this regard. My Vor'cha can survive almost any situation that my Odyssey can, except it's twice as deadly while doing it.
  • alexindcobraalexindcobra Member Posts: 608
    edited November 2012
    If you read Memeory Beta, it will tell you the design of the Negh'Var departs from tradition of swift and agile ships to favor firepower and brute strength. In the show, it didn't do alot of manuvering.

    The balance between factions as a whole really shouldn't have anything to do with the Galaxy's turn rate being at 6 while the Negh'Vars' at 9. We all know why they did it in the past, but there is no good reason why they can't correct it now. Correcting the turn rate of the Galaxy would have no effect on any balance since all the other ships turn rates start above 9.

    I love it when people bring up rumors about a ships stats, and armaments, yet they bring no material to back it up. "Armor that acts like a shield by itself?" Where did you get that information? What canon sites can you reference, or did you just make that up because it sounds cool?
  • khayuungkhayuung Member Posts: 1,876 Arc User
    edited November 2012
    jackdonner wrote: »
    It's beacuse Fed's cant steer..

    Go rewatch [Sacrifice of Angels] and tell me those Galaxy conn officers can't steer. :P


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  • age03age03 Member Posts: 1,664 Arc User
    edited November 2012
    If you read Memeory Beta, it will tell you the design of the Negh'Var departs from tradition of swift and agile ships to favor firepower and brute strength. In the show, it didn't do alot of manuvering.

    The balance between factions as a whole really shouldn't have anything to do with the Galaxy's turn rate being at 6 while the Negh'Vars' at 9. We all know why they did it in the past, but there is no good reason why they can't correct it now. Correcting the turn rate of the Galaxy would have no effect on any balance since all the other ships turn rates start above 9.

    I love it when people bring up rumors about a ships stats, and armaments, yet they bring no material to back it up. "Armor that acts like a shield by itself?" Where did you get that information? What canon sites can you reference, or did you just make that up because it sounds cool?
    This game is not based on the show when it comes to ships and the site is telling the canon of the those ships and depends on the accuracy of those that site.
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  • jellico1jellico1 Member Posts: 2,719
    edited November 2012
    Apparently the Klingons have always had better impulse engine technology than the Federation according to canon - which would be a logicial fit with the Klingon historical doctrine of making fast manouverable ships designed to fairly single-mindedly blow things up.

    Having ships with identical capabilities and different skins is not good for diversity - everyone who plays can choose to use whichever ships/classes/faction they like on each character without penalty to their other characters - if you don't want to fly a ship with really bad turn rate, then choose something else with better turn rate. Try reading the cruiser thread in the PvP section, I've been trying some of their ideas on a mirror star cruiser I picked up for chump change on the exchange - and I have to say that space whales can be suprisingly effective and fun if you build them correctly.

    In Cannon Feds have superior Battleship class impulse and warp drive engines always have ,much better in fact.In cannon klingon battleships and battlecruisers are 2nd class to the Feds
    Klingons have vastly better cruiser engines ,ships roughly 1/2 the size of the galaxy class of ship,The power of the klingon fleet were there Cruisers in cannon

    STO lumps battleships dreadnoughts Battlecruisers Cruisers and light cruisers in the same
    catagory so the distintion is lost here in this game
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  • marc8219marc8219 Member Posts: 0 Arc User
    edited November 2012
    Fed cruisers get more shields, hull, and sci consoles then KDF cruisers, thats why we get cloak, DHC, and more turn rate. Your Galaxy is a better tank then the Neghvar, thats the trade off. Try KDF out if you want to play a more maneuverable offensive cruiser.
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  • diogene0diogene0 Member Posts: 0 Arc User
    edited November 2012
    Feds have the best science ships and escorts, the kdf has better cruisers. That's how it works for now.
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  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited November 2012
    If you read Memory Beta
    Memory Beta is considered soft canon as much as any novel or PnP game for Star Trek.
    I love it when people bring up rumors about a ships stats, and armaments, yet they bring no material to back it up. "Armor that acts like a shield by itself?" Where did you get that information? What canon sites can you reference, or did you just make that up because it sounds cool?
    But since you are being an TRIBBLE about it, I got the description of the Negh'var from the old PnP Star Trek game book on Vessels of the KDF.
    I will attempt to find a PDF so you too can read about the Negh'var.

