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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
05-05-2012, 12:15 PM
Quote:
Originally Posted by bigduckie
They dont work. Atleast for me and a few other people. They were great at their job before, now they have just given up. They follow either carrier or target just out or power drain range. They complain of union benefits.
No, the Siphon Drones do work. With the Tuneing of them, and the Resists, they just won't shut some one down any more. When I tested on tribble with some one I could get them down to around 20 all power settings with 12 Normal Siphon Drones. It's not as good as it was before. But it still does what they are supposed to do.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
05-05-2012, 12:17 PM
Quote:
Originally Posted by Kilawpilath View Post
Also, if anyone has actual hull differences betweeen the Carrier Pets that I mentioned, that would be appricated. Because that would then tell just how durable each pet type is compared to their advanced versions.
You left out Fer'Jai Frigates,

For Advanced they come w/ Dual Anti-Proton Cannons & Turrets, Forward Cron & Tric Torps, and aft Tric Mine. Abilities are Aceton Beam, CRFII, THY II. 2/Hangar limit. Kar'Fi only. Basically, these seem just like the Frigates from the KDF storyline.

Also Orion Slavers,

For advanced, Disrupter Beam array, Quantum Mines. Crew Capture ability (don't know if it applies to other players) they also have ability to steal ECs, Commodities or Contraband from NPCs. 6/Hangar limit.

Haven't tested HP.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
05-05-2012, 12:28 PM
Quote:
Originally Posted by Kilawpilath View Post
No, the Siphon Drones do work. With the Tuneing of them, and the Resists, they just won't shut some one down any more. When I tested on tribble with some one I could get them down to around 20 all power settings with 12 Normal Siphon Drones. It's not as good as it was before. But it still does what they are supposed to do.
I tested on live yesterday, or day before. Ill test again quickly just incase I am mistaken.

Tested again. They do not work. Correction. YOu have launch them on top of target AND hope said target decides not to move.


Quote:
Originally Posted by Noctusxx View Post
This is all fine and good, but when will we see a fix for Power Siphon's movement issues?

Since you "fixed" them they are now unable to close in on a target. They just follow behind the target out of draining range, acting as though they have tachyon beams. The only time I was able to get them to drain even the slowest target was if it first came to a dead stop.

Frankly Siphon drones worked better before the change, when you could launch them at a target and then leave them to do their jobs.

Between the resistance nerf and this you have effectively rendered them worthless against anything that moves.
Cant comment on the resistance nerf as I dont really mind that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
05-05-2012, 01:21 PM
Quote:
Originally Posted by Iamid
You left out Fer'Jai Frigates,

For Advanced they come w/ Dual Anti-Proton Cannons & Turrets, Forward Cron & Tric Torps, and aft Tric Mine. Abilities are Aceton Beam, CRFII, THY II. 2/Hangar limit. Kar'Fi only. Basically, these seem just like the Frigates from the KDF storyline.

Also Orion Slavers,

For advanced, Disrupter Beam array, Quantum Mines. Crew Capture ability (don't know if it applies to other players) they also have ability to steal ECs, Commodities or Contraband from NPCs. 6/Hangar limit.

Haven't tested HP.
I left out Orion Slavers because I was not 100% sure they could be purchased with out having a ship unlocked.
The Fer'jai Frigates can ONLY be equiped on a Kar'fi. This thread was more about the Basics of the Vor'quv and Atrox Carriers. I didn't want to confuse anyone.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
05-05-2012, 01:29 PM
I found the Fer"Jai to be wholly ineffective at dps. Minor control yes but the way they zoom around in circles at full impulse their forward arc weapons barely spend any time on target.
Lt. Commander
Join Date: Dec 2007
Posts: 120
The Kar'fi is a different subject all together. It doesn't have the same Turn rate, Boff Set ups, or Consoles as the Atrox, or the Vor'quv which are both very similar if not identical in ways all up to Boff set ups.

