Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
10-25-2010, 12:54 PM
Quote:
Originally Posted by Sevenstarr
...in other words it should be weaker... I see. Anything that puts it on an even playing field is a no no the eyes of the klings. Got to keep that upper hand.
No it should be called Nanny and look like a purple squirrel.
Why do you think different means weaker?
It should not be a mobile outpost that can play chicken with a Romulan Warbird and win.
The reason that I tried to explain earlier why the Klingon thing is so big is because it is
everything at once:
Carrier, drydock, hospital ship, troop transport, command center etc.
It's intended to move as the center of a fleet into a foreign sector to invade and occupy it.
The Federation should have a carrier that is intended for defense.
To protect a home sector against invasion.
It should be the antithesis to the Klingon model.
Since home is much nearer there would be no need to include drydocks and particularly
ground forces and assault shuttles.
However it could be faster since such ships would be few and far between they'd be
integral to the protectio of a greater amount of space than say a Miranda.
So I think it should be somewhat closer to the Kar'Fi carrier but without the cannons (useless anyway and not Federation-style) but with better defense instead.

Do you consider different to mean weaker all the time?
Then the Defiant would be stronger than the Galaxy because the Defiant is different from the Galaxy.
And the Galaxy would be stronger than the Defiant because the Galaxy is different from the Defiant.
If you're not sure what someone means, you might want to ask insteat of jumping to a that is...
http://www.youtube.com/watch?v=WrjwaqZfjIY
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
10-25-2010, 12:56 PM
Quote:
Originally Posted by Sevenstarr
So you mean to say that the klings are technologically more advanced than the Vulcans, Telerites and other founding members of the federation other than humans? Hmm interesting. The game is pitched as a time of war...and you want to sit there and tell me that the feds would not develop a carrier to counter balance a threat such as the kling carrier? Really?
Do you think a carrier would be the best way to battle a carrier?

Think military history... carriers don't shoot at other carriers. Battleships... frigets... torpedo bombers take out carriers.

The feds have everything they need to take down carriers... start thinking outside the box and adapt.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
10-25-2010, 01:00 PM
Quote:
Originally Posted by Husanak View Post
The feds have everything they need to take down carriers... start thinking outside the box and adapt.
This. There have already been a couple interesting threads about anti-carrier tactics - predominantly in posts about carrier balancing.

However, they do require a certain amount of teamplay. That's the difficult part.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
10-25-2010, 01:05 PM
Quote:
Originally Posted by Husanak View Post
Do you think a carrier would be the best way to battle a carrier?

Think military history... carriers don't shoot at other carriers. Battleships... frigets... torpedo bombers take out carriers.

The feds have everything they need to take down carriers... start thinking outside the box and adapt.
Here is the imballance. whilst you have a carrier and it's little pets flying around not only do we have to contend with taking those pets out and the carrier and the other player ships and GOD KNOWS what other carrier(s) are present. As it stands now it is a rather one sided deal...

If we had a carrier you as the klings would be FORCED to have to deal with that as well. No one ever said carrier vs carrier was a strategy. but it would tie up your ships like it does ours.

BTW the klings have all the tools they need to take out a carrier as well.

Personally i think Cryptic should pull the carrier from the game and say screw it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
10-25-2010, 01:09 PM
Quote:
Originally Posted by Sevenstarr
So you mean to say that the klings are technologically more advanced than the Vulcans, Telerites and other founding members of the federation other than humans? Hmm interesting. The game is pitched as a time of war...and you want to sit there and tell me that the feds would not develop a carrier to counter balance a threat such as the kling carrier? Really?
The Federation is not a waring faction. They would have no need for a carrier such as what the Klingon have.
and many things the Klingons have are more advanced in many ways as they are a war race the Federation has no such members. No one said they could not develop a carrier. I stated they have no use for one other than troop and ship transport. It would be for support roles if they had one. I also stated that Cryptic has already said no other faction will ever be getting a carrier.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
10-25-2010, 01:12 PM
Quote:
Originally Posted by Valias
There I cannot quite agree - the Federation's strength is cooperation between the different member worlds, and whilst the humans themselves are fairly "new players" to the galaxy, the tech exchange within the Federation has leveled the playing field more than enough. In fact, the Klingon Empire actually seems to be on a lower tech-level, at least concerning overall development.

Then again, the Klingon Empire focuses a lot on weapons research, whilst the Federation prefers an equal approach, possibly even neglecting this sector. It does have a stronger economy, though. In a way, the Federation is like the Allies in WW2 ... they're not as prepared for war, but if they survive the initial onslaught and manage to mount a resistance they are much harder to put down than their opponents.

A littlebit off-topic, but yeah.
you may or may not agree but they were conquering world while Earth was in its time of WW 3
I would say even with the cooperation they are behind in many ways when it comes to a few things.
That doesn't mean they are weak just that they aren't always on equal footing with many other factions in some ways.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
10-25-2010, 01:13 PM
Quote:
Originally Posted by Sevenstarr
If we had a carrier you as the klings would be FORCED to have to deal with that as well.
I'll let you in on a little secret. A carrier ties up exactly one ship: An escort to clear its pets.
A carrier without active fighters is like a tiger without claws.

