test content
What is the Arc Client?
Install Arc

increasing the turn rate for the oddy

jim625jim625 Member Posts: 907 Arc User
edited March 2013 in Federation Discussion
hi I'm really struggling to get a better turn rate for my oddy ship I have the adapted maco space set equipped and two engineering consoles that helps increase the turn rate but its still a bit slow
Post edited by jim625 on
«1

Comments

  • ferdzso0ferdzso0 Member Posts: 0 Arc User
    edited February 2013
    jim625 wrote: »
    hi I'm really struggling to get a better turn rate for my oddy ship I have the adapted maco space set equipped and two engineering consoles that helps increase the turn rate but its still a bit slow

    welcome to cruisers

    10k DPS Vesta threads: 1; 2
  • baudlbaudl Member Posts: 4,060 Arc User
    edited February 2013
    personally i'm a supporter of giving all cruiser +2 turnrate up until a max of 10.

    but in your case the solution is simpler: get the chevron separation console from the command oddy. RCS consoles are useless on cruiser, it is not worth putting on one if your base turnrate is below 9 or 10.
    Go pro or go home
  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited February 2013
    jim625 wrote: »
    hi I'm really struggling to get a better turn rate for my oddy ship I have the adapted maco space set equipped and two engineering consoles that helps increase the turn rate but its still a bit slow

    Saucer Separation helps.
  • mikearoomikearoo Member Posts: 342 Arc User
    edited February 2013
    Even a +1 on an oddy would be great, give that +1 to the galaxy too >.>
  • jellico1jellico1 Member Posts: 2,719
    edited February 2013
    +2 to all fed cruisers....And that klingon bathtub :P
    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
  • elandarkskyelandarksky Member Posts: 1,013 Arc User
    edited February 2013
    (doesn't fly many cruisers)

    but why do people ask for better turn rates? using beams is 180-360 coverage, mines in the back, maybe a torp in the front?

    The only reason i can thing of is 90degree sci abilities, and even then its limited?
    [Combat (Self)] Your Bite deals 2378 (1475) Physical Damage(Critical) to Spawnmother.
  • baudlbaudl Member Posts: 4,060 Arc User
    edited February 2013
    (doesn't fly many cruisers)

    but why do people ask for better turn rates? using beams is 180-360 coverage, mines in the back, maybe a torp in the front?

    The only reason i can thing of is 90degree sci abilities, and even then its limited?

    well you are absolutely right, a cruiser with 6 degrees can do nothing really better than one with 8.
    The only thing that would be improved is the handling of the ship to a point where it is not totally annoying to a point where you throw it into a corner and never look at it a second time.

    it is simply a conveniance to be able to turn your ship around and engage again in less than 30 seconds.
    Klingon cruisers have it, and even if you don't run them with dual cannons you start to appreciate the higher turnrate, just for the sake of a quicker response to your input.

    there is hardly a tactical or dps gain involved in a slight increase of turnrate...it just handles better.
    Go pro or go home
  • stirling191stirling191 Member Posts: 0 Arc User
    edited February 2013
    Maneuverability = tactical flexibility.

    Being unable to control when or where you join a fight, being unable to avoid immobile objects, being able to shift fire to/away from shield facings easily, being able to get into/out of range of friendly/enemy targets (and probably plenty more examples that aren't sitting at the front of my brain at the moment) all contribute to how effective a ship can be in a combat situation.
  • raventomoeraventomoe Member Posts: 723 Arc User
    edited February 2013
    I believe you can do three things to help your turn rates and I have used this as I fly mainly cruisers (liking them and being an Engi and all).


    1. RCS Console at green or higher quality will always be of a boost no matter how little it gives. I think it is possible to stack these.

