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Dreadnought Exploration Cruiser

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    neo1nxneo1nx Member Posts: 962 Arc User
    edited August 2013
    as of today the most effective build i found is a canon auxtobat build.
    3rcs +40%, tackyo console, helsman trait, 9 in thruster and you got 19.8 turn rate.
    that allow you to use canon decently.
    of course the price i accepted to pay is loosing 2 tactical console +30% since i do not want to loose the borg, tackyo, zero point, leech and cloack console.

    fleet shield, jem hadar mk12 engine ( combined with borg console, zero point and 9 in warp core) allow you to save skillpoint in weapons performance.
    4 DHC in front, 3 turret in back + KCB.

    but you still have to make too much sacrifice for it to remain competitive.

    with 7 in turn rate i could have the same turn rate as the one i have now (19.8)with only 2 rcs console, liberated me a console slot where i could put the elachi critical severity console for example.
    a lt commander tact would add more punch.
    an integrated cloack would be good, since that how it was in the beguining ( you known, 3 years ago ) and since it is not a battle cloack we don't have to loose efficiency by slotting it in a console slot. and that would allow me to slot back 1 tact console.

    and a fleet version would be apreciate too, +10% shield and hull and the 4th tact console.

    lance should have it cooldown reduce to 2 minute instead of 3 and it accuracy been revisited.

    saucer separation if some people want it, but i personally don't care.
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    yaisuke15yaisuke15 Member Posts: 421 Arc User
    edited August 2013
    I have a proposed plan for the dual cannons atop the Galaxy-X that sit awkwardly there becuase hardly anyone uses them.

    I say, make a universal console, equipable to the Galaxy-X and Fleet Galaxy-X (When we get it that is, until then it's for only the Galaxy-X) that's a weapon (probably the first exculsive ship only weapon). It would be a dual heavy phaser cannon weapon that, at 45* fires the same power as a normal dual heavy cannon and out side that range to up 180* fires bolt from cannons at 3/4 the power of normal cannons.

    I'd need to write up stats, but I would say that would solve the Galaxy-X's DHC problem... maybe. If anyone has any thoughts one this, please by all means, I am hear to listen and learn.
    [SIGPIC][/SIGPIC]
    "Look at me I'm a target!"
    "Fire the Lance on my mark... MARK!
    "How many times have we gone into the breach again R'shee?"
    My proposal for a Galaxy bundle
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    grob44grob44 Member Posts: 60 Arc User
    edited September 2013
    I find using the hold mines in the aft weapon slot and going in reverse can bring a target within the arc of your fwd weapon.
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    capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited September 2013
    I picked up this little Gem of a ship the other day.

    and gotta say with the Venture skin she is a Gem. All shiny and good looking.

    My ONLY beef with this ship is basically the same one i have with all ships relegated to either beams or single cannons and turrets. which are not to say sub-par but less than optimal. and i get that the escort jocks dont want to lose their epeen's.

    http://sto-forum.perfectworld.com/showthread.php?t=847001

    simple math. in my anger about posts for cannon/beam

    Yeah there are builds that can overcome a lot of "beam" issues. But a lot of those as stated by devs can be pretty much just as beneficial to non beam ships.

    But i really like this ship.
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
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    rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited September 2013
    I like how every idea in this thread essentially is asking to turn the ship into a gigantic escort.



    - 13 turn rate
    - 6 boffs
    - 20 bajillion console slots
    - i win button
    - lolthread
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    Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
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    capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited September 2013
    I like how every idea in this thread essentially is asking to turn the ship into a gigantic escort.



    - 13 turn rate
    - 6 boffs
    - 20 bajillion console slots
    - i win button
    - lolthread

    Not Every idea thank you very much. The ship is realistically perfect, with maybe a CD reduction for the lance.

    And a change to Beams (which would benefit every ship people complain about)

    Just saying:D
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
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    capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited September 2013
    http://skillplanner.stoacademy.com/?build=ussfearnought_0

    This is my current build.

    No Aux2Batt Devil magic/Gimmik to make beam ships viable. (i say gimmick/devil magic cause it does nothing for science but nerf the intent of science)

    I am still tweaking it. But mostly in the Boff area. The BO is much more effective than a FAW in this ship. FAW is ok for clearing pet spam, and mine spam. But due the the drain mechanics of beams you might as climb into a spacesuit pick up a potato gun get on the hull and start launching them at passerby.

