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Gal-X, Odyssey 3 pack, or avenger class?

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  • tinkerstormtinkerstorm Member Posts: 853 Arc User
    edited October 2013
    It easily surpases the 3 tac consoles of the tactical version after 10 seconds and its resistance debuff stacks for 30 seconds and keeps at -33 percent as long as you dont switch targets and stay within 10 km. All by saving upo a console slot you can use for other toys.
    My experience with the Oddities has obviously been different from your's, which may be a difference in captain profession (engineer) or perhaps BOff assignments. For me, the sensor analysis thing was underwhelming as it takes too long to build up. I got more mileage from the tactical Oddity because the additional tactical console contributes consistent benefit from the first shot to the last. Note that I fly a FAW3 beam boat.
    jetwtf wrote: »
    Curious though does the Avenger get "+10 weapons power" like the FACR?
    Yes, +10 weapons and +10 engines.

    Otherwise, the fleet Avenger has the same console slots as your Fleet Assault, one less device slot (as if that matters), 1650 less base hull, 300 less crew (crew, ha ha) same shield multiplier, 2 degrees more base turn, swap your Lt. Science for Lt. Engineer, and mount dual cannons. Oh, and Comm Array which all Federation cruisers will soon have, but you'll have +aggro. Because, you know, tanking is soooooo important in STO

    Also, fail Avenger captains can waste a console slot on a Federation Epic Fail cloak console.
  • unboundinfernounboundinferno Member Posts: 99 Arc User
    edited October 2013
    jetwtf wrote: »
    +2 more points in turn is negligeable already for a beam boat.

    I'm not going to get into the whole 5 fore vs broadside argument there, but that turning bit is about as ridiculous as I've seen it.

    The difference between a base turn of 7 or 9 is huge, as the accumulated turn from boosts is proportionately higher. The Avenger will benefit volumes more from the same Turning console as opposed to the slower ship, further accelerating its already higher turning ability even more.

    What I'd give to have a 7 turn rate on an Oddy compared to its base 6. One point is already alot, two is massive in comparision - or 3 in the case of Oddy vs Avenger.


    Besides, a faster turn rate lets you play more aggressive with more weapons on the target longer and easier - with shorter distances and those Beams are volumes more powerful, regardless of where they are located.
  • jetwtfjetwtf Member Posts: 1,207
    edited October 2013
    Yes, +10 weapons and +10 engines.

    Otherwise, the fleet Avenger has the same console slots as your Fleet Assault, one less device slot (as if that matters), 1650 less base hull, 300 less crew (crew, ha ha) same shield multiplier, 2 degrees more base turn, swap your Lt. Science for Lt. Engineer, and mount dual cannons. Oh, and Comm Array which all Federation cruisers will soon have, but you'll have +aggro. Because, you know, tanking is soooooo important in STO

    Also, fail Avenger captains can waste a console slot on a Federation Epic Fail cloak console.

    Sweet then my tac will fly the Avenger instead of FACR, +10 to weapons power was the only thing I was wondering about becasue with a beam boat every bit of weapons power makes a differance. And no wont waste a slot on a cloak.
    I'm not going to get into the whole 5 fore vs broadside argument there, but that turning bit is about as ridiculous as I've seen it.

    The difference between a base turn of 7 or 9 is huge, as the accumulated turn from boosts is proportionately higher. The Avenger will benefit volumes more from the same Turning console as opposed to the slower ship, further accelerating its already higher turning ability even more.

    What I'd give to have a 7 turn rate on an Oddy compared to its base 6. One point is already alot, two is massive in comparision - or 3 in the case of Oddy vs Avenger.


    Besides, a faster turn rate lets you play more aggressive with more weapons on the target longer and easier - with shorter distances and those Beams are volumes more powerful, regardless of where they are located.

    Hmm 7 beams and the KCB, 2 MK XII fleet nuetronium with the +turn mod and you are saying haveing an intial 2 more points in turn makes all the differance in the world? Sorry but wrong. without those extra 2 points in turn on my FACR and the fleet nuetroniums i am having to let off the turning just to keep from colliding with the target while broadsiding. I dont need anymore turn than what the FACR gives initialy with those 2 consoles because quite frankly warp core breach from your destroyed enemies kinda sucks. I play plenty aggressive and keep a broadside with ALL my weapons on target optimaly as is. And i wasnt talking about the ODDY, different ship altogether.

