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I'll be outright and say I'm not a fan of carriers, period. They're soft canon at best (I argue fighter squadrons were instead launched by Galaxy class starships during large scale encounters like that seen in DS9). And yes, I know that the Akira was "going" to be a carrier, but canon to me means making it onto any of the TV series for general consumption.

That said, Klingon Carriers are pure garbage. Get three of these beasts in a PVP match, and it becomes impossible to beat them. This simple fact, coupled with the poor targeting system implemented in the game makes T5 PVP FvK matches unbearable.

But, carriers are going to stay, so I guess I won't win with that argument. But what I will argue is that there has to be some sort of limitation imposed soon.

Just a couple of thoughts on top my head...

a) limit the number of spawn they can produce, and the time in which they can produce them. I'll admit I don't know what the state of this ability is currently, but whatever it is, its still too short. Make it longer, so carriers actually *think* about what and when to spawn things.

b) scale the type of spawn so that they simply cannot produce multiple wings of BoPs and Vorchas. Or maybe

c) limit the number of carriers per match to 1. Not 3!

d) if not in aggro, carrier pets could be returned to the carrier, and the cooldown begins, just like with security escort (ground), or photonic fleet (space)

Seriously Cryptic. Maybe it sounds like I'm QQ-ing, but I PVP all the time and carriers are just plain garbage. And if it keeps going this way, I'm just going to ditch FvK PVP @ VA from here on out, and let others deal with that frustration.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
11-14-2010, 12:35 PM
Another original thread!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
11-14-2010, 12:37 PM
fire at will.

trust me; use it.
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Posts: 120
# 4
11-14-2010, 12:37 PM
Quote:
Originally Posted by Captain_Revo
fire at will.

trust me; use it.
This, along with the variety of AoE abilties that are included for each class can make short work of the little fighters or repair drones that are spawned.
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# 5
11-14-2010, 12:49 PM
Quote:
Originally Posted by cmdrrom View Post
a) limit the number of spawn they can produce, and the time in which they can produce them. I'll admit I don't know what the state of this ability is currently, but whatever it is, its still too short. Make it longer, so carriers actually *think* about what and when to spawn things.
Carrier's pet spawn rate is limited: 3 fighters per bay per 30 seconds up to a maximum of 12 per bay, 1 BoP per bay per 1 minute up to a maximum of 3 per bay.

Quote:
Originally Posted by cmdrrom View Post
b) scale the type of spawn so that they simply cannot produce multiple wings of BoPs and Vorchas. Or maybe
I think you're talking about Photonic Fleet here. This isn't a carrier-specific issue.

Quote:
Originally Posted by cmdrrom View Post
d) if not in aggro, carrier pets could be returned to the carrier, and the cooldown begins, just like with security escort (ground), or photonic fleet (space)
If pets have nothing to target, they will return to the carrier and dock once the carrier leaves combat. You can only spawn pets if an enemy is within 15km of the carrier. However, as long as you have something to target they'll fly off to attack that target. Regardless of it's range.

AoE abilities are quite effective at taking down carrier pets. For example, EWP will not only annihilate any trailing fighters, but sticking it on the carrier itself will instagib any fighters that the carrier spawns.
Admittedly BoPs are harder to take down, but they are much slower than fighters. I prefer to use fighters most of the time in PvP. I don't have enough experience with having my BoPs shot down yet.
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# 6
11-14-2010, 01:09 PM
I'm beginning to think that Fed PvE needs a mission where players attack some carrier flagship, along with an NPC Admiral's explanation on how to best tackle it. Until we see anti-carrier tactics being "advertised" more, threads like this will continue to pop up again and again.
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# 7
11-14-2010, 01:12 PM
If Feds worked together more, instead of thinking they are all Capt Picard/Kirk and can solo everything, I think carriers would not be as much of a threat.
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# 8
11-14-2010, 01:16 PM
I have to agree with the OP that Klingon Carriers (as well as PvP as a whole) need to be balanced. People can justify "its easy" with X Ability like FAW or Target Auxillary, but the mainstay of players do not use these abilities. And 95% of the time, it requires a team effort to drop a Carrier.

And the NPC Spam ammount from Carriers can be extraordinary.
  • Fighters
  • BoPs
  • Shield Pods
  • Photonic Fleet
  • Fleet Support
  • Mines

It's a challenge just to target one of these. Then there is the new Orion Ship, which shouldn't be Called a Patrol Cruiser, but an Escort Carrier with thier fighters. Then lets factor in the Heal Stacking from these ships.


Honestly, PvP has gotten so out of hand, it drastically needs massive restructuring. Cryptic has to redo balance every few months when they add in all these buffs, gear, ships, etc. What they need to do is redo the combat model altogether and turn the game back into Star Trek and not "Star Wars".
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Join Date: Dec 2007
Posts: 120
# 9
11-14-2010, 01:17 PM
Of course you agree, you post the same kind of threads.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
11-14-2010, 01:34 PM
@OP,

There is nothing wrong with carriers, I can teach you how to defeat a carrier. We can arrange private challenges. Just ask and if I'm not doing anything I'll be more than happy to teach you. Just promise me that after that you teach other fed players how to deal with it.

PS. It's not the ship it's the pilot that counts
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