    The reasoning behind saying the drain mechanic is kind of easy. Toss out and EPtW power goes up then drops again and again. (beam) Now toss one out with cannons you get...tiny dip....tiny dip...tiny dip....

    Love the Dread though subspace jump...buffs....lance....Heavy grav beam....knock a whole 10% off an Elite Tac cube :D

    not much but fun, oh so fun. Especially in Ker'rat. Jump behind a battle cloaking *person* and pop them.
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
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    capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited September 2013
    Delighted to see so many people wanting to upgrade my favourite ship.

    The USS Sir Lance A Lot is rightly feared in the Kerrat environment where it excels with it's ultra specialised build, I will get some fraps of kills this evening and upload asap.

    All I would like to see changed on this ship is the following:

    Lt Cmd Tac station
    +1 TAC console
    Built in cloak
    Turnrate increased by 2
    Lance accuracy maintained within it's arc therefore not requiring subspace jump to be sure of a hit.
    Lance damage to be increased inline with the Javelin of the Guramba.

    Those changes will make this a more all round fighter rather than a uber specialised lancer.

    Matt

    I am curious to know your reasoning behind the changes, like as in if it were made a Fleet ship?

    The cloak, lance and Tac console im fully in with you on that. But what do you need the Lt. Cmd Tac for?
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
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    capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited September 2013
    Also could i get a link to your build for the U.S.S. Sir Lance A Lot? I feel like i have seen it somewhere but cannot remember where...
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
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    latiasracerlatiasracer Member Posts: 680 Arc User
    edited September 2013
    I am curious to know your reasoning behind the changes, like as in if it were made a Fleet ship?

    The cloak, lance and Tac console im fully in with you on that. But what do you need the Lt. Cmd Tac for?



    The ship is supposed to be a ship of war, It would be nice for it to have slightly more tactical functionality. Higher grades of rapid fire/beamfaw/beamoverload and the Torpedo abilities would be very much welcomed in my opinion :cool:



    And seen as other people are posting their builds here, i'll do the same : http://skillplanner.stoacademy.com/?build=ussartyom_0

    I made it back when Dominion boxes where the hip new thing, and i decked it out with Phased Polarons because i was yet to use them on anything.

    My build is semi-focused on reducing the cooldown of Rapid fire, because when active it gives the ship an awesome minigun effect of just a flow of purple cannon shots. The other role it assumes is a healer too. I discovered if i use Photonic officer first, fire the cannons, Then activate Aux2Bat, That takes about 40 seconds of photonic officers CD, meaning it's able to be used again :D

    It can manage roughly 4-5k DPS in STFS, which doesn't sound like much but it's pretty impressive IMO considering this ships gimped tactical functionality.

    Any questions/suggestions would be appreciated
    warp plasma can't melt neutronium beams
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    orangeitisorangeitis Member Posts: 5,222 Arc User
    edited September 2013
    admgreer wrote: »
    It needs a turn rate of at least 12-13. Increase shield modifer. 4 tac consoles. 4 eng, 2 sci. LT and LT cmdr Tac station or a Ens and Cmdr Tac station. Ability to Equip Point defence and no cooldown for the Lance. And then it would be a great ship a "TRUE" Dreadnought.
    Fixed. :D
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    capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited September 2013
    Lt Cmd Tac will give the ship the opportunity to use BO2 and CRF, currently it's one of the other. A tactical dread with only a Lt Tac is really a joke.

    I'm currently updating the build on our forum to the latest spec, hope to finish it this weekend, but if you wish to see it as it is with full detail on how to use it please register on our forum which you can find at www.srs-fleet.net.

    The answer to the anti spam question you won't know is "Matt Johnson"

    Cheers
    Matt

    Now i have to wait for approval :(
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
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    capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited September 2013
    admgreer wrote: »
    It needs a turn rate of at least 12-13. Increase shield modifer. 4 tac consoles. 4 eng, 2 sci. LT and LT cmdr Tac station or a Ens and Cmdr Tac station. Ability to Equip Point defence and no cooldown for the Lance. And then it would be a great ship a "TRUE" Dreadnought.


    orangeitis wrote: »
    Fixed. :D

    Things that are not ok. This post made it there.

