FASA is only semi canon in regards to TOS era they broke there agreement when they produced TNG era information they where not suppose to so any thing TNG related form FASA is not canon and was not approved
besides the galaxy and neg'var where on screen making them hard canon
FASA is only semi canon in regards to TOS era they broke there agreement when they produced TNG era information they where not suppose to so any thing TNG related form FASA is not canon and was not approved
besides the galaxy and neg'var where on screen making them hard canon
Hard cannon is material approved by the creator
Of star trek Gene Ronnenberry ......period
The Fasa system was hard cannon until they published
The Federation officers manual
SFC was hard cannon for a pc mmo
Tos is hard cannon
There is no more hard cannon because the man died
There is no hard cannon for TNG ships because no
Construction manual was ever published before he passed on.
And the rights went to corporations .
Movies Cannon
Tv series Cannon
Everything else is soft cannon
My friend all these other people make up star trek
Lore with no reguard if it makes any sense or not
Concerning past trek history
Just look what star trek online has done !
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
I don't think you know what you're talking about at all. In fact I think you've completely lost me and anyone else who is trying to figure out what you're saying.
We, or I in this case, say that in this game the galaxy is an EXPLORATION cruiser. IN THIS GAME. Not anywhere else.
Yes.I do know what I ma talking about as Taldren describes the Gal as a DN.It is what all the modders call it a DN and Neg a BB.
It is CBS/Paramount who recieves the royalties.the ToS Enterprise has just phaser not phase cannons.Gene might of got some of it untill Desilu was bought up by Paramount in which he probably still got some.
I know this as to the Site I work on as we have been around 13 years telling the news of Star Trek.
[SIGPIC][/SIGPIC]Age StarTrek-Gamers Administrator
USS WARRIOR NCC 1720 Commanding Officer Star Trek Gamers
Hard cannon is material approved by the creator
Of star trek Gene Ronnenberry ......period
The Fasa system was hard cannon until they published
The Federation officers manual
SFC was hard cannon for a pc mmo
Tos is hard cannon
There is no more hard cannon because the man died
There is no hard cannon for TNG ships because no
Construction manual was ever published before he passed on.
And the rights went to corporations .
Movies Cannon
Tv series Cannon
Everything else is soft cannon
My friend all these other people make up star trek
Lore with no reguard if it makes any sense or not
Concerning past trek history
Just look what star trek online has done !
just because GR signed off on it does not make it "hard canon" hard canon is what appears on screen either in film or TV show period
FASA RPG was never hard canon at best it was soft canon if that. TNG and the films over ruled and contradicted the FASA timeline and map. enterprise over ruled it's klingon back story with augments
Base HP make no difference on how tanky you are - that's near entirely determined by your heal/regenerate/damred abilities.
?
Not that there's much of a reason to use Saucer Sep in PvP - the only real reason to do so would be so you can Kirk - and Kirk'ing will ALWAYS get you killed when fighting a good team.
If you stick with your team and use your ship's capabilities for maximum effect in a team situation, you won't need to turn much. You won't even need much firepower. You just need the heals from your Eng slots that keep you and your team alive forever.
So much for PvP.
And if you manage to get killed in PvE with Saucer Sep active ... You're doing it wrong!
Galaxy-R with Saucer Sep active is still about as tanky as an Excelsior. And even more mobile. The only danger to you in PvE are one-shot kills from gates or cubes, and those can be avoided most of the time.
The Saucer Sep cooldown will only be an issue between games - yes, you have to wait 5 minutes to re-queue for the next STF. I'll admit: that sucks. And I'd support a lower CD for Saucer/Chevron Sep.
But basically you're still flying an invincible Cruiser, unless you just suck. (see: L2P, as above.)
As for weapon power:
With Saucer Sep active, your power setting modifiers are +15 weapons/+0 shields/engines/AUX. Hint: that's EXCACTLY the mods for ... wait for it ... an Escort!
So ... you have: higher weapon power (+5 vs. the Negh) and better mobility (allows you to get into weak arcs (more efficient damage usuage, avoidance of return fire) and circle at close range (higher dps)). And that's not even counting the Saucer's dps contribution before it manages to get itself killed(which isn't really the point of Saucer Sep, but still a bonus).
You really, really have NO argument that's based on reality.
All you have is fanon/soft canon (which isn't even worth arguing) and biased anectodal evidence based on your total lack of skill.
Are we getting a buff to Escorts if I send the next 600dps-in-an-Armitage-that's-exploding-every-minute-deadbeat to the forums? No? Then why do you think you'll get a buff to Cruisers if you're arguing the 600dps-in-a-Galaxy-who-can't-tank-or-dps-or-anything-deadbeat line?
TL;DR: L2P!
You don't have to try to go it alone when your ship is visble a half map away and the team spot you as a weak link in your team because you are in a slow cruiser with weak turn rate, and weak firepower. You can't tank forever if 3 or more ships are attacking you. Escorts are the main culprits that go after you because they can kill you faster and you lack real firpower to threaten them.
