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Join Date: Dec 2007
Posts: 120
# 11
02-29-2012, 03:40 AM
Quote:
Originally Posted by brainfacer View Post
I used them for a bit in Kerrat the other day. At captain level, at least, quantum mines were hilariously effective against them. I'm not sure if anyone would want to carry mines just for spam counters, or even if that scales into level 40/50, but it might be something to try.
Mines are awesome against them I carry them just for that...and once I counter them I let loose my can of whupass \o/
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
02-29-2012, 03:49 AM
The Point Defense System console that comes with the Thunderchild also does well against carrier spam, though it does have a long cooldown.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
02-29-2012, 05:36 AM
Kill the carrier double quick :p

That puts an abrupt end to any tachyon drones around.
Lt. Commander
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# 14
02-29-2012, 07:44 AM
I see what you are all saying, Playing the Engineer Career in a Science Nebula Class Refit ship, I have not tried the eject warp core plasma tactic yet, but that does seem interesting!!! It simply is not in my setup however, as I provide science support and heals mostly to my team mates. Therefore, Iím not really ever going to be equipped to do enough DPS to take down that Carrier before those Tachyon Drones tear my defenses down; Which is why I was inquiring about any effective defense against them as I can handle just about everything else that shoots at me.

Here is what I have equipped to defend myself against them. Note: Again Iím playing a strict support role!

1- Automated Defense Turret;
2- Automated Defense Turret-Thunder-child
3- Tractor Beam Repulsers I
4- Gravity Well III
5-Beam Fire at Will II

I have found that #2 is only effective in allowing you to flee! The Thunder-child turret will kill every fighter and drone around you very, very quickly, however, it always happens that the second you destroy all of the fighters, the carrier just launch more of them. So Iíll try targeting the auxiliary power, with my default beam target subsystem attack, that my Science ship comes with next time and try to slow this process down a bit.

I have the same problem with #5 that I do with #2. The carrier just launches more drones immediately after you just destroyed them all.

I have found that #3 doesnít stop the drones at all. It does push them away, but not out of weapons range of the Tachyon Beam. The Repulsers are only effective when used with #4 to push the drones into the Gravity Well.

#4 by itself is really effective if you shoot it just as the drones launch.

Anyway, thank you all for the advice. I was hoping that there was a way to mitigate the effect the drones have on draining my shields, as they bring my 14,000 shield points down to nothing in short order.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
02-29-2012, 08:21 AM
Quote:
Originally Posted by Dan_Trainor
Kill the carrier double quick :p

That puts an abrupt end to any tachyon drones around.
LOL +1

My solution to Tach Drones...
1) acquire target, offending carrier drone spawner.
2) Preload Beam Overload 3
3) Engage Attack Pattern Alpha Attack Patter Omega
4) Engage Rapid Fire 3
5) Put a round or 2 into offending targets shield facing....
6) count 1 mississippi
7) Engage Beam Overload
8) watch tac drones vamoose
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# 16 Easier said than done
02-29-2012, 08:27 AM
Quote:
Originally Posted by Husanak View Post
LOL +1

My solution to Tach Drones...
1) acquire target, offending carrier drone spawner.
2) Preload Beam Overload 3
3) Engage Attack Pattern Alpha Attack Patter Omega
4) Engage Rapid Fire 3
5) Put a round or 2 into offending targets shield facing....
6) count 1 mississippi
7) Engage Beam Overload
8) watch tac drones vamoose

That's all well and good but not all of us can be as awesome as Husanak.

Arguing that you should simply kill the offending carrier over simplifies the problem. If a klingon team is supporting a carrier or if you're dealing with carriers spitting them out killing the source of the problem can be incredibly difficult.

For those of us who fly cruisers, which honestly don't really kill things or who find ourselves on the dreaded five man odd team it can be nigh impossible to get the damage on target to kill one.

Of course while a team is trying to kill the source of the drones they leave themselves open to said drones and the carriers BOP or raptor buddies who can and will rip them a new one.
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# 17
02-29-2012, 09:09 AM
Quote:
Originally Posted by Sundiata
That's all well and good but not all of us can be as awesome as Husanak.

Arguing that you should simply kill the offending carrier over simplifies the problem. If a klingon team is supporting a carrier or if you're dealing with carriers spitting them out killing the source of the problem can be incredibly difficult.

For those of us who fly cruisers, which honestly don't really kill things or who find ourselves on the dreaded five man odd team it can be nigh impossible to get the damage on target to kill one.