    Side note it can equip Point Defense. Phaser not Photon.
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
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    kintishokintisho Member Posts: 1,040 Arc User
    edited September 2013
    Re-Vamp this thing!!!! watch "all good things" and re-think the gal X.... it NEEDS to be competitive with the Scimitar... its a freaking Dred....
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    theraven2378theraven2378 Member Posts: 5,994 Arc User
    edited September 2013
    I don't own one, but I've seen how effective they can be in the right hands, not a big fan of the bridge layout so it's off my to buy list.

    if they gave the Gal X a Lt Cmd tac slot, it could be on par with the Regent and the Excelsior.
    The fleet RCS consoles from the dilithium mine might help on the turn rate.

    It had potential but like the Galaxy and the D'deridex it was wasted.
    NMXb2ph.png
      "The meaning of victory is not to merely defeat your enemy but to destroy him, to completely eradicate him from living memory, to leave no remnant of his endeavours, to crush utterly his achievement and remove from all record his every trace of existence. From that defeat no enemy can ever recover. That is the meaning of victory."
      -Lord Commander Solar Macharius
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      capnshadow27capnshadow27 Member Posts: 1,731 Arc User
      edited September 2013
      http://www.stoacademy.com/tools/skillplanner/?build=ussfearnoughtv2_0

      Current Devastating build.

      The changes are less to increase damage than to keep that power way up high.
      Don't get me wrong, the damage does massively increase, but thats partly due to consoles, partly due to the change in shields and engines. That change also helps survivability.

      I wish i could put a nukara console on it once i get one, but i have no room left and do not want to lose the increases gained by the current consoles, the only one i can see dropping is the cloak as i dont exactly get to use it all that often....
      Inertia just means you can do Powerslides in you carrier!
      I am Il Shadow and i approve these Shennanigans!
      [SIGPIC][/SIGPIC]
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      ltdata96ltdata96 Member Posts: 15 Arc User
      edited September 2013
      yaisuke15 wrote: »
      To make the lance more effective like in the show, every ship in game, from enemy to player, would have to have a four second starting when identifying enemies. I know it's a flawed idea, but it takes a ground idea and a lot of people to make a good reboot.

      My idea for a dreadnought cruiser would be this:

      6 Bridge officers (yes six, it's a dreadnought and if there are complaints, then they should do it for the other factions to even it out)

      Lt tactical
      Lt Commander tactical
      Commander engineering
      Lt engineering
      Ensign science
      Lt science

      Weapons: 5 fore, 4 aft

      45k hull
      8 turn rate
      Shield Modifier 1.2
      4 Engineering Consoles
      3 Science Consoles
      4 Tactical consoles

      change cloak to a battle cloak
      make lance deal 10k damage to both shields and hull, making it a real killer (meaning if a shield is 5k, then it is taken down and 5k is then dealt to the hull) and in three burst. (Edit: with a 2 minute cooldown time instead of three and have each burst cost 15 weapons power)

      I know this sounds overpowered, but this is just an idea. I'd like it if cryptic made all end tieir ships have an increased weapons slot (cruisers and science vessels have additional fore weapon while escorts have additional aft weapon) and make six bridge officer lay outs for the end ships as well as having eleven console ships. Again, it's just an idea because that is my vision of a dreadnought.

      (Then again, if it were like that, everyone would try and get their grubby mitts on it.)

      If that never happens and the dreadnought gets only slightly better, oh well. It's just a game that I play for fun because I love ship battles and star trek. Just cause I can't beat anyone else in PvP with my favorite ship or get better DPS doesn't mean the end of the world. It's still an awesome ship, but it needs fine tuning.

      Now that I think of it, maybe Cryptic is waiting to retrofit the Galaxy-X and Galaxy as better ships in their possibly final patch, kind of like a end of the journey beginning of something new thing. Who knows?

      I love it! It's the perfect answer on the current OP-ness of the Romulan Faction, although i doubt it will ever happen like that. By the way the idea with extra wpn slots sounds good for me and makes cruisers and scis a bit more effective again...
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      capnshadow27capnshadow27 Member Posts: 1,731 Arc User
      edited September 2013
      admgreer wrote: »
      A FLEET VERSION.
      This would be the best TAC cruiser for Feds ever made.

      LT CMDR - universal
      Lt CMDR - TAC
      LT - TAC
      CMDR - ENG
      ENS - ENG
      LT - SCI

      Console: 4 Eng, 4 Tac, 2 Sci, 4 Device
      Base turn rate: 12
      Crew: 2,000
      Hull: 45,000
      Shield Modifer: 2
      Impulse modifer: 0.25
      Inertia rating: 20
      Bonus Power:+10 all power levels (Due to 3rd Nacelle)
      Standard Shields: 6,225 (Mk X White)
      Spinal Lance: 2 min cool-down. Base damage of 10k. Can be boosted by Phaser Tac Console for Max of 18k. %10 chance at %100 shiled penetration but can be modified by several factors. Wep targeting Skill, ACC modifier, Attack patterns for Max of %25 chance at %100 shield Penetration. -50 to all power systems for 5 sec when fired.