Anybody who plays PVP against established teams, know that the Galaxy is the weakest cruiser, and is most freaquently attacked whether docked or seperated. The power mods don't really add to my ship because my weapons are at 125 power 100%. The power is capped at 125 so you don't gain anything beyond that. Your shields become weaker and you HP is lowered. I can't shield tank as well as I can in the docked configuration. Another thing, you don't become an escort while separated because you don't gain the ability to arm cannons, you don't get extra Tac BOFF slots, and you don't gain extra Tac console slots. Flying fast does not qualify you as an escort, because medeum sized science ships can do the same thing.
You want to talk about reality, play the game more instead of hanging out in the forums. Reality is the Galaxy is the weakest cruiser in PVP by most player's account. The sauser separation doesn't add to your abilities, just flying faster until you are destroyed. You can't tank well in that configuration, and everybody knows your weakness with that ship. The beams from Galaxy Dread and the Negh'Var are almost double the DPS level of the Galaxy-R because have the extra Tac console slots and Tac BOFF slots. I own all 3 of those ships and can properly compare them. My Galaxy does not overpower my Negh'Var or match it in DPS. Only my Dread does, and thats because I put all the latest and greatest on it. If your Negh'Var is being bested by a separated Galaxy, then you must be flying it with only two Tac console slots filled and not utalizing your extra Tac Boff slot. (the Negh'Var comes with 3 Tac console slots).
If you haven't figured out how make your ship fly around with 125 pow 100% then you need to go back into the game an experiment with new consoles and skill tree.
Not every. Step down from your high horse as speaker for the playerbase. There is no need for ALL cruisers to turn so badly especially with all the tankiness recent seasons brought to escorts.
Everyone who is playing since the launch knows that Galaxy was always despised by the player base for its turn rate.
Raising turn rate for all cruisers +2 on both sides won't hurt anyone, but will improve the gameplay for wast majority of players.
The main problem of the game currently is that the hps vs turn ratio is completely out of whack. 2-3k hps mean NOTHING, but +2 turn rate means A LOT
Because tankiness of ship is not determined by its Hull/Shields points but at the pilots abilities to use the proper BO skills and TURN rate to avoid hazards and change shield facings.
A Galaxy tanks worse than an Excelsior. You can not realize it in PVE, as its trivial even for my 10 year old cousin. But you can surely realize it in PvP environment - the true environment to test ship performance against each other.
The Galaxy was part of the Federation Officers
Manual and broke cannon along with a few other
Things that caused Fasa to lose their lisence.
However the Klingon battleship that's was I'n the
Same manual was clearly inferior to it
The Feds I'n cannon could build battleships much
Better than the Klingons I'n warp speed impulse
Shields and firepower totally outclassing There Klingon
Counterparts
Klingon cruisers were equal to or if cloaked
Much better than Fed cruisers because shields did
Not automatically pop on like STO does and the Klingons
Got there Alfa strike against bare hull
Turn rates should be equal
Saucer separation should not reattach unless the
Player calls for it to reattach
weapon wise i use 6 beams 1 quantum in the rear then then the wide angle quantum form the regent in the front. don't use the the saucer sep console most of the time
the only thing that i have never liked about the gal-r is the ensign engineering station sort of a dump slot. this goes for the neg'var as well use that on my klingon
That's kind of how I fly my Galaxy now because I can last longer as the whole than I do as the half and I replaced the separation console with a transwarp computer console(adds 50% to power efficiency) or another field generator.
I always feel sad looking at the Galaxy in STO, especially the retrofit. It's turn rate is almost as bad as the Odyssey, I feel it should be boosted up to 7 or 8. The Negh'var should have a better turn rate, as it needs it to make effective use of it's cannons. However, look in the shows and it's evident that the Galaxy is no slouch when it comes to turning especially at low speeds. It's a good tank, I proved that when doing PvP with fleet mates last night. It does however need a slight boost, not much... just a slight increase in turn rate, a universal ensign for the retrofit and carrier commands for the saucer would be nice (this last point would be nice for ALL ships that employ combat pets).
Looking for a dedicated Star Trek community? Visit www.ufplanets.com for details.
You don't have to try to go it alone when your ship is visble a half map away and the team spot you as a weak link in your team because you are in a slow cruiser with weak turn rate, and weak firepower. You can't tank forever if 3 or more ships are attacking you. Escorts are the main culprits that go after you because they can kill you faster and you lack real firpower to threaten them.
Anybody who plays PVP against established teams, know that the Galaxy is the weakest cruiser, and is most freaquently attacked whether docked or seperated. The power mods don't really add to my ship because my weapons are at 125 power 100%. The power is capped at 125 so you don't gain anything beyond that. Your shields become weaker and you HP is lowered. I can't shield tank as well as I can in the docked configuration. Another thing, you don't become an escort while separated because you don't gain the ability to arm cannons, you don't get extra Tac BOFF slots, and you don't gain extra Tac console slots. Flying fast does not qualify you as an escort, because medeum sized science ships can do the same thing.