    It describes the fact that the Negh'var had extra hull armor that even when shields where down would act as a second shield, giving the vessel a little more time to survive in combat. It was a moment of great pride for the Klingon Engineers.
    Its even here, at the Star Trek fanzone wikithey are talking about how heavily armored the Negh'var is, so much more than a Soveriegn class federation vessel in fact.
    Every where one looks in soft canon about the Negh'vars armor and how it was way more armored than any other KDF vessel.

    But hey, I haven't spend hours searching the internet for all things Klingon related over the last years to feed my fandom, so I'm sure I'm just pulling this one out my cheeks as you suggest. I mean, come on. What would I know about klingon lore and facts?
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  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited November 2012
    I feel I must point out that the Neg'vhar is a battlecruiser. The Galaxy is an exploration cruiser. Since the Neg'vhar was built for combat, and the Galaxy was not, I can see why the devs would give the Neggy a better turn rate than the Galaxy.

    Just a thought.
    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)
  • misterde3misterde3 Member Posts: 4,195 Arc User
    edited November 2012
    jellico1 wrote: »

    In Cannon Feds have superior Battleship class impulse and warp drive engines always have ,much better in fact.In cannon klingon battleships and battlecruisers are 2nd class to the Feds
    Klingons have vastly better cruiser engines ,ships roughly 1/2 the size of the galaxy class of ship,The power of the klingon fleet were there Cruisers in cannon

    STO lumps battleships dreadnoughts Battlecruisers Cruisers and light cruisers in the same
    catagory so the distintion is lost here in this game

    Since you say it's canon, can you point to any canon episode or anything else where this is mentioned, especiall the "battleship" part?
  • misterde3misterde3 Member Posts: 4,195 Arc User
    edited November 2012
    Just to add something:

    I firmly believe the Galaxy as she is implemented now is sorely lacking.
    I'd LOVE to use one on my Fed engineer, but as it stands now I'll never leave my Star Cruiser.
    But it is not the turnrate that should be buffed (would make little sense for her, she was never particularly maneuverable) but I think she should have other advantages to make her useful.
    First and foremost she should have better shields than the other non-Oddy cruiser (she currently has 1.0 like every other T5 cruiser) and possibly even more bonus power available.
    She was strong enough to provide power to the alien in "Encounter at Farpoint" and the Romulan Warbird in "Timescape".
    These should be things that set her apart from other ships.
    It wold also set a nice contrast to all those other ships that put emphasis in their impulse propulsion (like the Negh'var) while the Galaxy has this enormous energy potential from her massive warpcore to draw on.

    And while it may sound like heresy to my fellow KDF players, if there "needs" to be a Federation cruiser with pets, the Galaxy with her massive shuttlebay 1 (big enough to carry Runabouts, again from "Timescape") would be the right ship for this.
  • baudlbaudl Member Posts: 4,060 Arc User
    edited November 2012
    misterde3 wrote: »
    Just to add something:

    I firmly believe the Galaxy as she is implemented now is sorely lacking.
    I'd LOVE to use one on my Fed engineer, but as it stands now I'll never leave my Star Cruiser.
    But it is not the turnrate that should be buffed (would make little sense for her, she was never particularly maneuverable) but I think she should have other advantages to make her useful.
    First and foremost she should have better shields than the other non-Oddy cruiser (she currently has 1.0 like every other T5 cruiser) and possibly even more bonus power available.
    She was strong enough to provide power to the alien in "Encounter at Farpoint" and the Romulan Warbird in "Timescape".
    These should be things that set her apart from other ships.
    It wold also set a nice contrast to all those other ships that put emphasis in their impulse propulsion (like the Negh'var) while the Galaxy has this enormous energy potential from her massive warpcore to draw on.

