Lt. Commander
Join Date: Dec 2007
Posts: 120
I've spent a couple of days on Tribble trying out the changes in these specific areas. I've outlined my observations below.

Vo'Cuv Carrier

  • The changes to hanger bay capability have significantly improved the effectiveness of this CV. (Each launch bay being tested in Tribble supports either 3 BoP's or 4 sets of 3 To'Duj Fighters. BoP's can be launched every 45 seconds to a maximum of 3 per hanger, while To'Duj fighters can be launched every 30 seconds to a maxim of 12 per hanger)
  • Given the number of ships available, the CV can hang back in a support role, healing the fighters, utilizing them to kill the target. That is an appropriate role for a CV, one that now enables the use of supporting skills across the board.
  • The ships themselves are quite capable of killing other ships, both large and small. In my own testing, a group of BoP's could easily destroy a target while 12 - 16 fighters were capable of doing the same given time and healing.
  • I didn't see any difference in the abilities of the fighters I flew and the ones in game. The only difference I could see was the number of ships in the fight. From what I could tell, it wasn't capability that achieved the kill, but numbers.

Kar'Fi Carrier
  • The hanger bay changes in testing also enhance the effectiveness of this ship (hanger may support up to 3 Frigates launchable everey 45 seconds or 12 S'Kul fighters launchable every 30 seconds); however, though the numbers of S'Kul fighters and Fer'Jail Frigates have increased, their firepower seems to be lacking in their ability to damage and kill the opponent.
  • On paper, the Frigate should be more capable than a BoP; however, in actual practice, it seems less capable both individually and in groups.
  • While testing it out, I launched both types of fighters (Frigates in several battles, then Fighters in several battles) hung back out of range, kept launching ships to the max number, then watched to see what they did. In the case of the Frigates, though they did minor damage to the enemy, a group of three was unable to achieve a kill by themselves. In the case of the fighters, they seemed to be able to do only very minor damage (sometimes none at all), even in groups of 12. They were more fragile than the To'Duj fighters, and they still have an annoying Kamikazee attack that is random and does not discriminate between open shield facings and full shield facings.
  • From what I can tell, the playing experience with this ship is relatively the same as it currently. Though I still like the ship and welcome the changes to fighter and frigate support, I still had to play it the same as before with the major difference being I had more friends with me. There was a statement that ship capabilities would be enhanced. I'm not seeing them.

Reverse Shield Polarity / Captain Command Skills

When I read about the RSP changes, I got very angry. As an Escort Pilot, it is difficult enough to stay alive in many circumstances without having a key survival skill nerfed by 9 seconds; however, I went into Tribble with an open mind to see how it worked. Flying Solo, here's what I learned.
  • RSP certainly didn't last very long at all. Since I only get to use RSP 1 due to Boff slot limitations in a tactical ship, it lasted long enough to get the shield facing up, only to have it pounded down again very quickly.
  • In a solo environment, though, in an Escort, it didn't really seem to matter. I could stay in a fight using my other survival skills and kill my opponent relatively quickly. I've not yet tested it in a group environment where there are many enemies running around. I hope to do that tonight.
  • I do believe, though, that the command skill shield buffing played a role here. My escort is maxed on command skills up to my specific ship. I glanced at my defense stuff and saw that my shield strength had gone up 1500 points. That's alot of points and puts the shield strength at the lower end of science ship shields. I am certain that made a difference when my RSP ran out.
  • If you did that to compensate for the reduction in RSP strength, nicely done. I am convinced now I wasn't left holding the bag, although with my slower turning ships, this is an issue, especially with my CV's.


There's my feedback on these items. I think you should more closely at the Kar'Fi and the capabilities of its ship. The rest seems OK for now. I still need to fight in a group setting to test out the shield buffing and RSP further.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
10-02-2010, 02:45 PM
Are the Fer'Jai Frigates on the Kar'Fi any more desirable (with their Aceton Fields and TriCo mines) now that you can launch 3 of them?

And would you say that 6 BoPs (BoPs in both hangers) or 3 BoPs and 12 fighters (1x BoP, 1x fighters) are preferable to 24 fighters?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
10-02-2010, 03:56 PM
Quote:
Originally Posted by mvs5191 View Post
Are the Fer'Jai Frigates on the Kar'Fi any more desirable (with their Aceton Fields and TriCo mines) now that you can launch 3 of them?
In truth, it's hard to say. I had expected a better showing than I actually saw. I had thought they would be able to take care of enemy ships by themselves; however, I had to weigh in during every fight. So I guess there is no real advantage at this point to having 3 versus 1.