You want to talk about reality, play the game more instead of hanging out in the forums. Reality is the Galaxy is the weakest cruiser in PVP by most player's account. The sauser separation doesn't add to your abilities, just flying faster until you are destroyed. You can't tank well in that configuration, and everybody knows your weakness with that ship. The beams from Galaxy Dread and the Negh'Var are almost double the DPS level of the Galaxy-R because have the extra Tac console slots and Tac BOFF slots. I own all 3 of those ships and can properly compare them. My Galaxy does not overpower my Negh'Var or match it in DPS. Only my Dread does, and thats because I put all the latest and greatest on it. If your Negh'Var is being bested by a separated Galaxy, then you must be flying it with only two Tac console slots filled and not utalizing your extra Tac Boff slot. (the Negh'Var comes with 3 Tac console slots).
If you haven't figured out how make your ship fly around with 125 pow 100% then you need to go back into the game an experiment with new consoles and skill tree.
There's three reasons any PvPer would ever shoot at a cruiser:
- To find out if it's piloted by a noob (if it isn't, you won't make a dent, and will stop after a few seconds to find easier prey)
- To kill it if it got seperated into a 1v4 or 1v5 situation
- Anytime for a free kill if it is piloted by a noob.
The Galaxy-R is ... a noob magnet. Maybe even worse than the Ody.
No decent PvPer will ever go after a good Galaxy - it's not worth the effort, you could just as well shoot at a brick wall.
Your Galaxy though ... yeah, that probably has a targeting crosshair painted on it.
But let's put the L2P excalmations aside for a second, and explain to you (again) your misconception about weapon power, maybe you'll learn it some day:
If you put weapon power at 125, then, with an 8-beam config, your firing sequence would look like this:
Beam 1: 125 - - 55 - - 55 - - 55
Beam 2: 115 - - 55 - - 55 - - 55
Beam 3: 105 - - 55 - - 55 - - 55
Beam 4: 95 - - 55 - - 55 - - 55
Beam 5: 85 - - 55 - - 55 - - 55
Beam 6: 75 - - 55 - - 55 - - 55
Beam 7: 65 - - 55 - - 55 - - 55
Beam 8: 55 - - 55 - - 55 - - 55
You'd be firing at an effective average power level of 63.75.
Now, let's do this again at 150 weapon power. As you mentioned, there is a cap at 125 - for each single shot! It will look like this:
Beam1 : 125 (150) - - 80 - - 80 - - 80
Beam2 : 125 (140) - - 80 - - 80 - - 80
Beam3 : 125 (130) - - 80 - - 80 - - 80
Beam4 : 120 - - 80 - - 80 - - 80
Beam5 : 110 - - 80 - - 80 - - 80
Beam6 : 100 - - 80 - - 80 - - 80
Beam7 : 90 - - 80 - - 80 - - 80
Beam8 : 80 - - 80 - - 80 - - 80
You'd be firing at an effective average power level of 87.34.
An increase in DPS of 37%!
Weapon power over 125 base is not lost - it counteracts weapon drain. And guess what Cruisers excel at? Right: the ability to build up insane levels of subsystem power. That's the key to Cruiser-DPS (also to cruiser tanking, since you need to output dps to make mobs shoot at you).
And that's also why the Galaxy-R's Saucer Seperation is indeed the Galaxy's DPS-mode.
You're complaining that your ship deals no damage in heal-mode ... and that it can't heal as well in dps-mode. You're doing it completely WRONG!
L2P!
(you had this coming, you knew that, right? )
If you're still not convinced: give me a tell ingame, and I'll show you what a cruiser can do.
everything you say can be applied to any other cruiser and work better there. no mater what you choose to do, if you fly any other cruiser, you will perform your chosen task better then you will in a galaxy R. an ensign of any other type would be more useful, a 3rd ens eng hamstrings its damage dealing or healing with global cooldowns for another team ability, or global cooldowns for EPtX skills. not to mention the turn issue that cripples it in basically every way.
i still use the galaxy R sometimes, because its my favorite ship from trek. ive also gotten it to deal more damage then anyone else has in game, from this build here. but every time i jump from it to an excelsior, its literally twice as effective.
everything you say can be applied to any other cruiser and work better there. no mater what you choose to do, if you fly any other cruiser, you will perform your chosen task better then you will in a galaxy R. an ensign of any other type would be more useful, a 3rd ens eng hamstrings its damage dealing or healing with global cooldowns for another team ability, or global cooldowns for EPtX skills. not to mention the turn issue that cripples it in basically every way.
i still use the galaxy R sometimes, because its my favorite ship from trek. ive also gotten it to deal more damage then anyone else has in game, from this build here. but every time i jump from it to an excelsior, its literally twice as effective.
If this thread was about that ensign ... yeah, then you might have my support for it. Well, at least for the Fleet version, the Gal-R is fine as it is.
Fine?
Yes, fine. Every cruiser has a slightly different role and focus. The Galaxy happens to be the cruiser chosen for a more Heal&Support-focused layout, not one of the more tac- or sci-focused ones. That you don't like the fact that this iconic ship, your favorite, got "shafted" that way - tough luck. Sorry.
