Been a lot of threads lately about the Galaxy class since the release of the Support Cruiser and Fleet Support Cruiser which are in many ways superior to the Galaxy class. This has reignite a fire under the bums of those who love the Galaxy class. I myself am a fan of the Galaxy class (not in the game, but in general). It's never really bothered me much that the ship is terrible since there are quite a few other ships I like so I simply fly one of them. Still all the threads lately got me thinking about how the ship should be or could be to make it actually worth using. I would like to bring your attention to the Exploration Cruiser Refit or Venture class. When you reach Captain this ship is actually great and useful. Here is the layout for those who don't know it off the top of their heads.
Bridge Officer Stations:
Lt Tac
Lt Eng
Cmd Eng
En Sci
Lt Sci
Consoles:
Engineering: 3
Science: 3
Tactical: 2
Maneuverability:
Turn Rate: 6
Inertia rating: 25
As you can see it's a rather balanced vessel. Both the bridge officer stations and consoles are good (at the captain lvl). Unfortunately, for some reason rather then continue with this layout the devs decided to go with the following for the VA and Fleet versions.
Bridge Officer Stations:
Lt Tac
LtCmd Eng
Cmd Eng
En En
Lt Sci
Consoles:
Engineering: 4 (5 - fleet)
Science: 3
Tactical: 2
Maneuverability:
Unchanged
As you can see they decided to go against the rather balanced layout of the venture and lean heavy on engineering. This is unfortunate, because in all honesty with only a single Cmd Engineering station you can tank very well and with a second Lt Engineering station you can basically tank anything all day long. So this over abundance of engineering stations and consoles in combination with it's horrid maneuverability have basically left the ship as little more then a pretty garbage scow. Here's the layout I would have preferred personally, which is based on the Venture layout.
Bridge Officer Stations:
LtCmd Tac
Lt Eng
Cmd Eng
En Sci
Lt Sci
Consoles:
Engineering: (4 - Fleet)
Science: 3
Tactical: (3 VA & Fleet)
Maneuverability:
Turn Rate: 6
Inertia rating: 25
Note: I'd prefer the Turn rate be bumped up to 7 or the inertia rating to 35 (or both) since this brick is really no fun to fly, but the ship would still be worth while without messing with its maneuverability if its console and bridge officer layout issues were rectified.
Ok lets look at the Bridge Officer stations. Firstly a LtCmd tac. This would give the ship access to some actual tactical abilities. I realize this might step on the Excelsior crowds fingers, but you must also remember that the Galaxy is a brick. So no cannon builds here and even with beams the Excelsior would be superior because it's easier to maneuver into an advantageous position not to mention it has 4 tactical consoles to the 3 I suggest. The other change is to the ensign engineering slot which, like the venture, I made a science station. This gives the ship a little science lean, but doesn't infringe on the Support Cruiser which has access to LtCmder level science skills making the layout somewhat unique when compared to the other cruisers available. I don't feel this is OP in any way, but it would make the Galaxy class something worth flying again (and without stepping on the other cruisers). As it is right now the ship is, in all honesty, a joke and useless in most roles. I'm curious to what other people have in mind that would ?Fix? the Galaxy class ? without going op overboard that is.
Comments
I think if you replace the swap the Lt Sci and the LtC Tac in yours it would suit the galaxy more and make it a good tank and heal ship and then give your original lay out to the Galaxy-X and make it a good ship with the lance.
The gal x needs at least 4 tac consoles so it is a dreadnought and not what my bop like to call "dreadnouful... pop"
I like that setup the extra firepower would be nice, however i think a bump in turn rate wouldn't be too much to ask to be honest
I fly my galaxy dragon style(125 weapon and shield power) with a tac officer and although I can do my job in ESTF's and do plenty of dps to get any job done(neghvars,cubes,tac cubes,gates,donatra) it's always a chew on getting mobile
But I persevere due to the fact when this thing is firing phasers it just personifys Star Trek sad i know but I have all my kilnks to actually play the game properly(pvp and such)
But this will just fall on deaf ears because as we know nothing gets fixed around here just new stuff added which is a shame as the old girl needs some help
Too many people want to play it. If it had reasonably good stats, they would never buy any other ship. Sure the advanced fleet *insert cryptics design* cruiser is better, but i get to fly a galaxy and can still compete. It would be bad for their bottom line. So don't get your hopes up for a useful galaxy class in STO. Its crapiness is working as intended.
