i am loving these new pets that unlock when you get the Jupiter Class Carrier. i can keep them alive in advance borg rep map without dieing using the scramble fighter trait. the only problem i have with the ship is even with 125% extra turn rate with all the consoles and rep trait.its still a lot slower then a cruiser. is there anyone to make the ship turn even better? i saw a couple people that where moving really fast but when i whisper them to find out what they use no one answers. i have one 50% turn rate console and two epic fleet hybrid with +25% turn rate and 25% turn rate rep trait.is there something i am missing or am i just seeing things watching these other Jupiter ships turning fast. thank you in advance for any help you can give me
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Instead, embrace the true role of the large capital ship: broadsiding and damage-eating.
That will give 100% turn boost at epic.
Auxiliary power to the inertial dampeners will add turn rate and with a special duty officer adds a nice armor boost. Matter/antimatter doff I believe. Toss in some fleet RCS and that's really all you can do. If you really want to haul TRIBBLE than use atleast one emergency Power to Engines with the Crystalline Castrophe event duty officer that resets evasive maneuvers every time you use it. If you don't already have it your screwed though sorry.
For speed, there's new Space Trait that gives more speed, and Engine power helps as well.
There are ways on getting slow ships to move like an Escort. But in such a case, you need to give up Console and / or ENG BOFF skill space to do it. The Jupiter is in sparse supply of ENG skill slots.
The Jupiter's emphasis should have been immediately apparent from glancing at the stats.
Science.
The Jupiter has too poor number of weapons (6) and TAC ability slots to make her an effective, traditional Pew-Pew ship. The player has to understand that her performance is completely tied to Science from the sheer amount of Console and BOFF skill dedication the Jupiter puts in. Whether the player opts for a Particle Gens/Exotic Damage build, a heavy CC role, or a Flow Caps / Drain Boat, doesn't matter. Science will dominate the Jupiter's play.
A fool's errand? "Maybe... it depends on what you are willing to endure", said our friendly chief engineer. Does it cost a lot? "Logic dictates that it does", Spock said. Is it entirely possible? "Yes. Perfection should be striven for", Seven of Nine replied.
It's such fun flying around in a ship that makes the Intrepid class look like a fly, at a combat speed of nearly 100 impulse and with a turn rate of 30 (base 6) or 40+ (base 9). That's when you show the middlefinger to the Borg's plasma torpedos and Undine's bio-molecular torpedos.
Now to the real question, how can you improve the turn rate of the Jupiter? My strongest recommendation is focusing on the Pilot specialization and trying to max that as much as possible. That alone provides 40% turn rate. Then you can do what the others have said and grab some consoles that provide the [TURN] mod.