    And while it may sound like heresy to my fellow KDF players, if there "needs" to be a Federation cruiser with pets, the Galaxy with her massive shuttlebay 1 (big enough to carry Runabouts, again from "Timescape") would be the right ship for this.

    i actually like the idea of a shuttlebay for the galaxy-r. srsly the ship is the least desireable of all cruisers. But i believe the shuttlebay should be restricted to only carry shuttles, not fighters of any kind.
    Even a special device, some shuttles, that have infinte charges would be cool to have on that ship. maybe this device could be interchangeable to all cruisers.
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  • misterde3misterde3 Member Posts: 4,195 Arc User
    edited November 2012
    baudl wrote: »
    i actually like the idea of a shuttlebay for the galaxy-r. srsly the ship is the least desireable of all cruisers. But i believe the shuttlebay should be restricted to only carry shuttles, not fighters of any kind.
    Even a special device, some shuttles, that have infinte charges would be cool to have on that ship. maybe this device could be interchangeable to all cruisers.

    But if it were interchangeable to all cruisers...we'd basically be back to square 1 since it would not set the Galaxy apart from other cruisers, right?:confused:
  • alexindcobraalexindcobra Member Posts: 608
    edited November 2012
    age03 wrote: »
    This game is not based on the show when it comes to ships and the site is telling the canon of the those ships and depends on the accuracy of those that site.

    Theres is no statment in the game telling why the Negh'Var is turning 9 and the the Galaxy turning 6, so whether the game is based on Star Trek or not, there is not reason for the two factions to be uneven with the same class of ships. There is no excuse, so you need to stop making excuses for this game. You are not a Dev.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited November 2012
    impulse engines are a drive coil fed by plasma, they propel the ship in basically the same way the warp engens do, only they are 'cammed' to operate at a 'lower RPM' as in not faster then light.

    the fact that there are ports that look like they are for exhaust seems to contradict this some, but that might be more for maneuvering, they could be acting like large RCS ports. the actual device propelling the ship seems to be all internalized, explains the defiant and nebula not having really any visible exterior component.

    the impulse drive coil is ether fed directly by a fusion reactor, or piped in EPS from the warp core.

    so it seems to be the impulse drive coil creates the thrust, and the large impulse exhaust thrusters do the majority of the maneuvering along with the rcs ports.


    i see zero reason why klingon impulse tech would be better or vice versa. there is not a single good reason for fed and kdf cruisers not to turn about the same.
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited November 2012
    Theres is no statment in the game telling why the Negh'Var is turning 9 and the the Galaxy turning 6, so whether the game is based on Star Trek or not, there is not reason for the two factions to be uneven with the same class of ships.

    They are not the same class of ships.

    The federation have Cruisers, a multi-platform vessel designed to perform multiple roles in the field as it needs to in the term of its exploration mission.

    The KDF has Battle Cruisers, vessels designed for warfare and conquest with no room for families or anything not used to further the Empire through combat.

    This like saying the Humvee I buy off the car lot is the same as the Military one I ridden in in the past. They are both Humvees but they are not the same.
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  • misterde3misterde3 Member Posts: 4,195 Arc User
    edited November 2012
    i see zero reason why klingon impulse tech would be better or vice versa. there is not a single good reason for fed and kdf cruisers not to turn about the same.