    2. Impulse Power Skill will increase your turn rate as well.

    3. <Insert type> Impulse Engines w/ [TURN] boosts. I prefer Combat Impulse engines as I rarely run my engines over 50 power (and when I do it is the balanced setting) as they are more efficient at lower energy levels. You could get away with the Aegis set too from what I've read up on it.
    "The Multiverse, the ultimate frontier..."
    Thus begins...Lyrical Trek
  • shandypandyshandypandy Member Posts: 632 Arc User
    edited February 2013
    One RCS console. Two copies of http://www.stowiki.org/Ability:_Auxiliary_to_Dampeners cycling.
    About as good as you'll get.
    giphy.gif
  • tancrediivtancrediiv Member Posts: 728 Arc User
    edited February 2013
    You can turn the Oddy fast. Hit Evasive Maneuvers, throw it into reverse and hard right or left. It's a common method when flying a Galaxy X with cannons. Another good trick is hitting Eject Warp Plasma and EM and hitting reverse when those escorts are on your 6. They fly by, get snared, and now you are on their 6, able to bare right or left to broadside them as you move to their generally poor firepower broadsides.

    Player and forumite formerly known as FEELTHETHUNDER

    Expatriot Might Characters in EXILE
  • lonh12lonh12 Member Posts: 0 Arc User
    edited February 2013
    Your in a oddy...its meant to get abused if you built it right. Drop your impulse to anywhere between a third/ half impulse power while in contact youll turn better and keep your targets in the firing arcs longer. Keep Evasive manuvers and your impulse toggles handy if you gotta get out of a bind...just a tip. Its always worked for me.
  • meurikmeurik Member Posts: 856 Arc User
    edited February 2013
    I really don't see the harm in giving all cruisers a passive boost of +2 turn rate (maximum 10 turn rate for cruisers). Escorts will still be able to fly circles around a cruiser, and Science ships are somewhere in-between. At current, Cruisers are soo very much "flying bricks" it's not even funny. I'm trying to level a new Engineer in nothing but Cruisers, but it's not the most fun in the world.
    HvGQ9pH.png
  • edited February 2013
    This content has been removed.
  • maxvitormaxvitor Member Posts: 2,213 Arc User
    edited February 2013
    Not gonna happen, you will never get a high turn rate from a cruiser, not without sacrificing something else. You can get better turning by using Chevron separation but you sacrifice a chunk of your armor to do it, so there's the trade off. Hitting reverse gives you a decent turn rate but reverse uses reserve power, another trade off. The devs would not change RCS consoles to give specific benefits to cruisers unless it also took something away to balance the benefit.
    If something is not broken, don't fix it, if it is broken, don't leave it broken.
    Oh Hell NO to ARC
  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    edited February 2013
    baudl wrote: »
    personally i'm a supporter of giving all cruiser +2 turnrate up until a max of 10.

    i support that as well

    i say, no less than a base turn of 7, and no more than 10.5 (because of the kamarag)

    even at 7, bortasqu' and carriers would be a lot more usable for me than they currently are
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • fratarfratar Member Posts: 49 Arc User
    edited February 2013
    I agree completely!
    Passive +2 at least
  • cliftona91cliftona91 Member Posts: 254
    edited February 2013
    i support that as well

    i say, no less than a base turn of 7, and no more than 10.5 (because of the kamarag)

    even at 7, bortasqu' and carriers would be a lot more usable for me than they currently are

    Actually it would be no more than 11 because of the K'tinga
  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    edited February 2013
    cliftona91 wrote: »
    Actually it would be no more than 11 because of the K'tinga

    which version? or do they all have 11 turn?
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • oldkirkfanoldkirkfan Member Posts: 1,263 Arc User
    edited February 2013
    jellico1 wrote: »
    klingon bathtub :P

    Isn't that an oxymoron...?

    Like Jumbo Shrimp... Military Intelligence... and Customer Service...?



    As for the Oddy, Saucer Separation and throwing it into reverse are your best bet.
  • je11yfishje11yfish Member Posts: 43 Arc User
    edited February 2013
    jim625 wrote: »
    hi I'm really struggling to get a better turn rate for my oddy ship I have the adapted maco space set equipped and two engineering consoles that helps increase the turn rate but its still a bit slow

    Things you can do to boost turn rate directly:
    0) engine choice: combat/impulse/hyper
    1) impulse thruster skill
    2) RCS accelerator console / tachyokinetic converter (pick one; a 2nd is negligible)
    3) chevron separation (6 --> 14.5)
    4) different ship

    Things you can do to boost turn rate indirectly:
    1) higher engine power setting
    2) higher engine power skill
    3) higher engine power console -- Injector Assembly
    4) EPtE
    5) Aux2Batt
    6) MACO shield (very minor)
    7) Omega shield
    8) APO (major)
    9) Aux2Damp (major)
    10) Evasive Maneuvers (very major)

