Why the 4 type resist armor and not the general all around resist? Is the specific resistance better than the cover all?
Also, it seems you put a lot of faith into hitting with your forward arc. How do you compensate for the poor turn rate?
Sure the Neutronium Alloy can offer a maximum of +18(+36 stacked) against all energy damage, and I have had great success with it.
Consider now this.
Ablative gives you +35 across Phaser, Disruptor, Plasma, Tetryon and add then the +35 Plasma, Tetryon, Polaron, Antiproton Damage Resistance the Tetraburnium Hull Armor adds. Sure, not saying that the Neutronium Alloy option is not a good one, but if you consider it, the second option greater reduces the potential of two weapon types namely Tetryon and Plasma. In STF's plasma is the foe.
At college I use to fence. It's funny how the principles of fencing can be applied here;
Fletch: Also known as ballistra, the fencer runs or slides in toward her target and lashes out or thrusts
I am a healer, I do not rely on my forward arc to deliver any sort of killing blow. What it does do is throw the player off his game. I have completely mastered the art of defensive strategy with the carrier. I only run using energy syphons and tachyon drones. As soon as the enemy is within range of CRF and I see their procs triggering I fire Subnucleonic Beam. Beam overload + energy syphon + tachyon makes my opponent immediately go from an offensive posture to a defensive one. I do not hope to breach the shield; what I do anticipate and even plan for, is for the opponent to fire his defenses too soon. Beam Overload + HYT II (3 - 5 torps) packs a hell of a punch at 4 kms. The best analogy, is the long distance marathon runner, that starts the race at a sprint.
Feint: A common tactic, the fencer attempts to mislead his opponent as to where his blow will land
The aft section of the carrier and slow turn rate is not necessarily the carriers weakness asset. I turn it into its greatest asset. Think of the Roman Testudo ("Tortoise") - I slow my ship down, but not immediately, slowly over a period of time. My opponent relies of speed, and I know that he cannot afford to be slowed down.
Riposte: This blindingly-fast counter follows a successful parry; as the fencer sets up his next shot
By this time the opponent is preparing his next attack. This is where I prepare to engage the GRW III. Because of my reduced speed the chance of me catching him conpensating is greatly increased.
Thrust: A sudden dip of the blade sends it deep into an enemy's flesh - and usually into an organ
If and when he does find himself behind me, his probably wondering why his ship is being torn apart by my beam arrays and FBP, and why his crew are abandoning their posts
Awesome to hear and from one swordsman to another! Touche!
Turn rate is very wide. If you imagine a dart board, an escort's turn rate would be somewhere in the first three rings from the bulls eye.
The carrier the last two. The only way to compensate for this drawback is to slow to 10 - 25% engine power and hit evasive man. and then fly in a direct line to your target instead of an arc.
Actually, that's what enables you to fire the forward arc more times than you would imagine possible. It's only when you are actively targeted that you stragegy MUST turn to defense, and you can't run, so ...
The other noteworthy maneuver is to dip the carrier down at 25 - 35 degree arc and fly downwards. Why not up? Because everyone else is going up and you want to lure the opponent into your staging area. All the time he is following you down, his scoring a fraction of the hits you are inflected with 360 degree beam arrays. (Assuming he is running cannons. In my experience, escorts cannot resist.). Recently I took down two escorts that pack-hunted me this way in C-and-H. Three times. By the third time they were crying "Fowl!"
The most potent realisation of the effectiveness of the carrier lies not in its potential to cause damage, but its certainty to misdirect and delay.
All warfare is based on deception. Hence, when able to attack, we must seem unable; when using our forces, we must seem inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near. Hold out baits to entice the enemy. Feign disorder, and crush him.
- Sun Tzu, the Art of War
Also, what do you use in your hangar-bays? I heard that the S'Kul fighters are low on dps and kill themselves early on in the fight. Any comment?
Energy Syphons and Tachyon drones - give 'em a try and truly prepare to laugh with wild abandon! It turns the most potent, lethal killing machine, even the ELITE Borg Cube in a miniscule-pink-pellet-paintgun, guareeteed to cause severe deflation of the most stoic heart
PS. Note to Cryptic: I think that the 1500 Orion dancers sent by the Orion Syndicate are being used to pilot our BOP. It is grave injustice! Why do they insist in sniffing my tail?
But on a serious note: My effectiveness table 101:
I run Syphon drones + Tachyon drones when I have a "Battleship" class vessel on my hands, e.g Borg Cubes
I run fighters when I need crowd control. Great in KA and Infected. Maybe a few of you have seen me around? Qeng's the name
There is no worst , only wrong-for-assignment!
If you want the carrier to have a scientific-centific support role then run the Energy Syphon drones and the Tachyons.
If you are wanting to run an engineering slant, then the hull repair drones work great in keeping-you-alive-to-be-able-to-keep-your-team-alive.
If you are wanting to use the element of surprise, with a hint of the power of tactical abilities - then use the BOP's for their stealth attacks and cannon fire. Though on a personal note, this is hampered by the propensity of the Orion dancers to want to throw flowers at the enemy or practice cloaking in the middle of battle!
If you are wanting to be pure offensive, then the Skull fighers represent that "third" cannon so to speak, similar to the Assault Cruiser the Feds have, in my opinion.
If you are wanting to run a defensive/ offensive strategic resource allocation role then the std Klingon fighters are impressive for supporting someone under attack.
Tip: You cannot engage Impulse power if one of your fleet commands is active, nor can you slot a different ship assignment. To slot a new ship-class disengage combat, deactivate commands and wait +-10 secs. Then slot the new assignment.
Where could I get the repair shuttles? Are they sold from a vendor or do I need to drop more money than I have on the exchange for them? I already know that's the case for the S'kul fighters, and I know that the energy siphon pods are only from a c-store item. How about the Tachyon drones? Where do they come from?
Problem with me is I really like the idea of the repair shuttles and Tachyon drones, however I'd also like some offensive launchables...
Right off the bat the one that would most likely suit my style of play is the standard To'Duj fighter, having a mix of offensive and defensive sounds perfect. I like to tank and deal some damage in a fight... at least enough to help out my team.
What is the max limit on each of the listed launchables? I've been looking on the Wiki, but sadly it is incomplete and outdated.