Also: lol @ signature. As if KDF would only win in T5 PvP.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
10-25-2010, 01:14 PM
Quote:
Originally Posted by Valias
This. There have already been a couple interesting threads about anti-carrier tactics - predominantly in posts about carrier balancing.

However, they do require a certain amount of teamplay. That's the difficult part.
I do agree with you 100% on the team play. It is very very rare to find feds that know how to play as an awesome team. Usually its a fleet playing together but this is why Feds are having trouble.
They are every captain for themselves and thats a major weakness no matter how many guns you have.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
10-25-2010, 01:21 PM
Since we are discussing the theory on how overly easy it is to survive in a Carrier, where in the release noters on the carrier class did they upgrade the carrier its self?

Quote:
Carrier Play:
◦Improved predictability of launched ships.
■Attack ships require an enemy targeted within 15k to launch. The launched ships will attack the target until destroyed. Once destroyed, they will either attack the enemy the carrier currently has targeted, or return to the carrier and land.
■Support ships require the carrier or an ally within 15k targeted to launch. The launched ships will follow their target and support. If supporting an allied ship that is destroyed, the support ships will return and support their carrier.
◦Each hangar can now support multiple 'waves' of deployed ships:
■Klingon fighters: These ships can be launched 3 at a time every 30 seconds to a max of 12 active fighters per launch bay.
■Klingon Bird of Prey: These ships can be launched 1 at a time every 45 seconds to max of 3 active birds of prey per launch bay.
■Klingon Shield Drones: Drones can be launched 2 at a time every 45 seconds and each bay can support 6 active shield drones. These drones are now self or friendly targetable.
■Klingon Syphons: Syphons can be launched 3 at a time every 45 seconds, and each bay can support 9 syphons.
■Fek’Ihri Fighters: These ships can be launched 4 at a time every 30 seconds to a max of 12 active fighters per launch bay.
■Fek’Ihri Frigate: These ships can be launched 1 at a time every 45 seconds to max of 3 active frigates per launch bay.
◦Each attack ship has had their performance improved, either by raw damage, improved abilities, speed, or better AI logic.
◦While we’re certain you will all find your own effective strategies for these new carrier pets, here are a few that we found useful during test.
■Set up your carrier with all turrets, rapid fire and scatter shot officer powers, and all fighters in both bays. In this configuration you are a pure support ship for your fighters. Once you manage to get your fleet to a significant size you will be a force to be reckoned with.
■Equip your carrier with birds of prey and shield drones. Send out your birds of prey with shield drones assigned to them. Your ships will last much longer and give you and your teammates more time to clear your foes.
■We’ve found in PvE environments, a carrier captain could spend an entire encounter doing nothing but supporting it’s deployed ships, allowing them to do almost all of the damage, and be successful.
■In PvP the carrier can quite potent as a support ship attacking secondary targets or focus firing their ships on the team’s primary target. Contrary to current PvP strategies, the carrier is now less useful in its old role as bait to draw other players into a cloak ambush. The carrier can now be an offensive and support force, but it needs time to build up its fleet, and to do that it needs to be alive.
◦Launching ships from a Carrier no longer puts your target into combat
They only thing I can see is that the Dev's made the pets better and increased the carriers playabilty factor in game, nothing was done to the carriers existing defensive capabilities nor were any knew capabilites added - so why is the carrier suddenly unkillable? Seems the only thing that changed is now carriers are able to fight back better than before but still have the same healing abilities as before.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
10-25-2010, 01:25 PM
Quote:
Originally Posted by Sevenstarr
Here is the imballance. whilst you have a carrier and it's little pets flying around not only do we have to contend with taking those pets out and the carrier and the other player ships and GOD KNOWS what other carrier(s) are present. As it stands now it is a rather one sided deal...

If we had a carrier you as the klings would be FORCED to have to deal with that as well. No one ever said carrier vs carrier was a strategy. but it would tie up your ships like it does ours.

BTW the klings have all the tools they need to take out a carrier as well.

Personally i think Cryptic should pull the carrier from the game and say screw it.
I hate so spell things out... but here goes. You have a fleet of Cruisers... FAIL. lol

Load your sci ships with....
Gravity Well
Tractor Beam Repulsors

Load your escorts with....
Target Aux 3 or 2
Cannon Rapid Fire

Load your cruisers with...
Eject Warp Plasma
Fire at Will perhaps
Target Aux 2

I will not spell out anything else... just honestly I play my Fed Tactical Sci Ship sometimes.. I can kill a carrier in about 10 seconds. A fed carrier will NOT be able to take down carriers... and SCI BOP will Eat them. No one will play a fed floating target after the first week.
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 08:47 PM.