Of course while a team is trying to kill the source of the drones they leave themselves open to said drones and the carriers BOP or raptor buddies who can and will rip them a new one.
I won't lie too you in my opinion if your on a 5 man cruiser fed team... your likely dead. lol

I kid yes there are all the other things people have mentioned.... faw torp spread ect ect.

Truth is Cruiser is the WORST ship you could be in vs any carrier bar none. So ya if you end up in a 5 man cruiser team vs carriers... your in lots of trouble if the carriers are not completely new. I have run enough fed pug matches too understand that that is the experience 9 times out of 10. More feds need to take up the escorts... and even the sci ships.
*cough*
http://forums.startrekonline.com/sho...d.php?t=255864

In pugs I have run into carrier teams and been stuck with 4 cruisers... yes its painful... I can take out a carrier that is getting support... escort burst is still better then healing if you do it right. Sometimes I have to sit out skills for 15-30 seconds in order to double up beam overloads / torp patterns ect. Sometimes I have to force a healer too pop heals on himself or the wrong target. Anyway I'm getting off topic, ya cruiser vs carrier is bad news for the cruiser too be honest. Best bet is likely eject warp plasma. Its a great skill vs carrier pets in general... they don't evade nothing.

Really though one good sci ship or one good escort is going to do much better against carriers. In a good premade you would want a sci ship to remove and hold pet spam... and if they can hold slow and debuff a carrier they are easy pickings for an escort. When I am lucky enough to be flying with a sci ship friend it really doesn't take long at all for us to remove carriers before they get to wave 2. Honestly I used to call the Vorque the flying coffin... and it still is.. If you slow it the defense rating goes to pot so fast and just doesn't come back. I really don't fly cruisers enough to test it but I bet a tractor beam 1 with EWP would be enough to be able to burn them pretty quick once shield resists are down.
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Posts: 120
# 18
03-01-2012, 07:26 AM
Even a good fed premade will struggle against an average or above kdf group with tachyon drones

As you know in STO space Survival is very much shield dependant , with a bit of tachyon drone, theta, tet glider , cpb, tachyon beam you can keep a fed team almost completely shield less fairly easily and of course you still retain the ability to do damage and use other offensive sci skills , this does give quite an advantage.

The Drones are a bit too tough (as said 12.5k hull) which makes them too resistant to area attacks , sci crowd control also isn't very effective against them, they have a good drain range and the drain is a bit too strong.

Given is a "free" tachyon beam with extra range 10k plus range that is effectively 360 degree , it's very very powerful as it currently stands , probably need everything, hull, drain, drain range to be reduced by a factor of three ? to balance it.
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# 19
03-01-2012, 08:18 AM
Quote:
Originally Posted by Covenanter
Even a good fed premade will struggle against an average or above kdf group with tachyon drones

As you know in STO space Survival is very much shield dependant , with a bit of tachyon drone, theta, tet glider , cpb, tachyon beam you can keep a fed team almost completely shield less fairly easily and of course you still retain the ability to do damage and use other offensive sci skills , this does give quite an advantage.

The Drones are a bit too tough (as said 12.5k hull) which makes them too resistant to area attacks , sci crowd control also isn't very effective against them, they have a good drain range and the drain is a bit too strong.

Given is a "free" tachyon beam with extra range 10k plus range that is effectively 360 degree , it's very very powerful as it currently stands , probably need everything, hull, drain, drain range to be reduced by a factor of three ? to balance it.
Not for nothing, what are the actual stats?
12.5k hull does seem a bit high for a small combat specific pet that is not a representation of an actual manned vessel.
I could see the HP being lowered to better allow the pet-spam counter powers ingame a chance to offset thier deployment, but is the drain range really past 10k or is that just becuase like any pet they can be launched at a longer range?
What is the drain strength of thier tachyon beam effect? Is it buffed by the skill Power Flow Capacitors?
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Posts: 120
# 20
03-01-2012, 09:05 AM
12.5k seems waaayyyy too tough. To'dovs have about 4k-6k, I think. TBR maxes out at about 3k, it's just going to send the drones into safe territory, if that number's right.

I know they'll engage at... fairly long ranges near 10k, but their AI seems to want to clump in much closer towards the ship. If they always stuck at 10k they'd be absurd.

They really seem like they should act more like power siphons, and have tissue-thin hull. Like siphons, they're one of the deployables you must counter when launched; I don't see why they should be tougher than fighters.
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