    Yes and no.
    On ships of similar mass this may apply if both have the same amount of space invested into engines and the engines work under the same...I don't know how to cal it I'm sorry...conditions.
    On ships like the Galaxy that are designed for long-range exploration the engines are probably tuned for efficiency and range.
    On a warship like the Negh'var that is probably not designed to be operated for the same amount of time away from a base those engines would be tuned for less efficiency but brute output.
    Thus they'd produce less thrust per fuel spent but have more thrust output overall.
    This is actually not my own idea but from the (softcanon?) "Cheyenne Operations Manual" that describes this difference between the impulse engines of the more long-range minded Cheyenne and her more combat-oriented cousin the New Orleans.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited November 2012
    misterde3 wrote: »
    Yes and no.
    On ships of similar mass this may apply if both have the same amount of space invested into engines and the engines work under the same...I don't know how to cal it I'm sorry...conditions.
    On ships like the Galaxy that are designed for long-range exploration the engines are probably tuned for efficiency and range.
    On a warship like the Negh'var that is probably not designed to be operated for the same amount of time away from a base those engines would be tuned for less efficiency but brute output.
    Thus they'd produce less thrust per fuel spent but have more thrust output overall.
    This is actually not my own idea but from the (softcanon?) "Cheyenne Operations Manual" that describes this difference between the impulse engines of the more long-range minded Cheyenne and her more combat-oriented cousin the New Orleans.

    thats silly really, these long range ships are meant to spend weeks at warp, and at impulse a very small part of the time. it merely for maneuvering within solar systems or around objects of interest, or in battle. these explorers arent going to 'travel' at impulse at all.

    people SEVERALLY underestimate how combat capable all these fed love boats are. their primary weapon, the phaser array, is the most ingenious weapon ever conserved of frankly.

    - it has amazing packaging, it doesn't take up a huge internal compartment like a similarly powerful cannon would. merely the EPS piping and about half of each emitter is internalized, the rest sticks out of the hull, across its surface.

    - its damage output can easily be dialed in between 1% and 100%, just by using a single emitter, or the power of all the emitters at once

    - its firing arc is anything that any part of the array has line of sight with, at full power too

    -even when part of the array is damaged, it can still operate around the damage. even though they it seemed like they were completely taken off line every time the camera shakes. a centralized gun would be much easier to completely disable with 1 direct hit.

    - its also the most scalable weapon ever too. the longer the array, the more emitters it has, the more powerful its output can be. the power of a galaxy class's main array is second only to the big under slung guns on a negvar, and the huge nose cannon on a romulan D'd, but it can hit anything it has line of sight with, those cannon weapons having very small fireing arcs. of course for plot reason the galaxy was rarely able to effectively flex its firepower muscle, to often that would have resolved the issue in an episode or movie in a way that would lack a certain drama.



    klingons and other races focus on ambushes and large heavy cannons to deal damage, federation ships are designed to deal damage from a defensive position, and having full effectiveness at any angle.
  • age03age03 Member Posts: 1,664 Arc User
    edited November 2012
    I feel I must point out that the Neg'vhar is a battlecruiser. The Galaxy is an exploration cruiser. Since the Neg'vhar was built for combat, and the Galaxy was not, I can see why the devs would give the Neggy a better turn rate than the Galaxy.

    Just a thought.
    This is untrue when it come to the game as the Neg. is a BB and the Galaxy is a DN(dreadnought) a lighter class BB.


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  • jellico1jellico1 Member Posts: 2,719
    edited November 2012
    misterde3 wrote: »
    Since you say it's canon, can you point to any canon episode or anything else where this is mentioned, especiall the "battleship" part?

    Sure I can it's easy

    Strict Cannon is the star mechanics approved by the creator
    of star trek Gene R , I'n tos , games board and pc

    Cannon is tv shows and movies after his death

    Soft cannon is everything else including STO , wiki , cartoons ect

    Official starship Race ,limits ,styles ,types ect are I'n the FASA
    starship tactical combat simulator and it's companion
    Modules which create the entire startrek universe
    From ship mechanics warp speed empire sizes fleet strengths
    Maps ect.

    All of this was created with Gene Rs approval

    Find a starship construction manual
    A tactical combat simulator
    A Fed , Klingon,Romulan ship recognition Manual

    They may be online or for sale on Ebay
    A better system has not been made by anyone yet
    Jellico....Engineer ground.....Da'val Romulan space Sci
    Saphire.. Science ground......Ko'el Romulan space Tac
    Leva........Tactical ground.....Koj Romulan space Eng

    JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
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