Well, I saw that the Galaxy-X was available in the C-Store and got pretty excited. I have a RA5 engineer and have played some on the Klingon side. this seemed like it would be a really naffy addition to my account.
So I strip my starcruiser, get the Gal-X loaded up with all my best gear and whip out for a trip through the B'Tran cluster. The experience was pretty interesting.
First off I will talk briefly about the significantly unique features of this ship.
Th spinal laser is great. It is a huge damage pump that is good for taking down a facing shield or doing significant hull damage. The problem with the spinal laser is that it only fires in front (looks like a 45 degree arc). This combined with the galaxy class' notorious maneuverability - or lack thereof, makes sure that this attack is only available at the onset of combat. I was able to fire it off against a dreadnought type ship once in combat by using evasive maneuvers to get around to bring it to bear but it was pretty clunky to do. Te other downside to the spinal laser is that it is only available once every two minutes. Granted, it does not occupy a weapon slot and it automatically works for the ship in any scenario, I still feel that the long cool down is a touch weak. Overall, I fond that the spinal laser, while interesting and useful in a very limited set of circumstances was not terribly worthwhile on a ship this slow to turn.
The cloaking device!
Okay I was SUPER excited to get the federation cloak. After the first round of combat I had completely forgotten that I even had it. the cloak is nice for allowing you to enter combat on your own terms. You can enter combat on your own terms in 99% of the combat in this game already if you are paying even the slightest attention to the screen. I remembered what I learned playing on the Klingon side. cloak is nice but the real bread an butter is COMBAT cloak.
Beyond these two relatively unique features, the Galaxy-X is simply a different model Galaxy class cruiser. Yes it has a pair of cannon in the front as well but those suffer from the same turn rate problems as the spinal laser does - making them of dubious value at best. I would rather have a dual phaser there that is firing 90% of the time than a dual cannon firing 5% of the time.
Bottom line:
The slow maneuvering nature of the galaxy class belies the value of the spinal laser and the cannon mounted in the forward section of the ship. the cloak is nice but it really only changes entry into combat - something a conscious PvE player can control anyways.
Worth the $25 USD?
for cool factor and completeness freaks? Absolutely! this is a great looking ship (IMO) and is definitely an icon from the series.
For game mechanics value to the game? not a chance in hell! this ship adds VERY little in terms of advantage in a PvE environment.
Hope this helps people trying to decide if they are going to take the plunge.
Captaincy skills would be the same as the Exploration Cruiser. So your normal cruiser captaincy skills.
I'm pretty sure it gains it's hull and turn rate bonus from Assault Cruiser in the final tier as well as the bleed through bonuses from previous tiers.
Te other downside to the spinal laser is that it is only available once every two minutes. Granted, it does not occupy a weapon slot and it automatically works for the ship in any scenario, I still feel that the long cool down is a touch weak. Overall, I fond that the spinal laser, while interesting and useful in a very limited set of circumstances was not terribly worthwhile on a ship this slow to turn.
Agree on this, i feel they could give it a 1 m cooldown.Its doesnt really do the amount of damage to have i 3 m cooldown i belive it is.And sometimes when it fires the beam is way off target, think it could be a bug and dont know if it actually hits then.
Agree on this, i feel they could give it a 1 m cooldown.Its doesnt really do the amount of damage to have i 3 m cooldown i belive it is.And sometimes when it fires the beam is way off target, think it could be a bug and dont know if it actually hits then.
One of my fleetmates has it and he said that the lance fires in 2 parts. The second shot fires in the same direction as the initial shot and if the target moves away from the initial attack, then the target won't get hit the second time.
I'm pretty sure it gains it's hull and turn rate bonus from Assault Cruiser in the final tier as well as the bleed through bonuses from previous tiers
Yeah, My error previously. It does use the Assualt Cruiser captaincy skill.
I can confirm that the spinal lance does shoot in two parts and if the target moves outside the firing arc you end up shooting at nothing. You would either want to be in a really good position before you fire or have a tractor beam on the target ship (especially if its an escort)
I really can't get the lance to do anything useful. It either misses, or really doesn't do that much damage. I'm running over 100 weapon power and it says it does like 8,000 or something damage. Anybody know the trick to it>?
I really can't get the lance to do anything useful. It either misses, or really doesn't do that much damage. I'm running over 100 weapon power and it says it does like 8,000 or something damage. Anybody know the trick to it>?
From what I've read in another thread, you need to max out your Phaser Energy Weapons skill and add +Phaser Weapons Tactical Consoles to boost your the Lance damage yield.
I really can't get the lance to do anything useful. It either misses, or really doesn't do that much damage. I'm running over 100 weapon power and it says it does like 8,000 or something damage. Anybody know the trick to it>?
I believe there is a +15 bonus for firing while decloaking (same as klingon)
I have my phaser skills maxed out but only 4-5k ever shown. I do not use phaser consoles though.
Seeing as how the beam is split into two parts and damage is touted at 11k base, each hit, at 100% weapons would be equal to 5500. Phaser skills should raise this and then so should phaser comsoles. Ultimately, I'd say the weapon is close to being on the mark because we never know opponents hull resists etc...
I dropped all the points in assault cruisers and noticed no difference in the ship. Infact I found it to be better because I could spend more points in the hull repair skill as well as boosting my engineering skills like auxiliary to structure.
That review was very helpful. Once I learned the Galaxy X was available, I was going to compromise on my "don't by anything from the C-store" mentality to up it and buy it... but after reading that I changed my mind.
It would have been a GREAT move if they had made this game attainable in-game and not through the C-store, I would have started playing again.
