Captain
Join Date: Jun 2012
Posts: 1,015
# 211
06-21-2012, 01:18 PM
Quote:
Originally Posted by sophlogimo View Post
Heh.

They shouldn't take themselves so important in the "I have two years of experience! How DARE you have a different opinion!" sense.
Why don't you look at it in terms of hours played. Many of the vets whose advice you are crapping on have in the thousands of hours.
Quote:
Originally Posted by sophlogimo View Post
I mean, really, why would it bother anyone if someone has a different opinion?
It doesn't bother them that your opinion is different, it bothers them them that you think your opinion is as valid as math. It's like the religious community in America insisting that their "theory" of creation is as valid as one from the scientific community. One is based in scientific investigation, the other in dogmatic adherence to something somebody thought up. If somebody wants to believe that the earth is 5000 years old, fine, it's when they start claiming that their view has the same scientific validity as one which relies on physical evidence and scientific methodologies that people get pissed.

You thought up this build, people showed you why it was lacking by using math, common sense, and blowing you out of the sky, and you insist that it's just as good as any other build.
Quote:
Originally Posted by sophlogimo View Post
Well, one could draw conclusions about that person's psychological state, but that's not the subject here. Let us instead discuss different builds for carriers in PvP.
Yes, and I could call you a d1ck, and a troll, but that's not the subject here. Dont forget to wink. :wink:
If you want to insult somebody, do it. Don't pretend not to, you coward.
Quote:
Originally Posted by sophlogimo View Post
And as I said, under present rules transphasic torpedos are usable for a very, very special task: Killing escorts and bops in 1v1 if and only if they lack hull heals. Which, sadly, the classically recommended escort will do, because it needs so much epts.

Let's do some math: Three transphasic torps will do something like 3600 effective dps before everything if you have three purple projectile weapons doffs (because you shoot a torp about every three seconds, on average, and the individual torp will be at that damage if fully buffed on a carrier), which, after defense and shields, will be something like 450 dps to hull. Adding some hull resistance of perhaps 30%, we are down to ca. 320 dps. A single hull heal, like, say HE1 will heal about 6000 every 45 seconds, which amounts for 133 heal per second. Fast foward 160 seconds.
160 seconds. You're telling me that you can keep somebody in your torpedo arc for over two and half minutes? Bull.

I'm not going to **** up this thread with Thai ladyboy stories because it was, before you got ahold of it, a good thread. Nobody wanted to continue in the thread you started because of your personality. Keep your brain-damaged ramblings confined to the crappy threads you start.

I will say that in one respect I'm glad you're around because the satisfaction of blowing you out of the sky will be the closest I've come to RP in this game.
Banned
Join Date: Jun 2012
Posts: 558
# 212
06-21-2012, 01:30 PM
Shouldn't this thread be about good Carrier builds?

So why are you posting carrier build advice Sophie?
Banned
Join Date: Jun 2012
Posts: 275
# 213
06-21-2012, 01:31 PM
I can keep an MVAM or Defiant in my Dreadnought's lance arc for 500 seconds!!!!

Beat THAT!



**Dislcaimer: Proved the MVAM or Defiant are AFK...
Banned
Join Date: Jun 2012
Posts: 558
# 214
06-21-2012, 01:35 PM
Quote:
Originally Posted by hakaishinlegion View Post
I can keep an MVAM or Defiant in my Dreadnought's lance arc for 500 seconds!!!!

Beat THAT!



**Dislcaimer: Proved the MVAM or Defiant are AFK...
This one time, I was running split windows so I could watch some quality entertainment, whilst in kerrat and I saw a carrier circling around me! Then what I was watching got really entertaining... I checked back about 30 minutes later and he was still there!
Banned
Join Date: Jun 2012
Posts: 275
# 215
06-21-2012, 01:39 PM
Don't tell me he spent that entire time trying to kill you lol
Banned
Join Date: Jun 2012
Posts: 558
# 216
06-21-2012, 01:41 PM
He might have been. I mean there were things shooting things near me.

I was still split windowed so I'm not exactly sure what was happening... my shields weren't dropping or anything though so I dunno.
Rihannsu
Join Date: Jun 2012
Posts: 1,503
# 217
06-21-2012, 01:57 PM
Transphasics are not the most optimum Torpedoes.

That's not to say they don't have a use, but they have to be buffed up not only by Torpedo consoles, but by other means as well.
It's why Husnak's B'rel-R Transphasic Boat works better then another boat with transphasics.
Why? Simply because the B'rel-R doesn't have to Decloak to fire, so it constantly gets the Cloak Damage buff.
Not to mention the 2 Peice set bonus from the KDF Honor Guard set gives another Torpedo Buff.
Add on the Transphasic Cluster Torpedo, Transphasic Mines that also get deployed, and the B'rel's superior turn rate it becomes a very nasty build indeed.

