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Lt. Commander
Join Date: Dec 2007
Posts: 120
Since the carrier is to be a fleet support ship that has a large crew, I would think it would be better to replace the subsystem targeting attacks with 4 'level 1' abilities that fit its role more closely.

My suggestion is for the carriers to be given (all of these as its replacing 4 subsystem attacks):

- Boarding Party 1 (large crew..and carrier groups carry the troops too!)
- Extend Shields 1 (support ship!)
- Scramble Sensors 1 (support ship..and carrier groups also do electronic warfare)
- Polarize Hull 1 (self defense) -or- photonic officer 1

as native abilities.


It would also be good to increase their turn rate of the carriers a bit (say, Vo'Quv to 7 or 8) but give them a bad inertia penalty. Aka they can turn on their axis but their vector change is slow to catch up. This would make flying the carrier more strategically as you can TURN the ship's nose but to change its heading would still require a larger flight circle. Equivalent to a VoQuv now hitting aux to dampeners II and evasive maneuvers is what I mean (not speed wise but turn-drift-vector change wise)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-21-2012, 07:42 AM
Nice idea, I wouldn't go with all of them.

I would like Boarding Party II and Scramble Sensors I
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-21-2012, 09:58 AM
You forgot to mention that you need some more extra weapons and more hull and more shields on it. You can be glad that the carriers kept the target subsystem abiliies. The skills you demand for the carrier are way to powerful to get as inate ability compared to the inbuild target subsystems sci-ships and carriers have now. I canīt help it, but it sounds more that u have a bit of a problem playing a carrier right, especially if i take in account that you had a kinda similar thread about the Nebula also. Seems all the ships you are flying need to change. Donīt get me wrong i have plenty of ideas what i would want on my ships also, but then they would be more then op. If u want the abilities u have listed, use your boff slots for it.

And before i forget it, you can support a fleet also with target sub abilities. Kinda helps if you weaken the resistance of a shield or reduce the targets dmg output for some time. Also slowing down a target with target engines is often underrated, or draining aux power to weaken all aux related abilities.

Same with the turnrate, the thing is a huge carrier wiht a high mass which means it turns slowly, if u want a fast turning ship, fly an escort.
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