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Cmdr eng
Cmdr Sci
4 tac consoles
3 eng consoles
3 Sci consoles
That should be the fleet version of the galaxy with no other changes
It would be flexable but no overpowered it would be a fun ship to fly
As it is right now..........Its garbage
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
/10char
I can tell you have put as much thought into this as I have...
It's worth noting that all three as well get 5 consoles in their respective area at the Fleet level too.
Because of that, I don't believe they will ever change the BOFF layouts of those three ships.
Now the Gal-X, especially a Fleet version, I could totally see getting a better BOFF layout.
The Gal-R, I wouldn't mind seeing some enhancements to. I probably wouldn't fly it personally, but it doesn't mean others wouldn't. Anywho, another in-direct solution is also that we need more Ensign level BOFF (and engineering ones in general) abilities that DON'T share so many blasted cooldowns with each other. Those things alone act as a big hit on the effectiveness, and if there were less shared cooldowns, and/or more abilities, it'd go a long way right there.
That's all fair enough. But why did the negh var get universal ensign then ? it should be a 8 engineering ship too.
The problem generally is not with the heavy engineering setup, or the console setup, but what you get out of it.
This all pushes the Galaxy to place where it is...in the place where the sun does not shine
They didn't go against it, the Venture is a lot newer that the Galaxy-R, so it is the Venture that bucks the trend.
Still, I know what you mean. I love my Bellerophon at T4, with its stronger Eng focus; but just applying the skin to the super Sci specialized Intrepid-R at T5 is... unsatisfying.
This is mostly true, except that the Fleet Intrepid gets a 3/4/3 console layout. The Fleet Galaxy should have received something similar -- 2 Tac console slots is kind of pathetic, honestly.
For what it's worth though, Fleet Exploration Cruiser gets 5 Engineering consoles.
Exactly. 5 Engineering consoles with just 2 Tactical consoles is a little weak. It should have 4 Engineering and 3 Tac consoles.
Why not 5 Engi, 3 Tac and 1 Sci?
I have also been doing quite a bit of PvP with the X, and although it's not the best healer in the world, it does hold it's own. I also have a Oddy Sci ship and honestly I prefer to fly the X in PvP more than I do the Oddy.
I've honestly learned a lot about how to set up the Galaxy X specifically thanks to the PvP Bootcamp, and reading countless threads on the boards. It took a lot of tweaking, and spec changes, but in the end I think the Galaxy-X is the best cruiser.
Having said that I think it could use some slight tweaking, after all the Excelsior and Ambassador are both RA level ships, and can do better than the VA level counterparts. I'd be really interested in seeing a Galaxy-X Fleet variant, with say 4 tactical consoles, 2 Sci, and 4 Engineering, along with a bump in Hull to either equal or better the Oddy/Ambassador. I do remember in one of the podcasts that Al was talking about the Fleet Galaxy-X possibly coming to the fleet store, so it may be a pipe dream that's not that far off. Also if they ever release the long since rumored Galaxy Pack, it could bring about some changes to both variants for the better.
Well look at it this way: you could use those five Engineering consoles to stack a bunch of universals, and flesh it out with Plasma Manifolds.
