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Lt. Commander
Join Date: Dec 2007
Posts: 120
Ok I know there is probably another thread open about this ship. I just have a question or two for the current owners of the Atrox.
1. How good is the current setup that comes with the ship?

2. Do you enjoy flying this ship?

3. How are the Fighters that come with the ship?

4. Do you have any good ideas of a STF or PVP build for this ship?

I hope to be able to save up so cash to afford the ship, but in the meantime I just wanted to find out more about the build and the flight characteristics of it. On my Klingon officers I have the Vo Quv and the fekrhi carrier and enjoy flying them. I just wanted honest opinions from the buyers and flyers of the ship. I will give an preemptive thank you for all the insightful replies.

I have been a member of STO since early beta but due to current economy, I have had to cut back on a lot of extra toys. Thank everyone for all comments . I know a few of us are irked by how the content and ships are coming for the game. I myself would love to get the Galor and the D'Kora in other ways other than the lock boxes. PWE, Please send out a Player comment email to see what your current subscribers think and feel about the operation of STO.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-08-2012, 01:42 AM
I'm not a min/max kind of guy but I like it. it looks great, its pretty tough and can take a battering well. The fighters are pretty good, although i upgraded to the dilithium store ones to get some extra dps.

its a typical science ship set up so its very geared towards support and healing, but it can still kick out some good dps if you want. ive had some excellent results in pve with it.

not tried it in pvp yet but im enjoying it and its fun.

might be best to try a klingon carrier first if you can to get an idea if you like carriers. they do turn very slowly and the gameplay is different that most ships.

the ship can load duel cannons, so i like to go all turrets at the back and cannons and duel beams at the front. then sit on the edge of the battle and chuck in some heavy dps and science abilities while my fighters get stuck in. thats a good pve strategy but wont work that well in pvp, but depends what you are going for.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
05-08-2012, 02:09 AM
It seems that a number of science powers have been made viable again, so I am running a crowd control platform with minions. I am experimenting with the different hangar options. I plan on getting at least one of all the dilithium options.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
05-08-2012, 05:16 AM
I ran a Borg invasion of the Sirius sector yesterday with myself in a Carrier, and the other 4 in Tier 1 or Tier 2 ships. I basically carried the team on my back while taking out the 4 groups and the main boss, with the only thing defeating me being those big huge plasma balls of Death .

In PvP It's apig to steer but with blue fighters, you can keep your enemies off your back long enough to do real damage between your weapons and your fighters weapons.

I haven't run an STF with her yet, though so I can't comment on that part of the game with this ship
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5 Sci Ship
05-08-2012, 05:33 AM
Seem to be a heavy SCi base ship. In PVE I have done very well with it. I got my ENG in it and dose well..
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
05-08-2012, 06:21 AM
The Atrox is a DSSV that traded turn rate and sensor analysis for an improved boff layout, 2 hanger bays, and 75% more hull.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
05-08-2012, 06:40 AM
Quote:
Originally Posted by IllGottenBooty
1. How good is the current setup that comes with the ship?

2. Do you enjoy flying this ship?

3. How are the Fighters that come with the ship?

4. Do you have any good ideas of a STF or PVP build for this ship?
Ok Before I read the thread..
  1. The base ship stuff will need replaces. It's high-ish mark white stuff. Statistically, which is what I think you mean, I like it. It's what I would expect from a carrier, and yes, it's very functional.
  2. Yes, I always wanted a science ship that could actually do science things, without using all the abilities for damage purposes. The fighters do the damage for you so I can do other things, although they currently attack what you target, and not what you tell them to target, but that seems to be a bug.
  3. two normal stalker fighters
  4. yes, I regularly use it on elite infected, and have used it on elite KA. I don't elite cure or KA often.

I would suggest making sure you won't mind the maneuverabilty before buying it. you can get around it, but you need to take measures.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
05-08-2012, 07:10 AM
Default setup? No clue, I stripped it off and threw on my good gear straight away.

Is it fun to fly? Yes and no. Its an amazing tank, feels powerful, and carrier gameplay can be fun. But for all that it handles worse than any other ship in the game imo. The Oddys feel more nimble, as do Klink Carriers. Mostly this isn't an issue outside of capture and hold pvp stuff as flying from one flag to another can be annoying.

Default fighters? I played around with the green stalkers alittle. They can get the job done in normal STF's and be a decent annoyance in pvp. That said the other fighters will generally be better in my experience if nothing else you will want to upgrade to the blue stalkers instead of keeping the green ones.
Stalkers are good for shield killing, Peregrines are good raw damage, Runabouts give you extra tractor beams, and most of the other fighters are more specific/not that useful.

Builds?
Tactical you have two real options with a fake third option.
Double tac team builds. single tac team, single aoe attack, and double aoe attack.
I favor the double tac team personally but single tac team + single aoe is viable. double aoe would be limited to low enough pve imo.

Engineering you either have single EPTS or double EPTS builds. You have abit of play room here with possibilities like ET, Aux2SIF, and RSP. No real right or wrong way just keep it to tank/healing stuff and atleast 1 possibly 2 EPTS.