Like all Carriers, the Kar'fi can equip Dual/Dual Heavy Cannons. Unlike other Carriers how ever, it can use those quite well if you use it's 2 Engineering Consoles for some extra Turn rate. Even just 1 Will assist enough to get a good Arc on a target.

Also, the Kar'fi is described as a Battle Carrier. It's Weapon set up is akin to an Escort, but it is given Hangers as well as the Commander Science station and both an LT and LtC Tactical station. So while a Carrier can't use abilities that rely on turn rate, this ship can. How ever, it's restricted to a Lt Engineering station reduces it's survivability compared to other Carriers. As mentioned above, it can use Fer'jai Frigates. Which are something akin to a more Control based pet.

The Fer'jai Frigates start off at the base with Antiproton Turrets and Cannons, Chronoton Torpedo, Tricobalt Mine, Rapid fire and High Yields 1, and it has the ever misunderstood Aceton Field. It's upgraded version has Rapid Fire and High Yields 2, and it was given Tricobalt Torpedoes which if it high yields before launching, and makes it to their target, can create Tricobalt Rifts. Which can cause a target to be stunned for a short duration. (I Think it's about 2-4 seconds but I could be mistaken, I haven't looked into this info in a while so my information is soley guessing and not accurate)

The reasons for this ship being brought up now is due to how different it is to a normal Carrier. Which is what I would call the Atrox and the Vor'quv. Both the Atrox and the Vor'quv share low turn rates, LtC Engerring Boffs and more Engineering Consoles to help in it's survivability. Where as the Kar'fi is more designed for a Tactical play style from what I've witnessed and experienced my self.

The Kar'fi, I feel, also only fits into 2 of the 3 Carrier Roles: Support Damage, and a Support Control.

As Support Damage, you use more Damageing based Pets like the S'kul or advanced S'kul fighters or Advanced Fer'jai frigates. You'll typically use powers that will help you get your damage through shields like HIgh Yield 3, Beam Overload 3, Scatter Volley 2, Rapid Fire 2, Torpedo Spread 3, or even Beta 2 or Delta 2. When it comes to Science powers you'll want to have at least 3 Defensive skills, leaving your Commander slot for a power like Feedback Pulse 3, or Charged Particle Burst 3, Tractor Repulsors 3 or even Scramble Sensors 3 or Viral Matrix 3. Other wise Transfer Shield Strength, and Hazard Emitters are Must haves. A polarized hull or even a Science Team can be great boons here. As far as Engineering Skills, you'll be more then likely taking Emergy Power to shields 1, and either Emergency Power to shields 2, or Reverse Shield Polarity. Although in this world of Doffs, you could also take Engineering Team 1 or 2 depending on what you take in your Ensign Tactical slots. Because most typically you will have 2 Tactical team 1's in those slots. And again, it cannot be stressed enough that you mostly likely, unless you are an Engineer, will not be as survivable as the Vor'quv or the Atrox. You may also, if your Damage is sufficient to not require Carrier pets for help, use instead of the S'kul Fighters or Fer'jai frigates, the Reinforced Shield repair Drones to increase your survivability during cool down rotations.

As a Support Control, you wiill instead take powers and pet seleections towards debuffing or controling what the enemy does. But again, you are also not a Science ship, just like you are not as durable as a Carrier. So your Control options may be more limited depending on the Tactical skills you select. Mine Patterns with Chronaton mines might be prefered to help spit out more of those annoying suckers. The Fer'jai Frigates also help here because they are very Control Orientated since their Aceton Fields can reduce damage and their Tricobolt Mines can stun targets while their Chronaton Torps slow down targets. Using powers like Gravity Well 3, Tractor Beam, Scramble Sensors or Viral Matrix. Jam Sensors might also be a useful skill here with the changes reciently done to it. Or it might be a good defensive choice for the Support Damage version as well. Also Siphon Drones will be useful in helping control the enemy. While they might seem useful in damage control, they are more situational in helping enforce controls most of the time. And again, if all else fails, Shield Repair Drones are great. Despite being Fragile, they are very good at what they do, which is Shield healing.