=D
Hm... a tad too tactically oriented for an exploration cruiser. The only catch is that all the leaning BOff layouts have been taken. Tac oriented has gone to the Excel and Regent, Sci Oriented (which is what the Galaxy should have been in the first place) went to the Ambassador, and that left the Engi Oriented for the Galaxy. But you are correct, it's console layout is a travesty. It's BOff layout is not much better. In fact, it's BOff layout is probably one of the worst in the game (if not the outright worst). So no arguments here on that. My proposal for Galaxy stats though, you probably won't like it, but heck, you wanted ideas, so here goes:
Exploration Cruiser Refit
Hull: 40000
Shield Mod: 1.0
Turn Rate: 6.5
Inertia: 20
+5 Power to All Subsystems
Unique Console:
Saucer Separation
-10% Shields and -15% Hull
+5 Additional Power to Weapons
-5 Power to Shields
-5 Power to Aux
+6.5 Base Turn Rate
+25 Inertia
+10% Impulse Speed
3 Minute Cooldown
Consoles:
Tactical: 2
Engineering: 4
Science: 3
BOff Layout:
Lt Tac
Cmdr Engi
LtCmdr Engi
Lt Sci
Ens Uni
So it has a little more diversity, but maintains it's lower tier damage. Possibly not what you were looking for, but it's certainly an improvement over before. That universal ensign slot also gives you a lot more variety than you think, since it then allows you to either imitate the star cruiser or assault cruiser in layout. However, I slightly increased the turn rate with a reduction in inertia. I also modified it's saucer separation to make it a tad more useful, mostly by decreasing cooldown. However, I think you'll like what I do with the fleet version.
Fleet Exploration Combat Cruiser Retrofit
Hull: 44000
Shield Mod: 1.1
Turn Rate: 6.5
Inertia: 25
+10 Power to Weapons
+5 Power to Shields
+5 Power to Aux
Added Bonus: If ship takes damage for more than 2 minutes, gains an additional +5 power to Shields and Weapons, which are removed as soon as conditions return to normal (can't put it as is at red-alert, since you can keep a ship there by using HE and a few other abilities).
Console Layout:
3 Tactical
4 Engineering
3 Science
BOff Layout:
Lt Tactical
Cmdr Engi
LtCmdr Engi
Lt Uni
Ens Uni
Saucer Sep Change:
-10% Shields, -15% Hull
+10 (yes, 10) Power to Weapons
No Loss in Shield or Auxiliary Power
+7 Turn Rate
+30 Inertia
+15% Impulse Speed
2.5 minute cooldown
Reasoning:
Time of war, make it a COMBAT retrofit. Slight increase in inertia with the removal of a lot of extraneous TRIBBLE from the saucer, hull and shield increase due to FLEET version, and a slight re-allocation of power, again due to a combat oriented retrofit. The added bonus is again for combat reasons, if the ship is under fire long enough, it can change things with itself to make it more durable and be able to fight back harder (but not enough to make it OP). Console layout is more balanced (got rid of that ANNOYING skew towards engineering), and it's BOff layout is still heavy on engineering, but has the two universal slots so you can do whatever you want with it (within reason). Also the change to Saucer sep is again due to it being a combat retrofit, so the no loss of power is mostly because it's EPS relays would be reinforced and modified to be more able to be flexible, while at the same time still giving the added weapons power. The increased turn rate is because the impulse engines on the retrofit are better, and the even greater inertia increase is again due to extraneous TRIBBLE being removed. Same reasoning for even greater impulse speed increase. The lowered CD is because the ship is more suited to doing this, and also to make it not such a pain in the rear for players to use.
Probably gonna get insta shot down, but my 2 ECs on the matter.
I'd like to compare your setup for the Galaxy-X sometime. I'm a proud owner of one for a long time, and would like to learn how you decided to set up yours.
A Galaxy-X Fleet variant would be most welcome, as well.
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Really, a Cmdr Eng, LtCmdr Eng, and En Eng wouldn't be bad if there were non-tanky powers at the Ensign level. Engineer powers are weak in regards to diversity. THATs the Galaxy's real problem.
Honestly, I don't think the Fleet Gal-R needs a LtCmdr Tac, that is an out with no end. Sovereign-R has Tac more covered than the Excel-R now. Sci is possible if it takes it further than the Support-R like the Sovereign-R.