Now then. In a 1v1 situation it might destroy escorts and fellow BoPs, but ships with higher hull and more heals will be another matter.

Where the Atrox Carrier is concerned, it's Advanced Danube Runabouts are the more annoying ships out there because of their ability, when in masse, to not only tractor targets, but slow them to a crawl with constant Chronoton Torpedo attacks and disable with Phaser procs.
This only helps the Atrox Carrier how ever if you can keep out of the targets more dangerous arcs. For an Escort, it's usually a Forward Arc when using Dual Heavy cannons, Dual Beam Banks, and Torpedos.
For some escorts, Cruisers, and Science ships, it's typically a side arc from Single Beam arrays.

A torpedo boat would also rely on it's front or aft arcs. If a ship can get on your side and out side of the 90 degree arcs from front and rear, they can fire on you and not be harassed or take any damage at all. And with a Carrier's normal low maneuverability, this is an easy thing to do for some pilots*.

If your going to rely on torpeodes for your damage, might I suggest doing the following build lay out:

Fore: 1 Phaser Beam array or Disruptor Beam array, 2x Transphasic Torpedoes
Aft: 1 Phaser Beam Array or Disruptor Beam Array, 2x Transphasic Torpedoes

(Normaly I'm not one to suggest this but..) Tac LT: Torpedo HY 1 or Torpedo Spread 1, Attack Pattern Delta 1
Engi LT: Engineering team 1, Aux to Sif 1 or Aux to Damp 1 or RSP 1, EPtS 3
Sci LtC: Tractor Beam 1, Hazard Emitter 2, Science team 3
Sci CmD: Jam 1, Transfer shield Strength 2, Viral Matrix 1, Feedback Pulse 3

Hanger: 2x Advanced Danube Runabout
Deflector: Borg
Engine: Borg
Shield MACO
Engineering consoles: 2x Resist, Borg
Sci Consoles: 4x Particle Generator
Tac Consoles: 2x Transphasic Torpedo

Doffs: 2x Sci Team reduction (Very Rare), 2x Torpedo Recharge DOffs (Very rare), 1x Shield Distribution doff (very rare)

Power settings:
Weapons /25
Shields /50
Engines /25
Aux /100

If you have the right skill make up, Emergency power to shields 3 should not only give you a near full shield recharge, but it should keep your Shield power over 100. Improving your shield resists vs Damage. You also won't need the weapon power since you'll be using the beams for Target Subsystem attacks.
Science Team 3 should give you a way to instantly recharge your own shields. And it will be on a 15 second cool down timer. So you could eaisly use it between Engineering team soft small heals.
Jam sensors would give you a way to reduce damage to you between Feedback Pulse uses. This how ever will only work vs 1 Target. In a team environment, this won't be as useful. Especially where multiple Escorts are in play with good damage and alpha strikes.
Feedback pulse should also be useful here because it should cause an escort, and some cruisers to stop fireing on you. And if you add in your Tac buffs the damage reflected will be higher then normal. Not to mention the Feedback Pulse has a 50% Bleed through. How ever Jam is fragile and won't last long while your fireing. So it might be benificial to stop fireing when you jam a target for a second or two.
Viral Matrix is to be used for further disabling purposes. It won't last long, but it should help in a pinch.
Having a Tractor Beam of your own will help keep enemies from moving when used with your own pet tractor beams.
The Transphasic Torpedoes will help soften up an enemy. Combined with Feed back pulse, and your own Pets, it might take a while, you can use it to kill a target. If you went with Disruptors Beam arrays, they will give a damage reduction proc. Added to Attack Pattern Delta while your being fired on can help to increase the damage bleed through of your Transphasics.
If you go with Phaser beam arrays, the proc chance to disable a subsystem will work well with your pets own Phaser beam arrays.
IF Viral Matrix 1 doesn't seem to work well, then switch to a Tractor Beam Repulsor 2 for further Bleed damage.



(*Note I say Pilots because not everyone can perform expert handling in every ship)
You think that your beta test was bad?
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Rihannsu
Join Date: Jun 2012
Posts: 1,503
# 218
06-21-2012, 02:02 PM
Tomorrow, the above build I posted will get changed. The Jam Sensors 1 will get replaced with Polarized hull 1 and at least 1 Torpedo Doff will get changed to a new Doff that gives Polarized Hull a FBP effect.
You think that your beta test was bad?
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Banned
Join Date: Jun 2012
Posts: 558
# 219
06-21-2012, 02:11 PM
I'm sorry I can't look at it. That build even though it's vastly superior to sophies, still made me throw up a little in my mouth.
Empire Veteran
Join Date: Jun 2012
Posts: 6,671
# 220
06-21-2012, 02:14 PM
is the trans torp buff ever going to make it live? seems like its stuck in the season 6 build or something.
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