But that Ensign isn't "useless" - use-impaired, maybe, but it has its uses.
In fact, it actually gives you the opportunity to give the Galaxy some versatility: by running different EptX combinations, for example.
EPtS+EPtW for combat mode in Sep config.
EPtS+EptA for healer duty in brick mode, or to prime for Aux2Bat usage.
EPtS+EPtE for bursts of mobility in brick mode.
Build (Eng only): Cmdr Eng: EPtW1, EPtS2, ES2, Aux2SIF3 LCdr Eng: EPtA1, RSP1, Aux2Bat2 Ens Eng: EPtE1
3x Damage Control Engineer as DOffs, and you have a ship that can basically do everything. And quite well.
Just one example.
Some other builds make use of the third Ens Eng with an ET1 for an additional heal. Also viable.
The Galaxy might not how YOU want to play. But that doesn't mean she's useless.
As for turning: see, above, the section that says "L2P! Use the f'ing Saucer Seperation console!".
Oh, and btw: stop pretending that the Galaxy-R is the worst T5 Cruiser. It isn't. There's always the Star Cruiser, that doesn't come with any DPS-mode, or any mobility-mode - that one is pure brick. The Galaxy-R, if used right (Saucer Sep for dps!) can nearly match the Assault Cruiser, and outperforms it in terms of versatility.
It's really fine for a RA T5 ship.
^pve'er logic, that build is good for nothing. and the star cruiser or ody with a star cruiser configuration is the best healer in the game actually, excluding tholian lock box ships.
Just make the ensign universal on fleet version and reduce the cooldown on saucer sep to 2 min. And you have one good ship. Beside, the fact its not just a free toggle is some artifical penalty, because some dev doesn't like the ship.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
^pve'er logic, that build is good for nothing. and the star cruiser or ody with a star cruiser configuration is the best healer in the game actually, excluding tholian lock box ships.
^pvp'er arrgogance, that build is useful for everything except PvP premade matches against good teams. It easily pushes 4.xk dps, can tank, can heal, can move fast. Useful in any ESTF or Fleet Event, and not a total dud in PvP either.
It shouldn't be too much of a surprise that in premade PvP with optimized teams, most ships are actually "useless" (as in: not optimized for the roles required) - at that level, it's all: Ody, Fleet Defiant, Lockbox ships, Carriers ... yeah, that's it. If you want to argue that line, have fun - you'll never get ALL ships to the same level for that purpose. Not even remotely possible.
I'll agree on the Star Cruiser or (Science) Ody for best healer part - thank you for agreeing that turn rate is of no importance for that job. Or did you forget that the Ody is even more a whale than the Galaxy?
Yes.I do know what I ma talking about as Taldren describes the Gal as a DN.It is what all the modders call it a DN and Neg a BB.
It is CBS/Paramount who recieves the royalties.the ToS Enterprise has just phaser not phase cannons.Gene might of got some of it untill Desilu was bought up by Paramount in which he probably still got some.
I know this as to the Site I work on as we have been around 13 years telling the news of Star Trek.
Oh for the love of god. Are you blind or just plain stupid? I was talking about this game. Which I know for a fact you seem to know nothing about. THIS GAME. Your response is null in the context of THIS GAME.
All your experience would be perfectly fine and I would bow to your knowledge... involving... wait for it... CANON. Which... wait for it... THIS GAME IS NOT.
Let me try it one more time. The Galaxy is an EXPLORATION CRUISER in the context of THIS GAME. The Neg'vhar is a HEAVY BATTLECRUISER in the context of THIS GAME.
Not canon. Not tech manuals. Not your reporting website. THIS. BLOODY. GAME.
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.
Correct me if I'm wrong... wasn't this thread opened with the intention of discussing turn rates?
*Runs for his life*
*Catches and brings him back*
Yes it was. It was opened to discuss an apparent discrepancy between the Neggy and Galaxy, since OP was under the impression that since the Neggy was seemingly larger, that it should have just as crappy a turn-rate as the Galaxy.
Shortly thereafter, the KDF vs Fed ships war started, and then information on the neggy and galaxy started being brought in, then some idiot that I am currently arguing tried to compare canon to this game which isn't canon, and then from thereon out it just got nuts.
Alles Klar? XP
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.
Just give the Exploration Cruiser a hanger! Might as well since already have a escort and a science FDC. Even if such a change was made I can't see it comparing to a Vesta or Armitage except in the survival department.
Can't have a honest conversation because of a white knight with power
Well then I shall stay out of it... I've had my fair share of forum wars for a while... I recall I lost them all.
*Beams to his ship and transwarps away*
Gee. Thanks. For abandoning me. =P
Anyways, it should be noted that the Galaxy in this game is garbage. Plain and simple. There is no reason for it to be as engi heavy as it is. In all honesty, a ship only needs a single Commander Engineer. Anything more is overkill. You can tank all day long with minimal effort off of just 4 engi abilities. I would know. I do it every STF I take my oddy into. Granted I also use 3 sci abilities, but I don't need what, 8 engineer abilities (which I believe the Galaxy-R is burdened with) to live. If you're using more than 5 and still can't live, you're probably doing something wrong.