    If you are doing cannons or DBB on fore then yeah sure more turn the merrier but i am talking about a pure beam boat where there is a balance between just enough turn and too much. There is a differance between the 2 build styles and the playstyle that comes with them.
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  • unboundinfernounboundinferno Member Posts: 99 Arc User
    edited October 2013
    jetwtf wrote: »
    Sweet then my tac will fly the Avenger instead of FACR, +10 to Hmm 7 beams and the KCB, 2 MK XII fleet nuetronium with the +turn mod and you are saying haveing an intial 2 more points in turn makes all the differance in the world? Sorry but wrong. without those extra 2 points in turn on my FACR and the fleet nuetroniums i am having to let off the turning just to keep from colliding with the target while broadsiding. I dont need anymore turn than what the FACR gives initialy with those 2 consoles because quite frankly warp core breach from your destroyed enemies kinda sucks. I play plenty aggressive and keep a broadside with ALL my weapons on target optimaly as is. And i wasnt talking about the ODDY, different ship altogether.

    If you are doing cannons or DBB on fore then yeah sure more turn the merrier but i am talking about a pure beam boat where there is a balance between just enough turn and too much. There is a differance between the 2 build styles and the playstyle that comes with them.

    You are missing the point I think.

    Both the Gal-X AND Oddy share the 6 turn base, I just identify more with the Oddy than the Gal-X. The point stands on how much more it helps than hinders the intended ships in question here.

    The Gal-X works with DHC, that's a tighter arc than DBB - and all the turning you stack with consoles doesn't match to what those few extra points add up to.


    You stated for for Beam use, and if you have trouble grasping turning arcs, it doesn't mean you should dismiss how much easier it could be for someone else to keep a target in the sights if they can with said faster turn arc. Not to mention if someone actually decided to push aggressive, fly close, and let the beams shred at point-blank range. A faster turning ship can do it better there too.

    You "slide" style I don't doubt is fine, but its not the only way to drive the ship. There are different ways to play the game, and for some playing it differently a couple turn rates faster could be a world of difference.
  • jetwtfjetwtf Member Posts: 1,207
    edited October 2013
    You are missing the point I think.

    Both the Gal-X AND Oddy share the 6 turn base, I just identify more with the Oddy than the Gal-X. The point stands on how much more it helps than hinders the intended ships in question here.

    The Gal-X works with DHC, that's a tighter arc than DBB - and all the turning you stack with consoles doesn't match to what those few extra points add up to.


    You stated for for Beam use, and if you have trouble grasping turning arcs, it doesn't mean you should dismiss how much easier it could be for someone else to keep a target in the sights if they can with said faster turn arc. Not to mention if someone actually decided to push aggressive, fly close, and let the beams shred at point-blank range. A faster turning ship can do it better there too.

    You "slide" style I don't doubt is fine, but its not the only way to drive the ship. There are different ways to play the game, and for some playing it differently a couple turn rates faster could be a world of difference.

    And you missed the point as well and I got that point. I already stated if you use cannons, torps, or DBB then more turn is always wanted. I never disagreed with you or anyone on that. I was simply saying for a full beam array setup the 2 extra points it does not make a huge differance. Stating for a different playstyle than everyone else was talking about that the ship is more than well suited for that the 2 extra turn is not a requirement. Helpfull ofcourse it is but not a selling point when a ship can do just fine as a beam boat with 6 turn and 1 RCS or equivelant added to it.

    And I understand turn rates just fine, i have 7 level 50 characters, 3 tacs in escorts that need every ounce of turn and 1 sci that can always use more for the deflector abilities but I think I may have gotten that balanced. I have 1 rom engi in a cruiser with DBB and torp fore and turrets aft, need turn on that one. but my 2 beam boat cruiser captains have more than enough turn with MK XI or better fleet nuetroniums with +turn where they do a complete circle at 3/4 impulse within 1 kilometer, FACR and fleet corsair respectivly.

    So we done arguing turn? :D
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  • neo1nxneo1nx Member Posts: 962 Arc User
    edited October 2013
    jetwtf wrote: »
    Considering I have 7 beam arrays and the KCB and 2 fleet nuetronium +turn I come in hot and heavy at full impulse and powerslide to a perfect broadside with anything and can maintain that broadside near indefinatly. +2 more points in turn is negligeable already for a beam boat. 5 fore weapon slots would give maybe 100-200 more DPS in the intial attack when I begin my powerslide. Thats not even enough to compensate for a single crit once I am broadside or even the fluctuation in hits thats normal. Sorry 5 fore is not a selling point and I run a parser so I can see exactly how many DPS everyone is doing. So far not 1 has done more DPS than my Fleet Assault Cruiser, and like I said maybe because nobody I met has a proper build for it yet. My Regent is a gear storage container at the shipyard.

    having 2 more turn allow you to not use mine console and use universal to enhanced you dps, it is as simple as that, and the fact that you haven't found anyone outdps you in this ship daes not mean that its not exist.
    and to tell you the true, it is certainly the case, there is a channel in the game for people that are capable to do 20k dps, that are also capable to finish an elite stf ALONE in less than 5 minutes.
    i don't want to demonstrate the same arrogance as you do, but from what you told us about your build i hardly bielieve you are nowhere near there level.
    you want to find someone outdps you in an avenger? you will find him there.

    there is also some who mention them in pvp forum
    http://sto-forum.perfectworld.com/showthread.php?t=861031
  • jetwtfjetwtf Member Posts: 1,207
    edited October 2013
    Reading comprehension problems neo1nx?