I tried running EWP, I really really tried. Mostly it was hit and miss. Sometimes it worked really well, but most of the time it was "win more" or "mild annoyance" at best. Most of the time to use it effectively I had to do very risky maneuvering which left me in a worse position than where I started.
Basically in theory it seems great but in practice not so much outside of afew select scenarios, mostly when fighting another carrier in pvp.

Science stuff is pretty open aswell. In general its more like "have atleast one TSS and one HE" and try to avoid powers that restrict you to the front 90 unless you really like gravity well, tykens or whatever.
My personal setup for sci would be....
2x Tractor Beam1
1x HE2
1x TSS2
1x Siphon2
1x PSW3
1x "in testing LtComm slot" haven't really settled on this yet.

My PSW3 was a Tykens3 for a while but requiring the front 90 was a huge pain, and I've found that alot of ships will try to get on your tail end making the PBAoE nice.
Some people swear by double HE/TSS but personally I found them mostly unneeded. Generally if I ever wanted a second one the shared CD's made them unusable and generally I can survive most things until my crew gets killed off running 3piece borg set at which point I can usually be focused down by 2-3 player ships if they can hold me down.
I've found have runabouts and double tractor to be totally trolltastic in pvp, and useful in STF. Generally speaking I'm on Nanite/Probe/BoP duty having the runabouts and myself to hold things down while my phasers/peregrines mince them up seems to work well. I can also but enough tractor beams on a person that unless they use PH they arn't getting away further I can using Siphon+Target Engines if they do which usually slows them down enough for my teams escorts to keep up with them unless they use Evasive too.


For fighters I mostly use 1x Runabout, 1x Peregrine (both blues). If I feel I need more damage I can swap the Runabout for another wing of Peregrines.


What I like about the carrier?
Phaser spam, this is something often discounted but seriously pergrines run TWO phaser cannons, runabouts have a phaser beam, my carrier runs a full six phaser beams.... You WILL proc phasers.

Great holding abilities. I don't think there is a single ship out there more capable of holding a ship down than an Atrox with tractor beams and runabouts. The only way to improve on it would be chron mines, maybe EWP, but really its mostly unneeded. They either have PH and can get out or they don't and you have them stuck in place pretty much forever. Yes theres exceptions to this, but for the most part if you want to hold something down so your friends can blow it up look no further.

Solid tanking. Its not quiet up there with say a high end cruisers thanks to not being able to run double EPTS3 but it makes up for this with extra science juice, and a huge crew.
I also feel safer in pvp with healing others compared to my DSSV, before if I hit something with TSS or HE I felt I would soon get primaried and popped because I just put that on cooldown. Not so much the case with the Atrox I feel I can take abit more punishment and I'm not quiet as afraid to give out a TSS here or there as needed.


Biggest complaints?

The crew.... dear lord the crew. You have 9001 crew give or take, they seem to be lemmings jumping out of air locks ever time a stray eneregy weapon grazes your shields. I run 1 science crew recovery console, and 1 engineering crew protection console and I still get my crew slaughtered at seemingly every turn. It doesn't help that if you are on your bridge, in a station, or generally not directly piloting your ship YOUR CREW DOES NOT RECOVER!!!!
This only seems to worsen the problem that I only really seem to die WHEN MY CREW IS GONE. I have never died barring afew 5man aphla strikes in pvp while still having any white crew icons.

Seriously cryptic there needs to be a way to heal crew, an active ability. Like "science team now restores 20% of your crew over 5seconds" or something like that. Maybe a dedicate medical thing.... SOMETHING, ANYTHING!
I mean just give me the illusion I can do something about being an accessory to the greatest space genocide to ever grace our fare galaxy!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
05-08-2012, 07:49 AM
Run EP2W1 and EP2S3 with 3x blue or purple Damage Control engineers and you won't really notice the difference between the atrox and a really really big cruiser. You lose out on 3-4 seconds overlap in the weapons and shield buffs, but functionally double your engineering slots. The remaining engineering slot could be Aux2Sif I, which at 125 aux is about the same as Aux2Sif III and 50 aux, or Aux2ID, which lets you turn around, or RSP
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
05-08-2012, 10:01 AM
Quote:
Originally Posted by shelev
Biggest complaints?

The crew.... dear lord the crew. You have 9001 crew give or take, they seem to be lemmings jumping out of air locks ever time a stray eneregy weapon grazes your shields. I run 1 science crew recovery console, and 1 engineering crew protection console and I still get my crew slaughtered at seemingly every turn. It doesn't help that if you are on your bridge, in a station, or generally not directly piloting your ship YOUR CREW DOES NOT RECOVER!!!!
This only seems to worsen the problem that I only really seem to die WHEN MY CREW IS GONE. I have never died barring afew 5man aphla strikes in pvp while still having any white crew icons.

Seriously cryptic there needs to be a way to heal crew, an active ability. Like "science team now restores 20% of your crew over 5seconds" or something like that. Maybe a dedicate medical thing.... SOMETHING, ANYTHING!
I mean just give me the illusion I can do something about being an accessory to the greatest space genocide to ever grace our fare galaxy!
Anyone who's flown the ships with monster-sized crews knows that OSHA apparently doesn't exist in the 25th century. Think the Atrox is bad? The Vo'Quv is worse.
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