As for the discrepancy between the Neggy and Galaxy turn rates? It's a simple explanation that I don't understand why people don't seem to get. The Galaxy was not designed for combat. It was designed to be able to defend itself, yes. It was designed to survive, yes. But the Neg'vhar was designed for combat. And NOTHING else. And it's common knowledge that Klingon Battlecruisers have always had a better turn rate than Federation Cruisers. Tbh, they are designed for battle. They would naturally be better at moving around. How is that so hard to understand?
This thread really has gone on too long -.-
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.
There's three reasons any PvPer would ever shoot at a cruiser:
- To find out if it's piloted by a noob (if it isn't, you won't make a dent, and will stop after a few seconds to find easier prey)
- To kill it if it got seperated into a 1v4 or 1v5 situation
- Anytime for a free kill if it is piloted by a noob.
The Galaxy-R is ... a noob magnet. Maybe even worse than the Ody.
No decent PvPer will ever go after a good Galaxy - it's not worth the effort, you could just as well shoot at a brick wall.
Your Galaxy though ... yeah, that probably has a targeting crosshair painted on it.
But let's put the L2P excalmations aside for a second, and explain to you (again) your misconception about weapon power, maybe you'll learn it some day:
If you put weapon power at 125, then, with an 8-beam config, your firing sequence would look like this:
Beam 1: 125 - - 55 - - 55 - - 55
Beam 2: 115 - - 55 - - 55 - - 55
Beam 3: 105 - - 55 - - 55 - - 55
Beam 4: 95 - - 55 - - 55 - - 55
Beam 5: 85 - - 55 - - 55 - - 55
Beam 6: 75 - - 55 - - 55 - - 55
Beam 7: 65 - - 55 - - 55 - - 55
Beam 8: 55 - - 55 - - 55 - - 55
You'd be firing at an effective average power level of 63.75.
Now, let's do this again at 150 weapon power. As you mentioned, there is a cap at 125 - for each single shot! It will look like this:
Beam1 : 125 (150) - - 80 - - 80 - - 80
Beam2 : 125 (140) - - 80 - - 80 - - 80
Beam3 : 125 (130) - - 80 - - 80 - - 80
Beam4 : 120 - - 80 - - 80 - - 80
Beam5 : 110 - - 80 - - 80 - - 80
Beam6 : 100 - - 80 - - 80 - - 80
Beam7 : 90 - - 80 - - 80 - - 80
Beam8 : 80 - - 80 - - 80 - - 80
You'd be firing at an effective average power level of 87.34.
An increase in DPS of 37%!
Weapon power over 125 base is not lost - it counteracts weapon drain. And guess what Cruisers excel at? Right: the ability to build up insane levels of subsystem power. That's the key to Cruiser-DPS (also to cruiser tanking, since you need to output dps to make mobs shoot at you).
And that's also why the Galaxy-R's Saucer Seperation is indeed the Galaxy's DPS-mode.
You're complaining that your ship deals no damage in heal-mode ... and that it can't heal as well in dps-mode. You're doing it completely WRONG!
L2P!
(you had this coming, you knew that, right? )
If you're still not convinced: give me a tell ingame, and I'll show you what a cruiser can do.
How would you know if someone is a noob, if there level matches yours? There is a reason why people think its a noob ship because they know the ship is weak in PVP, and only noobs would not know that. Most people don't know how to set it up to make it a better competitor. I fly it because I am a big fan of TNG and DS9, and I'm far from being a noob. After playing this game and trying different kits and setups, there is not much I can do to make me satisfied with the Galaxy-R without having a better turn rate.
Ok, you know where to find me. My name is the same and name the type of ship you want to go against and leave the borg kit.
How would you know if someone is a noob, if there level matches yours? There is a reason why people think its a noob ship because they know the ship is weak in PVP, and only noobs would not know that. Most people don't know how to set it up to make it a better competitor. I fly it because I am a big fan of TNG and DS9, and I'm far from being a noob. After playing this game and trying different kits and setups, there is not much I can do to make me satisfied with the Galaxy-R without having a better turn rate.
Ok, you know where to find me. My name is the same and name the type of ship you want to go against and leave the borg kit.
Noobs are easy to pick out based on how they fly and what kind of weapons they are using. They can also be picked out based on how they react to certain situations, what abilities they use, and when and where and how they use them.
Also what do you have against the borg set?
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.
Noobs are easy to pick out based on how they fly and what kind of weapons they are using. They can also be picked out based on how they react to certain situations, what abilities they use, and when and where and how they use them.
Also what do you have against the borg set?
Explain why you get attacked as soon as you leave the gate? You are not even flying away from your group yet. There is no way for then to know until your reaction, but don't you think they are baiting you? Why don't they attack an escorts straight out the gate? Why do they choose to attack the Galaxy first versus a Soveriegn or Oddyessy?