    Things you can do to make turn rate less relevant:
    1) position yourself appropriately; forethought
    -- Ex. Federation Fleet Alert -- sit above the starbase and pivot as needed
    2) leverage firing arcs
    -- beam array = one 250-degree firing arc
    -- beam array broadside = two 70-degree firing arcs
    -- mines = point-blank 360-degree firing arc
    3) immobilize enemy
    -- SCI abilities for drain/disable/etc.
    -- phaser/polaron procs <10km -- 7 beams + BFAW
    -- chroniton procs <10km
    -- beam target engines <10km
    -- tractor beams <5km
    -- EWP point-blank ~0.5km
    -- Tractor Beam Mines
    -- Chroniton Mines
    -- Thermoionic torpedo
    -- Consoles:
    ---- Graviton Pulse Generator
    ---- Grappler
    ---- Theta Radiation Vents
    ---- emission-seeking torpedo
    ---- Temporal Warfare set
    -- This is not a comprehensive list but might give you some ideas.


    I don't fly an Odyssey but if I did I would probably set it up like this, assuming you are able to have Chevron Separation active 100% of the time:

    ENG CDR: EPtW1 Aux2Batt1 EPtS3 DEM3/EWP3
    Doffs: purple Technician x3

    ^ that eliminates redundancy and frees up your UNI LCDR to be adaptable, which is supposed to be one of the perks of flying an Odyssey. If for some reason you can't maintain 100% uptime on Chevron Separation, or you demand even more maneuverability, then you can use the UNI LCDR as follows to compensate:

    UNI LCDR ENG: (whatever) Aux2Damp1 (whatever) ... ~75% uptime with Aux2Batt above
    or
    UNI LCDR TAC: (whatever) (whatever) APO1 ... ~60% uptime with Aux2Batt above

    Gear:
    Adapted MACO engine -- for combat impulse
    Adapted MACO shield -- 2-set bonus adds another ~5 power to all when used with Aux2B
    MACO deflector -- boosts Adapted MACO shield further and mitigates hull loss due to chevron separation

    You can also commit to shifting power to compensate, such as:
    100/50/25/25 default --> shift to 50/50/75/25 when necessary


    Some reasonable DOFF ideas that might make cruisers more appealing:
    (who knows, maybe something like this will be available someday)
    1) Improve turn rate on use of Aux2Damp
    2) Improve turn rate on use of EPtE
    3) Improve tractor beam range to 7.5km on use of Tractor Beam
  • travelingmastertravelingmaster Member Posts: 0 Arc User
    edited February 2013
    je11yfish wrote: »
    Things you can do to boost turn rate directly:
    0) engine choice: combat/impulse/hyper
    1) impulse thruster skill
    2) RCS accelerator console / tachyokinetic converter (pick one; a 2nd is negligible)
    3) chevron separation (6 --> 14.5)
    4) different ship

    Things you can do to boost turn rate indirectly:
    1) higher engine power setting
    2) higher engine power skill
    3) higher engine power console -- Injector Assembly
    4) EPtE
    5) Aux2Batt
    6) MACO shield (very minor)
    7) Omega shield
    8) APO (major)
    9) Aux2Damp (major)
    10) Evasive Maneuvers (very major)

    Things you can do to make turn rate less relevant:
    1) position yourself appropriately; forethought
    -- Ex. Federation Fleet Alert -- sit above the starbase and pivot as needed
    2) leverage firing arcs
    -- beam array = one 250-degree firing arc
    -- beam array broadside = two 70-degree firing arcs
    -- mines = point-blank 360-degree firing arc
    3) immobilize enemy
    -- phaser/polaron procs <10km -- 7 beams + BFAW
    -- chroniton procs <10km
    -- beam target engines <10km -- Odyssey SCI
    -- tractor beams <5km
    -- EWP point-blank ~0.5km


    I don't fly an Odyssey but if I did I would probably set it up like this, assuming you are able to have Chevron Separation active 100% of the time:

    ENG CDR: EPtW1 Aux2Batt1 EPtS3 DEM3/EWP3
    Doffs: purple Technician x3

    ^ that eliminates redundancy and frees up your UNI LCDR to be adaptable, which is supposed to be one of the perks of flying an Odyssey. If for some reason you can't maintain 100% uptime on Chevron Separation, or you demand even more maneuverability, then you can use the UNI LCDR as follows to compensate:

    UNI LCDR ENG: (whatever) Aux2Damp1 (whatever) ... ~75% uptime with Aux2Batt above
    or
    UNI LCDR TAC: (whatever) (whatever) APO1 ... ~60% uptime with Aux2Batt above

    Gear:
    Adapted MACO engine -- for combat impulse
    Adapted MACO shield -- 2-set bonus adds another ~5 power to all when used with Aux2B
    MACO deflector -- boosts Adapted MACO shield further and mitigates hull loss due to chevron separation

    You can also commit to shifting power to compensate, such as:
    100/50/25/25 default --> shift to 50/50/75/25 when necessary


    Some reasonable DOFF ideas that might make cruisers more appealing:
    (who knows, maybe something like this will be available someday)
    1) Improve turn rate on use of Aux2Damp
    2) Improve turn rate on use of EPtE
    3) Improve tractor beam range to 7.5km on use of Tractor Beam

    I think you forgot to mention that old standby: Reverse Engines. You can sling the front around quickly that way.
    My PvP toon is Krov, of The House of Snoo. Beware of my Hegh'ta of doom.
  • je11yfishje11yfish Member Posts: 43 Arc User
    edited February 2013
    disregard -- information added to post above
  • sander233sander233 Member Posts: 3,992 Arc User
    edited February 2013
    Devs:

    Whatever you do, DO NOT mess around with the base turn rate of my Bortasqu'.

    It's too much fun right now shocking my opponents with how fast I can make that bad boy snap a J-turn.
    16d89073-5444-45ad-9053-45434ac9498f.png~original

    ...Oh, baby, you know, I've really got to leave you / Oh, I can hear it callin 'me / I said don't you hear it callin' me the way it used to do?...
    - Anne Bredon
  • sander233sander233 Member Posts: 3,992 Arc User
    edited February 2013
    oldkirkfan wrote: »
    Klingon bathtub

    Isn't that an oxymoron...?

    Klingons use bathtubs as a severe form punishment. Sorta like a Bortasqu', in that regard.
    16d89073-5444-45ad-9053-45434ac9498f.png~original

    ...Oh, baby, you know, I've really got to leave you / Oh, I can hear it callin 'me / I said don't you hear it callin' me the way it used to do?...
    - Anne Bredon
  • oldkirkfanoldkirkfan Member Posts: 1,263 Arc User
    edited February 2013
    sander233 wrote: »
    Klingons use bathtubs as a severe form punishment. Sorta like a Bortasqu', in that regard.

    Sorry... I just can't see that.

    "You sniveling petaQ!!! If you are late for your shift one more time, you will spend two hours in the bathtub!!."

    "WITH SOAP!!"
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited February 2013
    jim625 wrote: »
    hi I'm really struggling to get a better turn rate for my oddy ship I have the adapted maco space set equipped and two engineering consoles that helps increase the turn rate but its still a bit slow

    My BortasQu feels your pain.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • truewarpertruewarper Member Posts: 930 Arc User
    edited February 2013
    Knowing your ship limitations is the best way is the best way to learn.
    52611496918_3c42b8bab8.jpg
    Departing from Sol *Earth* by Carlos A Smith,on Flickr
    SPACE---The Last and Great Frontier. A 14th-year journey
    Vna res, una mens, unum cor et anima una. Cetera omnia, somnium est.
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited February 2013
    sander233 wrote: »
    Klingons use bathtubs as a severe form punishment. Sorta like a Bortasqu', in that regard.
    oldkirkfan wrote: »
    Sorry... I just can't see that.

    "You sniveling petaQ!!! If you are late for your shift one more time, you will spend two hours in the bathtub!!."

    "WITH SOAP!!"

    These two posts win the thread. Hands down.
    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)
  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    edited February 2013
    These two posts win the thread. Hands down.

    yes, they do; which is why they deserve to be signatured
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
Sign In or Register to comment.