    "and like I said maybe because nobody I met has a proper build for it yet."

    Notice that? Stated in 2 posts that I may have not come across a proper build thus why my parse results were higher. Or maybe you cannot comprehend that either and wish to be insulting some more by calling me arrogant when I clearly stated otherwise?
    Join Date: Nobody cares.
    "I'm drunk, whats your excuse for being an idiot?" - Unknown drunk man. :eek:
  • neo1nxneo1nx Member Posts: 962 Arc User
    edited October 2013
    jetwtf wrote: »
    Reading comprehension problems neo1nx?

    "and like I said maybe because nobody I met has a proper build for it yet."

    Notice that? Stated in 2 posts that I may have not come across a proper build thus why my parse results were higher. Or maybe you cannot comprehend that either and wish to be insulting some more by calling me arrogant when I clearly stated otherwise?

    ho, i and other in this thread have anderstood you very well.
    let me refresh your memory, this is what you have post.
    I have yet to see an avenger do more DPS than my Fleet Assault Cruiser

    wich is, in no more certain term a way to said that it can't be done BUT, we could have give you the benefit of the doubt if it wasn't follow in an other post by this
    +2 more points in turn is negligeable already for a beam boat

    wich make the first statement more like an empirical proof that this is not possible or hardly doable more than an humble way to said that you haven't find the player that known how to use that advantage correctly.

    do you think we are idiot or what? no....seriously?

    so, i reapet and i insist, with the same bo layout, same power distribution, same hull and shield, having +2 in turn will automatically give the ship more dps potential.
    it is true with canon but it is also true with beam, dual or single.
    there is no maybe, there is no " but with single beam and kcb" build or anything that this statement will proove to be false.

    i am sorry for you if you can't get that.
  • crypt1c1crypt1c1 Member Posts: 0 Arc User
    edited October 2013
    neo1nx wrote: »
    ho, i and other in this thread have anderstood you very well.
    let me refresh your memory, this is what you have post.



    wich is, in no more certain term a way to said that it can't be done BUT, we could have give you the benefit of the doubt if it wasn't follow in an other post by this



    wich make the first statement more like an empirical proof that this is not possible or hardly doable more than an humble way to said that you haven't find the player that known how to use that advantage correctly.

    do you think we are idiot or what? no....seriously?

    so, i reapet and i insist, with the same bo layout, same power distribution, same hull and shield, having +2 in turn will automatically give the ship more dps potential.
    it is true with canon but it is also true with beam, dual or single.
    there is no maybe, there is no " but with single beam and kcb" build or anything that this statement will proove to be false.

    i am sorry for you if you can't get that.

    I dont see how +2 turn will give more dps potential with the same set up, and same Boff layout on a beam boat. This only proves to be true with DBB or DHC. Sure the Avenger has 5 fore but that is still negligble dps compared to broadsiding with both the FACR and the Fleet Avenger. Both of these ships are good at what they do, don't get me wrong but If I had to choose one it would be the FACR, just because it has alittle more hull than the Fleet Regent, and it has +10 to weapons, +5 to shields, and +5 to aux. Minor bonuses but its enough to make me buy one...
  • neo1nxneo1nx Member Posts: 962 Arc User
    edited October 2013
    crypt1c1 wrote: »
    I dont see how +2 turn will give more dps potential with the same set up, and same Boff layout on a beam boat. This only proves to be true with DBB or DHC. Sure the Avenger has 5 fore but that is still negligble dps compared to broadsiding with both the FACR and the Fleet Avenger. Both of these ships are good at what they do, don't get me wrong but If I had to choose one it would be the FACR, just because it has alittle more hull than the Fleet Regent, and it has +10 to weapons, +5 to shields, and +5 to aux. Minor bonuses but its enough to make me buy one...

    any ship will perform better with more turn rate, DHC, single or dual DBB, that not the problem. the more turn rate you have the more easy and fast it is to keep your target in your broadside arc with single beam, the more easy and fast it is to get your target in range for DBB and i won't even speak about cannon.
    but here the most important things is that you will replace these mine turn console by universal that add dps to your ship, and there plenty, borg, tachyo, zero point, elachi crit, point system defense, leech.
    so in a well build ship having more turn will alway give you more dps, if you build your ship with that in mind and take advantage of it
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