      First. the Boff slots are ok as is. Only the cannon jokey's need more for CRF. and while id like BO 3, BO 2 works quite well.
      Second. 10% hull increase is all thats necessary for a fleet version. so 44K for this ship.
      Turn rate 7 tops.
      Shield modifier should be unchanged. and if it is 1.1 would be acceptable. Not even science ships have a modifier that high.
      same with the impulse modifier, maybe and i mean maybe boosting it to .20
      Its inertia is fine as is.
      And the Lance 2 Min CD, and nothing else, except a boost to its ACC and not even a huge one.
      yaisuke15 wrote: »
      To make the lance more effective like in the show, every ship in game, from enemy to player, would have to have a four second starting when identifying enemies. I know it's a flawed idea, but it takes a ground idea and a lot of people to make a good reboot.

      My idea for a dreadnought cruiser would be this:

      6 Bridge officers (yes six, it's a dreadnought and if there are complaints, then they should do it for the other factions to even it out)

      Lt tactical
      Lt Commander tactical
      Commander engineering
      Lt engineering
      Ensign science
      Lt science

      Weapons: 5 fore, 4 aft

      45k hull
      8 turn rate
      Shield Modifier 1.2
      4 Engineering Consoles
      3 Science Consoles
      4 Tactical consoles

      change cloak to a battle cloak
      make lance deal 10k damage to both shields and hull, making it a real killer (meaning if a shield is 5k, then it is taken down and 5k is then dealt to the hull) and in three burst. (Edit: with a 2 minute cooldown time instead of three and have each burst cost 15 weapons power)

      I know this sounds overpowered, but this is just an idea. I'd like it if cryptic made all end tieir ships have an increased weapons slot (cruisers and science vessels have additional fore weapon while escorts have additional aft weapon) and make six bridge officer lay outs for the end ships as well as having eleven console ships. Again, it's just an idea because that is my vision of a dreadnought.

      (Then again, if it were like that, everyone would try and get their grubby mitts on it.)

      If that never happens and the dreadnought gets only slightly better, oh well. It's just a game that I play for fun because I love ship battles and star trek. Just cause I can't beat anyone else in PvP with my favorite ship or get better DPS doesn't mean the end of the world. It's still an awesome ship, but it needs fine tuning.

      Now that I think of it, maybe Cryptic is waiting to retrofit the Galaxy-X and Galaxy as better ships in their possibly final patch, kind of like a end of the journey beginning of something new thing. Who knows?

      Six Boffs? no way, that would be awful and OP.
      44k hull for a fleet version max.
      Sheild modifier of 1.1 tops.
      7 turn rate tops.
      i find your console selection acceptable but would accept another eng slot.
      The Lance. 2 Min CD, small accuracy buff. It does two shots already, if you can take their shield in the first the second is all hull. its already dangerous.
      Weapons, 4/4 Fine, thats enough.
      Battle cloak maybe, but only if it had a 25% chance of failure upon activation.

      my opinion.
      Inertia just means you can do Powerslides in you carrier!
      I am Il Shadow and i approve these Shennanigans!
      [SIGPIC][/SIGPIC]
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      capnshadow27capnshadow27 Member Posts: 1,731 Arc User
      edited September 2013
      This is my take on a Fleet Version of the Galaxy-X/Venture-X

      Lt Tactical
      Lt Commander Engineering
      Commander Engineering
      Lt Science
      Ensign Tactical

      Weapons: 4 fore, 4 aft

      44k hull
      7 turn rate
      Shield Modifier 1.1
      4 Engineering Consoles
      3 Science Consoles
      4 Tactical consoles

      Change Cloak to a Battle Cloak, with a 25% chance to fail upon activation, as it isn't fully compatable with FED tech, and if they did i would be ok with it remaining a console(Dread Only) other wise becoming part of the ship.

      Lower the Lance CD to 2 Minutes, 1 Minute 30 Seconds would be super nice.

      I Would be ok with this as the Fleet version. It provides not too much, not too little. It doesn't run into the OP territory, nor would it be Obsolete.

      But dear god let me keep the Venture skin. I LOVE IT THIS WAY.

