While this has been discussed in great detail from past topics. The canon of it is that the federation never had carriers.
The galaxy, nebula and akira can carry a number of Pygorian and shuttle craft but these where in war time situations where fleets needed to be in the same place faster then normal.
the Pygorian is the fighter of the federation. it has its own warp drive ability and there fore did not need a mother ship to launch from to mount a massive attack.
by schematics the nubula can carry a great deal of Pygorian in its 2 shuttle bays. This is of course speculations as most diagrams do not show the shuttle bay in great detail. This ship could hold a good number of pygorian fighters.
6 Medium-size Personnel Shuttles
4 Large-size Personnel Shuttles
1 or 2 Danube-class runabouts, depending upon mission
my point is the federation did not have carriers and should not have carriers. They currently have ships that can be modified to support fighters but should not be a big lug in space like the klingon carreirs are.
the drawings are nice but i dont recognize them from any past star trek games.
Please note, while I like them and this current character is a extension of the same I used back in the day, before TNG even in games, I don't think they should be here for the reasons of 1)Balance and uniqueness, and 2) The federation just doesn't use this kind of Tactic. Fighters are good for airshows, but not much a "all life is sacred" kinda mentality.
Macarther class being the one I used in SFB (the board game) and later as a modded ship in SFC1.
hmm i think feds should get carriers a light carrier with 1 bay like the klingon battle carrier. ya in cannon their was no klingon or fed carriers but this is not the tv show and this is in war times. a fighter in space is weak but they are not to attack by them selfs they go in with other ships and help them. so a space fighter is a good idea fast to bulid dont cost much and they can be on auto pilot like the klingon battle carrier fighters. so i dont see why feds cant get one. o but its a klingon think ya i know i know but why? we have battle cloak, bops and i fly the carrier i dont care if the feds get one or not as long as its not like mine and i can kill it then its ok.
We've stated this a couple of times in the past. We don't currently have any plans to add a carrier type vessel to Starfleet.
This doesn't mean that it will never happen, however, right now, it's not something on our radar.
And if it's a balance issue you're concerned about, there's these:
Originally Posted by StormShade
For every advantage the Klingon Player has, the Federation Player has a counter available to them.
No problem. Science Officers have many innate abilities meant to help detect, or even force Klingons out of cloak, such as sensor scan.
Tachyon Detection Grid can help your entire team detect cloaked vessels.
Plus, simply running higher AUX setting will help anyone to detect a cloaked vessel.
Mines, and other AOE abilities such as Torpedo Spread, CPB, EWP, and others will hit a cloaked vessel and do some damage to them without even being able to target them.
As has been mentioned many times, Beam Array: Fire at Will, Cannon: Scatter Volley, Eject Warp Plasma, and others are all great abilities to limit a carriers effectiveness.
Klingons are far away from being the unstoppable powerhouse that many of you seem to think they are. I know this because I play a Klingon, and I can tell you I lose more matches than I win.
If you're having trouble facing off against Klingons, try asking a Klingon how to beat them. Almost every single one of them will tell you what your team needs to do in order to counter anything they do. However, PvP is a team based game.
If you actually expect to run into a PvP match, not work with your teammates, and still be able to faceroll your keyboard for the win, it's time to wake up and smell the disruptor burns.
It's almost always going to be the better organized team that wins. Space combat in STO is a very tactical game. It requires strategy, skill, and a knowledge of how different skills interact.
Focus your teams fire on one opponent. If that one opponent isn't going down, figure out why, and eliminate the problem.
If your team doesn't have someone providing support to the rest of the team, why not?
If you're a team of 5 escorts and can't take down a couple of carriers, there's a problem, and I bet you're not focusing your firepower.
If you're a team of 5 Cruisers and can't keep your team alive, maybe one or two of you needs to be doing some support?
5 Science vessels? You guys better be rocking some serious debuffs, as well as supporting each other if you want to win.
Got 5 BoPs together in a match? If you're not focus firing and using hit and run tactics, my bet is on the Feds.