What does that have to do with anything to do with turn rates?
For that matter what does that have to do with anything full stop?
I was talking to hereticknight085 because he assumes he knows why everbody attacks the Galaxy ship first.
Attacking a Galaxy ship first has alot to do with turn rates. If you know a ship has weak weapons, and can't turn very well, then you choose to attack the ship that can't fight back as you stay on it aft quarter. A Galaxy can still be a little threat, even with its weak weapons, from the front because it can rush you with warp plasma or raming speed if its hull is at 25 %. It does alot of damage to excorts or science ship with raming speed, so you would rather attack it in the rear to where it can do nothing to rotate the shield faces and can't come back at you.
I tend to attack Galaxy-R's first to see if they're super tankers. If they're just good tanks, they're mostly just sitting ducks and an easy kill.
That said, that pretty much goes for any fed cruiser, just that the Odyssey tends to have much thicker shields making even a good tank resilient enough.
I was talking to hereticknight085 because he assumes he knows why everbody attacks the Galaxy ship first.
Umm Yeah... You attack the Gal-X first because:
1: It's the least movable
2: The casual Gal-x pilot put's out the kinda damage of a good sci ship
3: A lot of noobs try to hide behind it's hull
I'd say they have good reason to pick on it first but this really has NOTHING to do with gal turn vs Negh'var turn.
this is kinda why i like the galaxy R, and negvar, no one expects anyone good to use them because there are so much better choices out there, and only noobs and RPers would use such disadvantaged ships. i also love getting kills with them, no body takes you seriously until they notice they are about to get beaten. it does draw serious agro though, at least at first until they notice your not a typical squishy user.
Comments
besides the galaxy and neg'var where on screen making them hard canon
Hard cannon is material approved by the creator
Of star trek Gene Ronnenberry ......period
The Fasa system was hard cannon until they published
The Federation officers manual
SFC was hard cannon for a pc mmo
Tos is hard cannon
There is no more hard cannon because the man died
There is no hard cannon for TNG ships because no
Construction manual was ever published before he passed on.
And the rights went to corporations .
Movies Cannon
Tv series Cannon
Everything else is soft cannon
My friend all these other people make up star trek
Lore with no reguard if it makes any sense or not
Concerning past trek history
Just look what star trek online has done !
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
Yes.I do know what I ma talking about as Taldren describes the Gal as a DN.It is what all the modders call it a DN and Neg a BB.
It is CBS/Paramount who recieves the royalties.the ToS Enterprise has just phaser not phase cannons.Gene might of got some of it untill Desilu was bought up by Paramount in which he probably still got some.
I know this as to the Site I work on as we have been around 13 years telling the news of Star Trek.
USS WARRIOR NCC 1720 Commanding Officer
Star Trek Gamers
just because GR signed off on it does not make it "hard canon" hard canon is what appears on screen either in film or TV show period
FASA RPG was never hard canon at best it was soft canon if that. TNG and the films over ruled and contradicted the FASA timeline and map. enterprise over ruled it's klingon back story with augments
enterprise is correct as it appeared on screen.
You don't have to try to go it alone when your ship is visble a half map away and the team spot you as a weak link in your team because you are in a slow cruiser with weak turn rate, and weak firepower. You can't tank forever if 3 or more ships are attacking you. Escorts are the main culprits that go after you because they can kill you faster and you lack real firpower to threaten them.
Anybody who plays PVP against established teams, know that the Galaxy is the weakest cruiser, and is most freaquently attacked whether docked or seperated. The power mods don't really add to my ship because my weapons are at 125 power 100%. The power is capped at 125 so you don't gain anything beyond that. Your shields become weaker and you HP is lowered. I can't shield tank as well as I can in the docked configuration. Another thing, you don't become an escort while separated because you don't gain the ability to arm cannons, you don't get extra Tac BOFF slots, and you don't gain extra Tac console slots. Flying fast does not qualify you as an escort, because medeum sized science ships can do the same thing.
You want to talk about reality, play the game more instead of hanging out in the forums. Reality is the Galaxy is the weakest cruiser in PVP by most player's account. The sauser separation doesn't add to your abilities, just flying faster until you are destroyed. You can't tank well in that configuration, and everybody knows your weakness with that ship. The beams from Galaxy Dread and the Negh'Var are almost double the DPS level of the Galaxy-R because have the extra Tac console slots and Tac BOFF slots. I own all 3 of those ships and can properly compare them. My Galaxy does not overpower my Negh'Var or match it in DPS. Only my Dread does, and thats because I put all the latest and greatest on it. If your Negh'Var is being bested by a separated Galaxy, then you must be flying it with only two Tac console slots filled and not utalizing your extra Tac Boff slot. (the Negh'Var comes with 3 Tac console slots).
If you haven't figured out how make your ship fly around with 125 pow 100% then you need to go back into the game an experiment with new consoles and skill tree.
Thank you!
Good point.
That's kind of how I fly my Galaxy now because I can last longer as the whole than I do as the half and I replaced the separation console with a transwarp computer console(adds 50% to power efficiency) or another field generator.