      It is a simple change to the ship. And fairly reasonable as changes go.
      Inertia just means you can do Powerslides in you carrier!
      I am Il Shadow and i approve these Shennanigans!
      [SIGPIC][/SIGPIC]
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      capnshadow27capnshadow27 Member Posts: 1,731 Arc User
      edited September 2013
      Bump cause i can, Lets keep this going.
      Inertia just means you can do Powerslides in you carrier!
      I am Il Shadow and i approve these Shennanigans!
      [SIGPIC][/SIGPIC]
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      neo1nxneo1nx Member Posts: 962 Arc User
      edited September 2013
      I like how every idea in this thread essentially is asking to turn the ship into a gigantic escort.



      - 13 turn rate
      - 6 boffs
      - 20 bajillion console slots
      - i win button
      - lolthread

      a gigantic escort? no, don't worrie we don't want to transform it into a scimitar:rolleyes:
    • Options
      neo1nxneo1nx Member Posts: 962 Arc User
      edited September 2013
      i don't known if i have done it in this tread but here my "update" galaxy x version i dream of.

      lt commander tac
      commander eng
      lt commander eng
      ensign science
      ensign science

      7 turn rate
      integrated cloack
      lance: cooldown reduced to 2 minute, accuracy +10%

      for the one who wonder, a lt commander slot allow for better and more constant dps.
      the idea here is not to slot an second crf or bo3 since these power alone aren't worth the slot.
      but give the ship acces to attack pattern like delta or omega ( i personally prefer delta for that ship ) wich will be a better boost than a version 3 of BO or version 2 of crf ( especially when crf can be already double with auxtobat )

      fleet version? here it is

      +10% hull and shield as usual for a fleet version
      +1 tactical console
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      sonnylobosonnylobo Member Posts: 2 Arc User
      edited September 2013
      I thought the Dreadnaught Cruiser for the Federation could have been better, because it seems that it is outmatched a great deal of the time.

      I'd like to see some upgrades for it such as:
      5 weapon slots
      Better shield and hull hit points

      And maybe even more than one Dreadnaught Cruiser type for the Federation. Maybe something a little better than what they have now.
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      baudlbaudl Member Posts: 4,060 Arc User
      edited September 2013
      sonnylobo wrote: »
      I thought the Dreadnaught Cruiser for the Federation could have been better, because it seems that it is outmatched a great deal of the time.

      I'd like to see some upgrades for it such as:
      5 weapon slots
      Better shield and hull hit points

      And maybe even more than one Dreadnaught Cruiser type for the Federation. Maybe something a little better than what they have now.

      well, it was one of the best DPS cruiser for feds 2 years ago...
      many ships have been surpased by others in the last year(s), this is no different.

      they could have made a mirror version with a different boff seating and put it in the zen store, pretty sure folks would buy it (again)
      Go pro or go home
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      westx211westx211 Member Posts: 42,247 Arc User
      edited September 2013
      If the ship needs anything at all it needs a fleet version that replaces th Ltcmdr eng with a uni or a TAC one. And a fourth TAC console slot and the saucer separation.
      Men are not punished for their sins, but by them.
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      capnshadow27capnshadow27 Member Posts: 1,731 Arc User
      edited September 2013
      sonnylobo wrote: »
      I thought the Dreadnaught Cruiser for the Federation could have been better, because it seems that it is outmatched a great deal of the time.

      I'd like to see some upgrades for it such as:
      5 weapon slots
      Better shield and hull hit points

      And maybe even more than one Dreadnaught Cruiser type for the Federation. Maybe something a little better than what they have now.

      It techincalle has 5 fore weapons, the Fifth being the lance. And losing a rear weapon isnt an option.

      Just standard Fleet it.
      +1 Console
      +10% Hull
      +10% Shield

      Lower CD on Lance by 1 Minute, so its 2 Minutes.

      Maybe a Uni slot. The Lt. Commander slot isn't really Neccessary, would it be nice to have BO 3? you bet. not super neccessary.

      If you want to run cannons on it, well CRF comes off cooldown pretty quick, its not a neccessity to have CRF 2.

      Besides its a Cruiser, Keeping your nose on target isnt easy. And why do you want Saucer Sep? You basically remove the Lance with that. Just get a Galaxy at that point.
      Inertia just means you can do Powerslides in you carrier!
      I am Il Shadow and i approve these Shennanigans!
      [SIGPIC][/SIGPIC]
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