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A word about retrofited ships

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Is it just me or these ships look....eeerrrrr....a bit useless compared to their predecessors?
Let's look at one by one:

Escort retrofit:
It's an advanced escort with cloak. And not even a battle cloak, so it's useless in a fight.....because escorts are for fighting, right?

Cruiser retrofit:
Saucer separation is nice, yes....but.....you gain mobility and speed and loose crew and hull...hmmm.....let me think.....what can I do with the new speed and mobility? I still can't fire cannon weapons, so....what's the point?

Advanced cruiser retrofit:
Beeing able to jump from sector to sector in a second is great....but no advantage in combat or in anything else, for that matter.

As for the science retrofit, I don't use it, so I don't know.
I submit that the Galaxy X is still the best ship around. I can use cannons, I can have last longing shileds and hull, and with some consoles to increase the turn rate, you can battle almost like an escort.

I'd like your thoughts on this, please.
Post edited by Unknown User on
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Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    obvious troll is obvious
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    sharkball wrote: »
    obvious troll is obvious

    And no answer to my post. Can you at least state your opinion on the subject without writing hate-answers?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Don't try and fly the refit ships like the other tier 5 ships. They each require slightly different tactics. The defiant, for instance, has a much better turn rate than the other escorts and it also has a cloak. It is a fantastic ship for killing your target, cloaking and moving on to the next.

    The cruiser refit - why not try Eject Warp Plasma? When you have an escort's maneuverability it then becomes quite a lot easier to trap people in your green cloud of doom. You also get a pet that does a little bit more DPS and you can turn your ship, so you have different shields facing an attacker.

    As for the Intrepid refit, well that ship has a good turn rate, so why not load it up with dual beam banks, torpedoes and tachyon beam. There are lots of different load outs to try. Remember, you are essentially invincible with the super ablative armor and you can still fire torpedoes.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    At the risk of troll-feeding...
    Escort retrofit:
    It's an advanced escort with cloak. And not even a battle cloak, so it's useless in a fight.....because escorts are for fighting, right?
    The cloak is useless... except for the 5-second, 15%(?) increase in damage on decloaking and the ability to preload buffs, which makes for a devastating opening volley.
    Cruiser retrofit:
    Saucer separation is nice, yes....but.....you gain mobility and speed and loose crew and hull...hmmm.....let me think.....what can I do with the new speed and mobility? I still can't fire cannon weapons, so....what's the point?
    Speed = defense. Mobility = dual beam banks, torpedoes and taking hits on undamaged shields. Crew = who cares, really. Hull = valid point, if you lose shields.
    Advanced cruiser retrofit:
    Beeing able to jump from sector to sector in a second is great....but no advantage in combat or in anything else, for that matter.
    Lt.Com. tac slot = BO3, T:HY3 amongst other things. Also an extra tac console.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Oh it wasn't hateful at all... it's just that you are so dismissive of ships that are quite effective in PVP as to lead me to believe you are either (a) really really new to the game or (b) trolling... but, if you must have an answer as to why these refit ships are so great, I'll give you info on one:

    The advanced cruiser retrofit (Excelsior-R) is unique because it's the only Fed cruiser that gets a T3 tactical slot, allowing it to use skills no other Fed cruiser can, such as Attack Pattern: Omega, chaining Cannon: Rapid Fire 2 and 1, or BO III... it also has the highest base turn rate of the T5 Fed cruisers (besides the saucerless-section of the galaxy-R)... if you're wonder why it's so great based on the transwarp drive, then you're doing it wrong.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Escort retrofit:
    It's an advanced escort with cloak. And not even a battle cloak, so it's useless in a fight.....because escorts are for fighting, right?

    Worse than that.
    The advanced escort has 3 science consoles and 2 science BO positions. The fleet escort has 3 engineer consoles and 2 engineer BO positions.
    The tactical escort retrofit only has 2 science/2 engineer consoles and Bo positions, so despite having the same basic ship stats (turn rate aside) it's giving up a console and a bridge officer spot for a cloak - and as you said the cloak cant even be used in battle.

    Cruiser retrofit:
    Saucer separation is nice, yes....but.....you gain mobility and speed and loose crew and hull...hmmm.....let me think.....what can I do with the new speed and mobility? I still can't fire cannon weapons, so....what's the point?