Looking for a dedicated Star Trek community? Visit www.ufplanets.com for details.
There's three reasons any PvPer would ever shoot at a cruiser:
- To find out if it's piloted by a noob (if it isn't, you won't make a dent, and will stop after a few seconds to find easier prey)
- To kill it if it got seperated into a 1v4 or 1v5 situation
- Anytime for a free kill if it is piloted by a noob.
The Galaxy-R is ... a noob magnet. Maybe even worse than the Ody.
No decent PvPer will ever go after a good Galaxy - it's not worth the effort, you could just as well shoot at a brick wall.
Your Galaxy though ... yeah, that probably has a targeting crosshair painted on it.
But let's put the L2P excalmations aside for a second, and explain to you (again) your misconception about weapon power, maybe you'll learn it some day:
If you put weapon power at 125, then, with an 8-beam config, your firing sequence would look like this:
Beam 1: 125 - - 55 - - 55 - - 55
Beam 2: 115 - - 55 - - 55 - - 55
Beam 3: 105 - - 55 - - 55 - - 55
Beam 4: 95 - - 55 - - 55 - - 55
Beam 5: 85 - - 55 - - 55 - - 55
Beam 6: 75 - - 55 - - 55 - - 55
Beam 7: 65 - - 55 - - 55 - - 55
Beam 8: 55 - - 55 - - 55 - - 55
You'd be firing at an effective average power level of 63.75.
Now, let's do this again at 150 weapon power. As you mentioned, there is a cap at 125 - for each single shot! It will look like this:
Beam1 : 125 (150) - - 80 - - 80 - - 80
Beam2 : 125 (140) - - 80 - - 80 - - 80
Beam3 : 125 (130) - - 80 - - 80 - - 80
Beam4 : 120 - - 80 - - 80 - - 80
Beam5 : 110 - - 80 - - 80 - - 80
Beam6 : 100 - - 80 - - 80 - - 80
Beam7 : 90 - - 80 - - 80 - - 80
Beam8 : 80 - - 80 - - 80 - - 80
You'd be firing at an effective average power level of 87.34.
An increase in DPS of 37%!
Weapon power over 125 base is not lost - it counteracts weapon drain. And guess what Cruisers excel at? Right: the ability to build up insane levels of subsystem power. That's the key to Cruiser-DPS (also to cruiser tanking, since you need to output dps to make mobs shoot at you).
And that's also why the Galaxy-R's Saucer Seperation is indeed the Galaxy's DPS-mode.
You're complaining that your ship deals no damage in heal-mode ... and that it can't heal as well in dps-mode. You're doing it completely WRONG!
L2P!
(you had this coming, you knew that, right? )
If you're still not convinced: give me a tell ingame, and I'll show you what a cruiser can do.
i still use the galaxy R sometimes, because its my favorite ship from trek. ive also gotten it to deal more damage then anyone else has in game, from this build here. but every time i jump from it to an excelsior, its literally twice as effective.
If this thread was about that ensign ... yeah, then you might have my support for it. Well, at least for the Fleet version, the Gal-R is fine as it is.
Fine?
Yes, fine. Every cruiser has a slightly different role and focus. The Galaxy happens to be the cruiser chosen for a more Heal&Support-focused layout, not one of the more tac- or sci-focused ones. That you don't like the fact that this iconic ship, your favorite, got "shafted" that way - tough luck. Sorry.
But that Ensign isn't "useless" - use-impaired, maybe, but it has its uses.
In fact, it actually gives you the opportunity to give the Galaxy some versatility: by running different EptX combinations, for example.
EPtS+EPtW for combat mode in Sep config.
EPtS+EptA for healer duty in brick mode, or to prime for Aux2Bat usage.
EPtS+EPtE for bursts of mobility in brick mode.
Build (Eng only):
Cmdr Eng: EPtW1, EPtS2, ES2, Aux2SIF3
LCdr Eng: EPtA1, RSP1, Aux2Bat2
Ens Eng: EPtE1
3x Damage Control Engineer as DOffs, and you have a ship that can basically do everything. And quite well.
Just one example.
Some other builds make use of the third Ens Eng with an ET1 for an additional heal. Also viable.
The Galaxy might not how YOU want to play. But that doesn't mean she's useless.
As for turning: see, above, the section that says "L2P! Use the f'ing Saucer Seperation console!".
Oh, and btw: stop pretending that the Galaxy-R is the worst T5 Cruiser. It isn't. There's always the Star Cruiser, that doesn't come with any DPS-mode, or any mobility-mode - that one is pure brick. The Galaxy-R, if used right (Saucer Sep for dps!) can nearly match the Assault Cruiser, and outperforms it in terms of versatility.
It's really fine for a RA T5 ship.
^pvp'er arrgogance, that build is useful for everything except PvP premade matches against good teams. It easily pushes 4.xk dps, can tank, can heal, can move fast. Useful in any ESTF or Fleet Event, and not a total dud in PvP either.