SUGGESTED
SOVY-R
Cmdr Engineer
Cmdr Engineer
LtCmdr Sci
LtCmdr Tac
Ensign Sci
Ensign Tac
Lt Eng
Lt Eng
Lt Tac
Lt Sci
This build would bring it more in line with the Captain Galaxy too TBH.
But I'm not sure I like that idea either. I want Cryptic to add more buffing powers that work on the team that perhaps not heal for once or add a wider array of powers in general to the Engineer skill set. That will make the Gal-R playable.
IMO Galaxy-R should have universal lt.commander since Galaxy imo been shown in tv-shows to be very versatile ship but IMO Excelsior, Ambassador and Galaxy shouldn't even be on par with Sovy unless they would clearly been said to be "Completely new ships using exterior design of original ships" since they are old ships...hell, even Galaxy is 50 years old by STO. Same goes with Defiant and all older designs but devs have to put them in game because players demand the familiar ships.
Boff layout:
Cmd Eng
LT cmd Tac
LT Eng
LT sci
En Tac
Console layout:
4 eng
3 tac
3 sci
If we get a rank increase to general which I'm guess will be the last tier so tier 6 ships then they can really fix the galaxy class such as giving it 5 fore weapons and 5 aft weapons.
Boff layout:
Cmd Eng
Cmd Tac
LT cmd Eng
LT Tac
LT sci
console layout:
5 eng
4 tac
4 sci
and since some science and tac ships have hangers, give the galaxy 3 universal console slots for saucer sep, anti matter spread and some other console.
I know this is broken but I can really see this happening
Also... why do we have yet another thread on this topic?
[SIGPIC]http://file3.guildlaunch.net/205090/DVhexishensig.jpg[/SIGPIC]
Cruisers with mk x common in infected elite http://www.youtube.com/watch?v=Q82PqoFFxjc
Cruisers with good gear in infected elite http://www.youtube.com/watch?v=WMnFljZD9m8
Soloing Infected Elite http://www.youtube.com/watch?v=XaEFICFx4E8&feature=youtu.be
[SIGPIC]http://file3.guildlaunch.net/205090/DVhexishensig.jpg[/SIGPIC]
Cruisers with mk x common in infected elite http://www.youtube.com/watch?v=Q82PqoFFxjc
Cruisers with good gear in infected elite http://www.youtube.com/watch?v=WMnFljZD9m8
Soloing Infected Elite http://www.youtube.com/watch?v=XaEFICFx4E8&feature=youtu.be
If the devs where fans of the Galaxy Class, they surely would add similar consoles to the ship.
But in my opinion the 3 ship pack is the bare minimum in order to make the Galaxy Class as it should be. Everything else would be just a hypocritical try to calm the fans.
Lt Uni
Lt Tact
Lt cmd Sci
Cmd Eng
Ens Sci
So all you are doing is switching the Cmd Sci and Lt Cmd Eng stations around.
But giving it this console layout
4 Eng
3 Sci
3 Tact
Turn Rate increase to 7.
Sorted ship won't be overpowered but what it will allow you to do is to be alot more flexible in the builds which the Galaxy should be. Not a master of 1 trade but a jack of all
I would change the Ensign Science into a Engineer in order to make the Galaxy a real Engineering counterpart to the Nebula.
Additionally i think it wouldn't hurt the Galaxy Class to get a unique ability for a Exploration Cruiser and as counterpart to the Nebula, i think it should get the Ability "Sensor Analysis" too.
a simple boff layout change and 1 point more turn would be excellent. The fleet galaxy should have the universal slot option, and maybe a slight shield mod boost over the Galaxy-R. as for consoles more than enough ingame already lol
as for seperation mode its part of the ship=no sep console
Galaxy-X= no cloak console
reasons for the above statements: klingon ships dont have cloak consoles
p.s.
defiant=no cloak console