    I dunno, this bit is debatable. I fly escorts and I still use beam weapons, cannons really arent all that good IMO.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Telbasta wrote:
    Worse than that.
    The advanced escort has 3 science consoles and 2 science BO positions. The fleet escort has 3 engineer consoles and 2 engineer BO positions.
    The tactical escort retrofit only has 2 science/2 engineer consoles and Bo positions, so despite having the same basic ship stats (turn rate aside) it's giving up a console and a bridge officer spot for a cloak - and as you said the cloak cant even be used in battle.



    I dunno, this bit is debatable. I fly escorts and I still use beam weapons, cannons really arent all that good IMO.

    The tac escort gains an ensign tac slot. The turn rate and cloak are actually HUGE factors. Other escorts find it hard to keep defiants in their 45 degree arc.

    Also, if you don't use cannons you should probably try. They are incredibly useful. Try 2x DHC, 1x DBB and one torp. Aft try 2x Turrets, 1x something else. You can't go wrong with that sort of build.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Escort retrofit: Cloak allows you to go in and do a surprise attack in PvP or to explore a map undetected in PvE (I have never flown one, but reminds me of the early BoP with standard cloak)

    Cruiser retrofit: Saucer separation gives you almost the same movement stats as an escort, I can run at constant 125 power to weapons without the use of any skills, I have a second ship (saucer) that also deals damage to the target and that can tank some of the enemy ships if it's more than one. Sure I can't use canons, but it allows me to quickly change from broadsiding with 7 beams to fire a high yield and then back to broadsiding again. (Note I only PvE)

    Advanced cruiser retrofit: Higher turn rate than the other cruisers helps in battle, it also have an extra console slot and different BO layout (I may be mistaken regarding the BO layout) compared to the cruiser retrofit. I have this ship, but not taken it out for a test drive yet.

    Science retrofit: I haven't played allot with this ship yet so I won't comment on it.

    Galaxy X: The slow turn rate even with RPS consoles makes it hard to keep the cannons locked on target. I don't know how you can call it "almost like an escort" when it handles like a supertanker (slow and awful turn rate).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Also, if you don't use cannons you should probably try. They are incredibly useful. Try 2x DHC, 1x DBB and one torp. Aft try 2x Turrets, 1x something else. You can't go wrong with that sort of build.

    I used to use cannons, now I use dual beam banks forward and beam arrays backward, and I do far better with them. I find the combination of Beam fire at will and Beam overload far more useful than cannon rapid fire/scatter volley, and I'm consistently doing more damage because I have higher energy capacity with the beams than with cannons+turrets.

    Plus, beams look better =P
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Telbasta wrote:
    I used to use cannons, now I use dual beam banks forward and beam arrays backward, and I do far better with them. I find the combination of Beam fire at will and Beam overload far more useful than cannon rapid fire/scatter volley, and I'm consistently doing more damage because I have higher energy capacity with the beams than with cannons+turrets.

    Plus, beams look better =P

    I agree that beams do look way better, but beam overload and target shields only affects one beam, so there is no need for more than one beam fore and aft. Cannons do a lot more DPS, especially chaining CRF. Turrets are affected by CRF and do more dps when CRF is active and they contribute to your forward dps.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Quetzaal wrote:
    Don't try and fly the refit ships like the other tier 5 ships. They each require slightly different tactics.
    This. It's working as intended, and it's working just fine. People already stated the advantages, though I would recommend sticking to the "real" T5 ships if you had to ask and value sheer efficiency over versatility. All Refits come with a unique ability allowing distinctive advantages, but they also come with the tradeoff of not being quite as good as their line counterparts when it comes to "raw power".
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I agree that beams do look way better, but beam overload and target shields only affects one beam, so there is no need for more than one beam fore and aft. Cannons do a lot more DPS, especially chaining CRF. Turrets are affected by CRF and do more dps when CRF is active and they contribute to your forward dps.

    Beam fire at will makes you fire faster, do more damage per shot, and effects all of your beams for 15 seconds. With two different versions of fire at will, there's only a 5 second cooldown between them.