It shouldn't be too much of a surprise that in premade PvP with optimized teams, most ships are actually "useless" (as in: not optimized for the roles required) - at that level, it's all: Ody, Fleet Defiant, Lockbox ships, Carriers ... yeah, that's it. If you want to argue that line, have fun - you'll never get ALL ships to the same level for that purpose. Not even remotely possible.
I'll agree on the Star Cruiser or (Science) Ody for best healer part - thank you for agreeing that turn rate is of no importance for that job. Or did you forget that the Ody is even more a whale than the Galaxy?
Oh for the love of god. Are you blind or just plain stupid? I was talking about this game. Which I know for a fact you seem to know nothing about. THIS GAME. Your response is null in the context of THIS GAME.
All your experience would be perfectly fine and I would bow to your knowledge... involving... wait for it... CANON. Which... wait for it... THIS GAME IS NOT.
Let me try it one more time. The Galaxy is an EXPLORATION CRUISER in the context of THIS GAME. The Neg'vhar is a HEAVY BATTLECRUISER in the context of THIS GAME.
Not canon. Not tech manuals. Not your reporting website. THIS. BLOODY. GAME.
*Runs for his life*
*Catches and brings him back*
Yes it was. It was opened to discuss an apparent discrepancy between the Neggy and Galaxy, since OP was under the impression that since the Neggy was seemingly larger, that it should have just as crappy a turn-rate as the Galaxy.
Shortly thereafter, the KDF vs Fed ships war started, and then information on the neggy and galaxy started being brought in, then some idiot that I am currently arguing tried to compare canon to this game which isn't canon, and then from thereon out it just got nuts.
Alles Klar? XP
*Beams to his ship and transwarps away*
Gee. Thanks. For abandoning me. =P
Anyways, it should be noted that the Galaxy in this game is garbage. Plain and simple. There is no reason for it to be as engi heavy as it is. In all honesty, a ship only needs a single Commander Engineer. Anything more is overkill. You can tank all day long with minimal effort off of just 4 engi abilities. I would know. I do it every STF I take my oddy into. Granted I also use 3 sci abilities, but I don't need what, 8 engineer abilities (which I believe the Galaxy-R is burdened with) to live. If you're using more than 5 and still can't live, you're probably doing something wrong.
As for the discrepancy between the Neggy and Galaxy turn rates? It's a simple explanation that I don't understand why people don't seem to get. The Galaxy was not designed for combat. It was designed to be able to defend itself, yes. It was designed to survive, yes. But the Neg'vhar was designed for combat. And NOTHING else. And it's common knowledge that Klingon Battlecruisers have always had a better turn rate than Federation Cruisers. Tbh, they are designed for battle. They would naturally be better at moving around. How is that so hard to understand?
This thread really has gone on too long -.-
(Over a subspace comm channel)
Don't worry, I'll follow you into combat against the borg, or anyone else you want help with... but I always lose forum wars so I wont do those...
How would you know if someone is a noob, if there level matches yours? There is a reason why people think its a noob ship because they know the ship is weak in PVP, and only noobs would not know that. Most people don't know how to set it up to make it a better competitor. I fly it because I am a big fan of TNG and DS9, and I'm far from being a noob. After playing this game and trying different kits and setups, there is not much I can do to make me satisfied with the Galaxy-R without having a better turn rate.
Ok, you know where to find me. My name is the same and name the type of ship you want to go against and leave the borg kit.
Noobs are easy to pick out based on how they fly and what kind of weapons they are using. They can also be picked out based on how they react to certain situations, what abilities they use, and when and where and how they use them.
Also what do you have against the borg set?
Explain why you get attacked as soon as you leave the gate? You are not even flying away from your group yet. There is no way for then to know until your reaction, but don't you think they are baiting you? Why don't they attack an escorts straight out the gate? Why do they choose to attack the Galaxy first versus a Soveriegn or Oddyessy?
What does that have to do with anything to do with turn rates?
For that matter what does that have to do with anything full stop?
I was talking to hereticknight085 because he assumes he knows why everbody attacks the Galaxy ship first.
Attacking a Galaxy ship first has alot to do with turn rates. If you know a ship has weak weapons, and can't turn very well, then you choose to attack the ship that can't fight back as you stay on it aft quarter. A Galaxy can still be a little threat, even with its weak weapons, from the front because it can rush you with warp plasma or raming speed if its hull is at 25 %. It does alot of damage to excorts or science ship with raming speed, so you would rather attack it in the rear to where it can do nothing to rotate the shield faces and can't come back at you.
That said, that pretty much goes for any fed cruiser, just that the Odyssey tends to have much thicker shields making even a good tank resilient enough.
Daizen - Lvl 60 Tactical - Eclipse
Selia - Lvl 60 Tactical - Eclipse
Umm Yeah... You attack the Gal-X first because:
1: It's the least movable
2: The casual Gal-x pilot put's out the kinda damage of a good sci ship
3: A lot of noobs try to hide behind it's hull
I'd say they have good reason to pick on it first but this really has NOTHING to do with gal turn vs Negh'var turn.