The Galaxy-X as it exists in the game matches what was in the show. This is a good thing.
As far as I'm concerned, this is akin to the runabout: you get it not for combat effectiveness, but to have something really cool that was in the show. It's more of a roleplaying thing.
I believe, with the right equipment and powers that help take advantage of it's unique features (like Aux to Dampeners and Tractor Beam) , this can be a very good ship.
However, it is a Galaxy-Class, just like the one in game. Remember that before you buy.
That review was very helpful. Once I learned the Galaxy X was available, I was going to compromise on my "don't by anything from the C-store" mentality to up it and buy it... but after reading that I changed my mind.
It would have been a GREAT move if they had made this game attainable in-game and not through the C-store, I would have started playing again.
Pretty much this sums up my feelings on the matter. I enjoy having it but it is not an essential part of my hangar.
I am glad that this thread has been helpful and my thanks for those who have given amplifying information.
Past couple of days i have fought (and killed) many of these ships and i have yet to see one even remotely well used. If anything it makes the player using it even more nervous and hesitative about engaging. Thus leaving his mates out to dry.
Carry on using them feds. I hope you likke your Negh'var that turns like a carrier
That review was very helpful. Once I learned the Galaxy X was available, I was going to compromise on my "don't by anything from the C-store" mentality to up it and buy it... but after reading that I changed my mind.
It would have been a GREAT move if they had made this game attainable in-game and not through the C-store, I would have started playing again.
I agree, even if it was massivly hard to get, like complete one of the STFs in a certain time constraint or something.
Star Trek Battles member. Want to roll with a good group of people regardless of fleets and not have to worry about DPS while doing STFs? Come join the channel and join in the fun!
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
Seriously folks, if a thread hasn't been responded to in 30 days please don't bring it back up If you feel you need to continue the thread by all means make a new one!
/Closed ~Askray
Yes, I'm that Askray@Batbayer in game. Yes, I still play. No, I don't care. Former Community Moderator, Former SSR DJ, Now Full time father to two kids, Husband, Retail Worker. Tiktok: @Askray Facebook: Askray113
Comments
What BO stations does the Galaxy-X have?
How many fore & aft weapon slots does the Galaxy-X have? Consoles?
4 Forward Weapon Banks and 3 Rear
4 Engi Consoles
2 Science Consoles
2 Tactical Consoles
1 Commander Engineering Boff Station
1 Lt Cmdr Bofff Station
1 Lt Science Boff Station
1 Lt Tactical Boff Station
1 Ensign Tactical Boff Station
Captaincy skills would be the same as the Exploration Cruiser. So your normal cruiser captaincy skills.
Also check this thread for loads of more info on the Gal X Stats
I'm pretty sure it gains it's hull and turn rate bonus from Assault Cruiser in the final tier as well as the bleed through bonuses from previous tiers.
Agree on this, i feel they could give it a 1 m cooldown.Its doesnt really do the amount of damage to have i 3 m cooldown i belive it is.And sometimes when it fires the beam is way off target, think it could be a bug and dont know if it actually hits then.
One of my fleetmates has it and he said that the lance fires in 2 parts. The second shot fires in the same direction as the initial shot and if the target moves away from the initial attack, then the target won't get hit the second time.
Yeah, My error previously. It does use the Assualt Cruiser captaincy skill.
I can confirm that the spinal lance does shoot in two parts and if the target moves outside the firing arc you end up shooting at nothing. You would either want to be in a really good position before you fire or have a tractor beam on the target ship (especially if its an escort)
From what I've read in another thread, you need to max out your Phaser Energy Weapons skill and add +Phaser Weapons Tactical Consoles to boost your the Lance damage yield.
http://forums.startrekonline.com/showthread.php?t=162143
I believe there is a +15 bonus for firing while decloaking (same as klingon)
Seeing as how the beam is split into two parts and damage is touted at 11k base, each hit, at 100% weapons would be equal to 5500. Phaser skills should raise this and then so should phaser comsoles. Ultimately, I'd say the weapon is close to being on the mark because we never know opponents hull resists etc...
@ the OP.
That review was very helpful. Once I learned the Galaxy X was available, I was going to compromise on my "don't by anything from the C-store" mentality to up it and buy it... but after reading that I changed my mind.
It would have been a GREAT move if they had made this game attainable in-game and not through the C-store, I would have started playing again.
As far as I'm concerned, this is akin to the runabout: you get it not for combat effectiveness, but to have something really cool that was in the show. It's more of a roleplaying thing.
However, it is a Galaxy-Class, just like the one in game. Remember that before you buy.
Pretty much this sums up my feelings on the matter. I enjoy having it but it is not an essential part of my hangar.
I am glad that this thread has been helpful and my thanks for those who have given amplifying information.
Thanks for all the replies everyone
Carry on using them feds. I hope you likke your Negh'var that turns like a carrier
I agree, even if it was massivly hard to get, like complete one of the STFs in a certain time constraint or something.
Star Trek Battles member. Want to roll with a good group of people regardless of fleets and not have to worry about DPS while doing STFs? Come join the channel and join in the fun!
http://forum.arcgames.com/startrekonline/discussion/1145998/star-trek-battles-channel-got-canon/p1
Damn, feel OLD now about playing the game.
This post has been edited to remove content which violates the Perfect World Entertainment Community Rules and Policies. ~Askray
BAD ZOMBIE BAD GO BACK TO THE GROUND!
Seriously folks, if a thread hasn't been responded to in 30 days please don't bring it back up
/Closed ~Askray
Former Community Moderator, Former SSR DJ, Now Full time father to two kids, Husband, Retail Worker.
Tiktok: @Askray Facebook: Askray113