    Beam overload may only effect one beam, but I've gotten 10k+ crits with it using the dual beam banks, as much as a torpedo high yield or spread crit, so it allows for more burst damage when used at the same time.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I am sorry but the other escorts run rings around the Defiant. Without Battle Cloak and the 20 second timer to get out of combat, you will be shot at and KILLED WAY before you can get out of PVP.

    The ENSIGN Tactical Slot is useless, as it just is. Having another Tactical Ensign skill serves no purpose.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I like this thread. I want to raise the question if there are people who stick with the Prometheus after vice? I feel more confident in it, it has better hull and shields, but as a sucker for ds9, I fly the defiant.

    Then, are there vicies who prefer the Luna class over the Inteprid retrofit? I'm thinking of switching back. Not considering the Nebula because of it's turn rate. The same reason why I skipped the Deep space science vessels.

    As an engineer I would reccomend the Excelsior, haven't flown the Galaxy X because it's too expensive and I don't like to buy things that give me an advantage over other players. I want to earn it. I always thought that was the ground idea of an MMO.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I like this thread. I want to raise the question if there are people who stick with the Prometheus after vice? I feel more confident in it, it has better hull and shields, but as a sucker for ds9, I fly the defiant.

    I like the fleet escorts, personally =P The extra engi console/BO slot add a lot of support and survivability, so while you still have the damage output of an escort you arent so squishy and you're more valuable to a team.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I should just mention that all the T5 escorts have the same hull. The crew count and inertia are different between the different escorts. The defiant has a crew count of 50, advanced 150 and fleet 200.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Quiskota wrote:
    I like this thread. I want to raise the question if there are people who stick with the Prometheus after vice? I feel more confident in it, it has better hull and shields, but as a sucker for ds9, I fly the defiant.

    Then, are there vicies who prefer the Luna class over the Inteprid retrofit? I'm thinking of switching back. Not considering the Nebula because of it's turn rate. The same reason why I skipped the Deep space science vessels.

    As an engineer I would reccomend the Excelsior, haven't flown the Galaxy X because it's too expensive and I don't like to buy things that give me an advantage over other players. I want to earn it. I always thought that was the ground idea of an MMO.

    I think this comes from the fact that the standard class and the retrofit (in the case of the escort and science ONLY) are so balanced against the other it comes down to aesthetics. The advanced cruiser retrofit tends to be better then the other two stock, but its and excelsior, and allot never really liked the excelsior (I still hopw the class can get a new cooler skin).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I just skimmed through other's replies, so I'm pretty sure what I'm going to say has been said already, but whatever:
    Escort retrofit:
    It's an advanced escort with cloak. And not even a battle cloak, so it's useless in a fight.....because escorts are for fighting, right?
    Cloaking gives a tactical advantage. You can fly to an enemies rear, drop cloak, get a boos in damage from the Cloak Ability (gives you + damage when dropped for a few seconds), and attack them at their weak point. Even in my Science Vessel, I use MES3 (which is essentially a cloak without the damage boost) just for the tactical advantage. Any advantage is useful in a fight, and surprise attacks have been used for centuries becuase of their effectiveness.
    Cruiser retrofit:
    Saucer separation is nice, yes....but.....you gain mobility and speed and loose crew and hull...hmmm.....let me think.....what can I do with the new speed and mobility? I still can't fire cannon weapons, so....what's the point?
    Dual beam banks are good enough. That, plus I believe all ships can use single cannons now, if you really want to use cannons. So, anyway, you gain speed and mobility, helps you turn, which helps you defend yourself (put different facing to the enemy), can manuvuer to the weakest part of the enemies shields... and technically I believe your pet does some amount of damage, so you technically have a damage boost from that... though my personal belief is that this is the weakest of the refits.
    Advanced cruiser retrofit:
    Beeing able to jump from sector to sector in a second is great....but no advantage in combat or in anything else, for that matter.
    This ship has a nice Lt Com Tactical slot, helps with dps. That, combined with the fact that it's a cruiser, so very survivable, and the fact it has so many weapon slots, make it potentialy dangerous (high ranking Fire At Will, Beam Overload...can be devestating on a beam cruiser).
    As for the science retrofit, I don't use it, so I don't know.
    Two retrofits:
    Intrepid Retrofit - Ablative Hull armor (give amazing hull resistance - almost invulnerable), decent turn rate, and pure science abilities...through CPB, Tachyon Beam, and a bunch of torpedos, this can be a very dangerous ship.