I think the weakness comes in their primary cannon armament. The tricobalt mines and Aceton field worked just fine. There just wasn't any follow up capability from anyone but me.

Quote:
And would you say that 6 BoPs (BoPs in both hangers) or 3 BoPs and 12 fighters (1x BoP, 1x fighters) are preferable to 24 fighters?
BoP's in a pack of only 4 wreak havoc. 6 are just unbeatable. When they did their thing, all I had to do was sit back and eat popcorn; however, fighters in mass numbers are a sight to see. Being able to crank them out every 30 seconds creates a force to be reckoned with. In truth, you can't go wrong there either (my fighters en mass killed a Typhoon Dreadnought without any help from me).

As far as mixing is concerned, I didn't try that, but I prefer to work en mass with one type of ship. I don't think mixing is wrong, I just believe going with one type is a better, more effective approach.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
10-02-2010, 04:23 PM
Quote:
Originally Posted by rpadgett371 View Post
BoP's in a pack of only 4 wreak havoc. 6 are just unbeatable. When they did their thing, all I had to do was sit back and eat popcorn; however, fighters in mass numbers are a sight to see. Being able to crank them out every 30 seconds creates a force to be reckoned with. In truth, you can't go wrong there either (my fighters en mass killed a Typhoon Dreadnought without any help from me).

As far as mixing is concerned, I didn't try that, but I prefer to work en mass with one type of ship. I don't think mixing is wrong, I just believe going with one type is a better, more effective approach.
Interesting. I want to dust off my Carrier again, but I feel like the BoPs/Fighters are going to get picked off very easily in PvP still. Have you done any PvP testing at all?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
10-02-2010, 11:47 PM
Quote:
Originally Posted by mvs5191 View Post
Interesting. I want to dust off my Carrier again, but I feel like the BoPs/Fighters are going to get picked off very easily in PvP still. Have you done any PvP testing at all?
No I haven't. The fighters may very well. The Bop's will be a little harder to take out. From my PvE experience, the key is to keep your ships fighting. Keep track of each, heal the damage, and keep them in the fight. It works very well and enables you to get that next wave out.

With the fighters, I didn't bother. I just kept cranking out the fighters. In the end, it was the numbers that won out.

Also, keep in mind you will have player friends out there. If your opponents focus too much on your ships, they become vulnerable to your allies. I would not want to be on the opposite side of BoP's and a Carrier with its ships in a PvP match.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
10-03-2010, 01:17 AM
The frigates are damn anoying in pvp. 3 extra tricobalt mines, 3 aceton fields and chroniton snare spam....they are not there for dps, but anoyance. On the other hand, the BoPs are capable fo shooting 8k photons per 6s. As any other NPC torpedoes, they ignore the usual 75% dmg reduction, so with 6 BoPs it can get ugly very quickly.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
10-03-2010, 10:39 AM
Quote:
Originally Posted by Dalnar
The frigates are damn anoying in pvp. 3 extra tricobalt mines, 3 aceton fields and chroniton snare spam....they are not there for dps, but anoyance. On the other hand, the BoPs are capable fo shooting 8k photons per 6s. As any other NPC torpedoes, they ignore the usual 75% dmg reduction, so with 6 BoPs it can get ugly very quickly.
NPCs ignore the 75% damage reduction?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
10-03-2010, 11:49 AM
Quote:
Originally Posted by Dalnar
The frigates are damn anoying in pvp. 3 extra tricobalt mines, 3 aceton fields and chroniton snare spam....they are not there for dps, but anoyance. On the other hand, the BoPs are capable fo shooting 8k photons per 6s. As any other NPC torpedoes, they ignore the usual 75% dmg reduction, so with 6 BoPs it can get ugly very quickly.
That fits with what I saw.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
10-03-2010, 02:22 PM
One thing to consider with the Kar'Fi is that it is has only one fighter bay, so I think adding your own fire support is required to get good results. At least that's what theorycrafting tells me. Till I can fly Carriers I still need to make 8 grades or so...
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 01:03 AM.