Every power in this game has a counter. Almost everyone in the PvP Community wants to help you learn how to succeed in PvP. That means they'll tell you their tips and tricks, including what works to stop what they do. Try listening to what they have to say, and take their position into account. Don't just assume that since the other team has battle cloak that this one ability is why you keep losing.
I'm telling you right now, cloak, and battle cloak have their uses. But if your entire team isn't working together, and know how to use that ability, it becomes a hindrance, not an advantage.
Same thing with the carrier swarm.
Both of these can also be easily countered by readily available skills as well.
Originally Posted by Starmshade
We don't consider carriers to be OP. There are many skills and abilities which work quite well to counter their abilities. If you honestly believe that you should be able to face roll your keyboard and still win at PvP regardless of what your opponent's or your own build and or team is made up of, to quote myself:
"It's time to wake up and smell the disruptor burns."
PvP is, was, and will remain a game of skill, strategy, and teamwork. Change your strategy up, try a different build, continue to hone your PvP skills. Or, keep posting circular arguments. I'll continue to close threads that contain them.
Fighting Carrier swarms is not like fighting swarms in PvE, and it's not supposed to be. PvP is a whole different animal, it requires a different build, different tactics, and above all teamwork.
You can't solo in PvP, and builds that work against scripted NPCs with 4-6 abilities aren't going to cut it vs a thinking human being with dozens of options at his beck and call.
Let me tell you about the first time I tested my Carrier hunting build. I used my VA Science Officer in my Magellan/Nebula hybrid. I re-specced, maximizing my AoE skills and retrained my Boffs to use them, things like Photonic Shock Wave, Gravity Well, Eject Warp Plasma, & Scramble Sensors.
I threw in some powers to keep me alive and resist any Science Powers they might throw at me (since the Carrier is the closest thing to a Science Vessel the KDF had at the time, this was before the Veranus was added). Powers like Science Team, Polarize Hull & Engineering Team.
I made my Tactical officers specialize in Dispersal pattern Beta and Beam Fire at Will, I also retrained and re-equipped for Plasma Weapons for the DoT.
And then I found a helpful KDF Carrier Pilot to test with. At first things didn't go so well, I would spam my AoE powers from far off, and his spawns would come to me, evading most of their effects. He used Hazard Emitters, so he was constantly wiping the plasma fires I was setting. I would try and use Scramble Sensors to turn his pets against him, he would wipe with Science Team.
I would try this, he would counter with that, etc.. It repeated for awhile, then I got smart. I started pre-planning the order of how I would use my powers, open up with Jam Sensors, he would wipe with Science Team, then I would hit him in rapid order with Subnucleonic Beam and Scramble Sensors, since he'd used his Science team for Jam Sensors, he couldn't wipe them, and my SNB would lengthen the time until be able to use it again. I would then start on the AoE powers close in, hitting Evasive Maneuvers to create a circle of Warp Plasma around him and the pets, laying plasma mines in the large net caused by DPB. Then I would spam BFaW with my Plasma Beams, and his pets would all just die.
A quick Photonic shock wave to push him into any mines and Warp Plasma left over after the pets, and he was hurting. I would mash Engineering Team and Polarize hull, and I was good to go again. Had I been in a team, he would have been toast. Of course, had he been in a team vs me trying to solo him, I would have been toast. But we were both solo, so around that time his abilities and swarms stopped their cool-down, and the whole process started again.
You have to change your tactics and build for PvP, especially if you want to hunt Carriers. They're not overpowered, you simply haven't tried hard enough. And guess what? PvP combat is like any other skill, the more you practice, the better you'll get. Expecting to win easily the first time, or even sometime in the first dozen times, is unrealistic.
This is one of the ways the Factions in STO gain some uniqueness, if Feds get Carriers, or a Carrier-like ship, then there would be no point to playing Klingons. Feds shouldn't get everything the KDF has, and the KDF shouldn't get everything the Feds have.