    Nebula - My personal favorite. The ability is generally useless (though looks awesome), but the Lt Com Engineer slot is AMAZING. Eject Warp Plasma + Gravity Well = awesome. Extend Shields 2 + TSS 3 is fun. Engineering Team 3 or Emergency Power to Sheilds 3 is nice to have for survivability. There are just so many more options/combos when you have access to all Science and all Engineering abilities (all not meaning max rank, just at least access to all Rank 1 abilitie of both). Significantly more crew than most science ships as well (which may become useful in Season 4... have to think ahead ;) ) Only downside is the turn rate, but I use mostly beams, so doesnt really bother me.
    I submit that the Galaxy X is still the best ship around. I can use cannons, I can have last longing shileds and hull, and with some consoles to increase the turn rate, you can battle almost like an escort.
    In all honestly, I submit that the Galaxy X is one of the weaker ships. Yes, it can equip dual cannons... but turn rate really blows, so not much of a point... if you face anyone decent, they'll have little problem avoiding the dual cannons. The cloaking device is useful (though not in your opinion). The phaser lance is useless (I barely notice when used against me). So, really, it has a cloaking device... makes it just as useful as the escort retrofit, though with less manueverbility, not quite the same amount of useful

    Just my opinion, which many probably agree with over yours :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    nafeasonto wrote: »
    I am sorry but the other escorts run rings around the Defiant.
    With a turn rate two points lower than the Defiant? I think not.

    RCS Accelerator and higher engine settings. Use them. Pure damage isn't always going to make you win your fights.
    nafeasonto wrote: »
    Without Battle Cloak and the 20 second timer to get out of combat, you will be shot at and KILLED WAY before you can get out of PVP.
    You are aware of the fact that a Battle Cloak would mean less hull for the ship, yes?
    nafeasonto wrote: »
    The ENSIGN Tactical Slot is useless, as it just is. Having another Tactical Ensign skill serves no purpose.
    Then again you could actually use that Tactical Ensign slot for Beam Fire at Will and clear out Klingon fighter waves to help your team win the match instead of just fighting on your own like most Fed Escorts do.

    There are some useful abilities for Tactical BO Ensigns. If all fails, just get Tactical Team. It may not mean that much, but hey - a free buff 's a free buff, and it can come in handy ... for example when you've got a Focus Fire debuff on yourself. Which you often will when getting into a fight with Klingon BoP's. I know -I- like to put this on my targets, and I always go for escorts first (as they pose the greatest threat to my team).
    Sardoc wrote:
    Cloaking gives a tactical advantage. You can fly to an enemies rear, drop cloak, get a boos in damage from the Cloak Ability, and attack them at their weak point.
    Not to mention that you won't get Alpha Striked from all those nasty Klingon teams who tend to go for squishy escorts first...
    I've been on the dealing and the receiving end of that. :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Galaxy X: The slow turn rate even with RPS consoles makes it hard to keep the cannons locked on target. I don't know how you can call it "almost like an escort" when it handles like a supertanker (slow and awful turn rate).

    I use 4 RPS consoles. It turns ok with them, but I'm not sure if all 4 are having the desired effect, because I don't notice any difference in using 3 or 4 RPS consoles. Perhaps there's a cap????
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Personally I like the Excelsior and the Nebula, but you overlook some of the other things they give as opposed to their RA5 counterparts.

    The Excelsior can jump from one sector to the next yes, but have a close look at it's load out. It compares very closely to the Sovereign class. It's got the same Modular slots, but the Consoles are very different. I find the Excelsior to be a very well rounded assault type cruiser and find it works very well for my play style, even more so than the Sovereign.

    The Nebula is just plain epic. The amount of hull you get over the other Science ships is a big improvement, along with the various consoles you get on the ship over it's counterparts. The Stealth detection can be a game changer is used in the right hands. Personally I find the Nebula works very well as a well rounded healer while still having the ability to make some decent attacks.

    The Intrepid has a very nice armor ability as well that makes for some interesting battles as well. I did fly one for a time, but as soon as I tried the Nebula I just couldn't go back.

