Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 fed carrier build advice
05-04-2012, 06:28 AM
started my own thread as i did not want to hyjack the other thread , what needs changing in the below setup ? . any advice is welcome

http://img100.imageshack.us/img100/4061/carrier.png
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-04-2012, 06:31 AM
Honestly, four Torpedo Launchers? This thing does have a horrible turnrate....
Lt. Commander
Join Date: Dec 2007
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# 3
05-04-2012, 06:35 AM
Quote:
Originally Posted by Teslanar
Honestly, four Torpedo Launchers? This thing does have a horrible turnrate....
each torp has a damage of over 6000 , found it useful in stf's but i would like better lol . the shields are over 12000 but do not last long
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# 4
05-04-2012, 07:27 AM
Quote:
Originally Posted by usscapital
each torp has a damage of over 6000 , found it useful in stf's but i would like better lol . the shields are over 12000 but do not last long
I guess for STFs that MIGHT be ok. But try not to use anything with a 90 degree firing ark.. it doesn't matter how powerful the torpedos are if you can't ever fire them. Post a pic of the BO Powers you have. Also, a few more field gens might help.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
05-04-2012, 07:50 AM
Quote:
Originally Posted by usscapital
each torp has a damage of over 6000 , found it useful in stf's but i would like better lol . the shields are over 12000 but do not last long
Yeah, nice SPIKE damage, but DPS is low!
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Join Date: Dec 2007
Posts: 120
# 6
05-04-2012, 09:21 AM
Im using the Borg set and run a beam boat configuration with my Engineer Captain.

The carrier is pretty much built as a science ship so try and play it as one.

Fore: Mk XI Antiproton purples X2 and one Tetryon Mk XI purple X 1
Aft: Same set up
It helps to have the right BOFF's as well.

So far PVE: I take NO damage as my shields seem to be up to the task and the fighters help pop ships fast.
STF's: So far so good, your shields will drop faster and you will take damage but again....with the right BOFF's and the right team to play with, its not much different than using a science ship or large cumbersome cruiser.
PVP: haven't done it yet.

Of course this is all just my opinion as so far its worked for me. I'm sure there are others that have a completely opposite suggestion.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
05-04-2012, 01:21 PM
Quote:
Originally Posted by QBSneak
Im using the Borg set and run a beam boat configuration with my Engineer Captain.

The carrier is pretty much built as a science ship so try and play it as one.

Fore: Mk XI Antiproton purples X2 and one Tetryon Mk XI purple X 1
Aft: Same set up
It helps to have the right BOFF's as well.

So far PVE: I take NO damage as my shields seem to be up to the task and the fighters help pop ships fast.
STF's: So far so good, your shields will drop faster and you will take damage but again....with the right BOFF's and the right team to play with, its not much different than using a science ship or large cumbersome cruiser.
PVP: haven't done it yet.

Of course this is all just my opinion as so far its worked for me. I'm sure there are others that have a completely opposite suggestion.
using tach team 2 but it does not last long enough tbh
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Join Date: Dec 2007
Posts: 120
# 8
05-06-2012, 02:48 PM
Quote:
Originally Posted by usscapital
each torp has a damage of over 6000 , found it useful in stf's but i would like better lol . the shields are over 12000 but do not last long
What's the pointof dps when you don't have the S ? Yes, seconds when weapons are actually firing. Beams FTW. You can add ONE torpedo / mine launcher if you really do want one, but it's not required at all.

Also, i would take a look at your bridge officers skills and personnal skills if this ship isn't as resilient as it should be. It's a good tank. You shouldn't die in most situation with it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
05-06-2012, 05:28 PM
Quote:
Originally Posted by diogene0
What's the pointof dps when you don't have the S ? Yes, seconds when weapons are actually firing. Beams FTW. You can add ONE torpedo / mine launcher if you really do want one, but it's not required at all.

Also, i would take a look at your bridge officers skills and personnal skills if this ship isn't as resilient as it should be. It's a good tank. You shouldn't die in most situation with it.
I'm currently running 4 turrets and two beams and cover all firing arcs. So far the only two times I have died is thanks to one shot invisitorps. She's tanky enough that I swapped some of my shield heals and buffs for other abilities as she just wasn't taking enough damage to merit all the heals I had stocked.

I run all phasers with purple MKXI tac consoles to boost my firepower. I also run the Point Defense console and with the boost she shreds most anything I come across.
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Join Date: Dec 2007
Posts: 120
# 10
05-04-2012, 03:39 PM
Quote:
Originally Posted by Teslanar
Honestly, four Torpedo Launchers? This thing does have a horrible turnrate....
My thoughts exactly.

I mean, if we had broadside Torpedo launchers them MAYBE that would be a good idea but as it stands you have 4 slots that are unlikely to even fire ONCE in battle.
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