    I also find that the Defiant can be very deadly if used correctly. Personally I didn't much like this one myself and fly an Advanced Escort unless they come out with something better, but here again it just fits my play style better.

    As far as the Galaxy-X is concerned I have my own reservations about that, but If it works for you than great. Personally I didn't find it met my expectations and ended up using the Excelsior, which I believe to be a very good ship.

    The nice thing about all of this is you have your choices, and quite a few of them. It's nice to see people out there making use of the various ships and for them it works.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Sardoc wrote:
    In all honestly, I submit that the Galaxy X is one of the weaker ships. Yes, it can equip dual cannons... but turn rate really blows, so not much of a point... if you face anyone decent, they'll have little problem avoiding the dual cannons. The cloaking device is useful (though not in your opinion). The phaser lance is useless (I barely notice when used against me). So, really, it has a cloaking device... makes it just as useful as the escort retrofit, though with less manueverbility, not quite the same amount of useful

    Just my opinion, which many probably agree with over yours :)

    Yes, the turn rate is weak, but as I said I compensate with 4 RPS consoles. I forgot to mention that I don't PVP. I imagine that the Galaxy X would be no good in PVP for the said reasons ;)

    As for the phaser lance, its awsome, especially when you want to dispatch an enemy cruiser quickly. When I face a Borg Cube and manage to destroy it's shields I fire the lance....and boy.....it takes about 50% of their hull. But it only works AFTER their shields are down.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I use 4 RPS consoles. It turns ok with them, but I'm not sure if all 4 are having the desired effect, because I don't notice any difference in using 3 or 4 RPS consoles. Perhaps there's a cap????

    I would had used some of the engineering console slots to boost my defence rather than the turn rate.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I use 4 RPS consoles. It turns ok with them, but I'm not sure if all 4 are having the desired effect, because I don't notice any difference in using 3 or 4 RPS consoles. Perhaps there's a cap????

    You have diminishing returns on using more than one console. It's pointless to use that many on any ship. One is good, two is overkill, and you really wont see much of a difference above that. The other thing you miss out on by using 4 is the other great things that come from the Engineering consoles. You cant equip any of the hull plating, or shield boosting consoles which in the end is going to hurt more than being able to turn faster.

    Just my two cents there.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Kahn wrote: »
    You have diminishing returns on using more than one console. It's pointless to use that many on any ship. One is good, two is overkill, and you really wont see much of a difference above that. The other thing you miss out on by using 4 is the other great things that come from the Engineering consoles. You cant equip any of the hull plating, or shield boosting consoles which in the end is going to hurt more than being able to turn faster.

    Just my two cents there.

    I think you're right about that. I didn't know about that. I'll try using only 2 turn consoles and 2 shield regenaration consoles instead. Thanks ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I think you're right about that. I didn't know about that. I'll try using only 2 turn consoles and 2 shield regenaration consoles instead. Thanks ;)
    That should work. :)

    Or try an Engine power booster, either in addition to the two RPS Accelerators or in exchange for the 2nd. Engine power does affect turn rate, too, after all. To what degree should be established by experiments.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Valias wrote:
    With a turn rate two points lower than the Defiant? I think not.

    RCS Accelerator and higher engine settings. Use them. Pure damage isn't always going to make you win your fights.

    You are aware of the fact that a Battle Cloak would mean less hull for the ship, yes?

    Then again you could actually use that Tactical Ensign slot for Beam Fire at Will and clear out Klingon fighter waves to help your team win the match instead of just fighting on your own like most Fed Escorts do.

    There are some useful abilities for Tactical BO Ensigns. If all fails, just get Tactical Team. It may not mean that much, but hey - a free buff 's a free buff, and it can come in handy ... for example when you've got a Focus Fire debuff on yourself. Which you often will when getting into a fight with Klingon BoP's. I know -I- like to put this on my targets, and I always go for escorts first (as they pose the greatest threat to my team).

    Not to mention that you won't get Alpha Striked from all those nasty Klingon teams who tend to go for squishy escorts first...
    I've been on the dealing and the receiving end of that. :D

    Vallas, you realize no matter how much hull the defiant has, it gets killed in seconds? It is EXTREMELY WEAK. A battle cloak would do it wonders.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I think you're right about that. I didn't know about that. I'll try using only 2 turn consoles and 2 shield regenaration consoles instead. Thanks ;)

    Personally what I would do is this: (Granted I don't fly the Galaxy X but if I did...)

    Rule #1: Don't use Cannons. Even with the RCS consoles you won't be in front of a target long enough to make the kind of damage you would need to kill them. Even on my Advanced Escort it's hard to keep on a target. Considering the really low turn rate and that most every other ship in the game can turn faster, it's not worth the return you get for using them. I'll tell you that on my Advanced Escort I seek out Galaxy-X cruisers. Why? because it's easy bait. You get behind them, waste their shields from behind, and soon enough you have a dead cruiser. This is because everyone who tries it, uses cannons at some point and have to weaken their defensive ability for the sake of turn rate.

    What I would do is use Beam Array's. You get a huge arc on them, and the damage will be more consistent. I'd even use a turret on the back just for the added 360 damage. Also I believe that the Phaser Lance gets a boost to damage by training in the phaser skills. I'm not positive about this, but if it does, than using beam weapons would be ever more important to increase the effectiveness of your lance strikes. Since your attack arc is much larger with beams than it's not nearly as important to be able to turn quickly. If you really want to turn look into two abilities. (Emergency Power to Aux, and Aux to Inertial Dampeners.) These two abilities alone will make you turn like an escort for a little bit, and even boosts your defense while it's active.

    Consoles are huge on a cruiser, and can make or break you. There are some really nice ones that can boost your defense 10 fold. On my Excelsior I use one that boosts my shields capacity, and the rest increases my resists. Use multiple hull plating types as they each give you a bonus to something. If you can boost your resistance to the various damage types, and a good portion of them, you stand a better chance of living longer. As I mentioned its kind of pointless to equip more than 1 of any particular type of console unless you have no better options. Engineering consoles are very important, and there are way to many good ones to use to exclude them.

    That's just a few of my thoughts on it. The Galaxy-X can be a good ship if set up correctly, much like all the others. With the cloaking ability it could prove to be deadly with a little support as well.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    nafeasonto wrote: »
    Vallas, you realize no matter how much hull the defiant has, it gets killed in seconds? It is EXTREMELY WEAK. A battle cloak would do it wonders.
    Didn't someone just say all T5 escorts have the same hull? Which is true now? :confused:

    Anyways: If you get killed in seconds, you're either doing something wrong or there's a big difference in equipment between yourself and whoever is attacking you.

    It should be pointed out that the Battle Cloak is not the "push button and disappear" feature that some people think it is. Your enemies will maintain weapons lock on your vessel for several additional and very precious moments, at which you will have zero shields. Cloaking whilst being focus-fired is suicide more often than not, which is why I usually prefer going straight for Ramming Speed. Much more dramatic, and often much more effective.

    As long as your team managed to take out one enemy before you explode yourself, you're still good. PvP is not about staying alive indefinitively, it's about maintaining the advantage in points.

    Also: Keep on moving, dammit! I cannot recall how many times I blew up Escorts that thought they're a stationary turret. Yeah, I get that it's more relaxing to stay at the edge of the battle and snipe away with your low-arc dual cannons, but that's just inviting a Bird-of-Prey like me to break off and focus you. And with zero speed you get a huge disadvantage on your defense modifiers.
    That's simply not the way Escorts are meant to be played.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Valias wrote:
    Yeah, I get that it's more relaxing to stay at the edge of the battle and snipe away with your low-arc dual cannons, but that's just inviting a Bird-of-Prey like me to break off and focus you. And with zero speed you get a huge disadvantage on your defense modifiers.
    That's simply not the way Escorts are meant to be played.

    not to mention that the DPS you get with cannons drops off significantly outside of 5K range.

    I can't stand playing fed pvp anymore. I'm constantly dishing out heals to escorts that a) don't have their own, b) don't know how to turn and run when they need to, and c) target cruisers instead of BoPs.

    *sigh*

    I'll be honest though. I don't like the Def-R for a non-engineer. It sacrifices a Cmdr tac slot for a cloak and an ensign tac slot. No me gusta.
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