Now again all of my suggestions, ESPECIALLY for the Kar'fi, are just that, suggestions. They are no where near perfect or all knowing. Find a build you like, and if it works, awesome. If it doesn't try something else. And remember the Kar'fi is not what the Atrox and the Vor'quv is. It's a different type of Fish in this Sea of ships.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
05-08-2012, 12:53 AM
After doing some testing, I have found out the following so far:

Shield Repair Drones and Reinforced Shield Repair Drones nolonger heal shields as fast as they used to. Before the Patch that Deployed the Atrox Carrier, these pets used to heal shields in under a second. Now they are a much slower regeneration. It almost isn't noticable with 2 applied.. 4 it increases abit more. Probobly needing at least a full 8 Deployed to even recieve aproximately a quarter of the old shield healing rate. They still do work how ever. Just not as well as before.

Pet commands are.. Touchy in PVP. Placing pets on attack will attack your target. How ever as your pets get attacked, they will defend themselves. If you leave combat, they will stay in combat and continue to fight unless you use Recall. This makes Carrier Pets even more supportive. In a pvp situation, where you, or your pets might be under constant fire, it can make some pets more Ideal then others. Such as the Danube Runabouts, since you can just Spawn them on top of a target 4km out and nearly always guarentee Tractor Beams. Or Marauding Force Pets vs enemies for their Boarding Parties.

It also makes using "Spam" waves of pets useful if you just want to use them to clutter up the screen. While Pets like the BoPs or the Frigates have a slgihtly harder time controling them or keeping them on YOUR targets with out constantly Despawning them and respawning them under FAW conditions.

This doesn't mean that it is also not useful.. Because when you run off you don't always want your pets to not stay behind to continue to harass the enemy. Helping your allies as well.

How ever, my personal opinion of the Carrier commands, would be to change Attack to always be "Attack my Target" for Pets that are offensive. And leave the behavior mentioned above only for Escort or Intercept. Because if I send a command to my waves of Pets to Attack a single target. They should be able to do it. How ever if I place them on Escorting or Intercepting, they should stay in a fight and fight differently until I tell them to Attack.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
05-08-2012, 01:16 AM
Last night went up against Tuq Heghta. I was anhialated. Approx 3000 was the sum of my dps. Each time i approached, i had 0 power in any system. Only issue is that i was killed by pets. No player skill involved. Blame is cryptic, not Tuq. Unbalanced is an understatement.

Based on this battering decided to see if the same could be done by cat carriers. Sadly, it was the case. Pandas went into ques with 3 carriers . It was aweful. I had to do nothing. My pets did it all. I apologise to LF in particular as they bore the brunt of the test in ques.

PVP has now become PVE

The "I win" button truly exists.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
05-08-2012, 02:08 AM
I'm guna try my Nyan Cat Ship out tonight :p
I figure I can set up a few macros.....go do some Game of Thrones role play, then come back at the end
NYAN NYAN NYAN NYAN NYAN...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
05-08-2012, 03:13 AM
Quote:
Originally Posted by naz1911 View Post
Last night went up against Tuq Heghta. I was anhialated. Approx 3000 was the sum of my dps. Each time i approached, i had 0 power in any system. Only issue is that i was killed by pets. No player skill involved. Blame is cryptic, not Tuq. Unbalanced is an understatement.

Based on this battering decided to see if the same could be done by cat carriers. Sadly, it was the case. Pandas went into ques with 3 carriers . It was aweful. I had to do nothing. My pets did it all. I apologise to LF in particular as they bore the brunt of the test in ques.

PVP has now become PVE

The "I win" button truly exists.
What pets were you using if I may ask?

Was playing an Arena match yesterday, where both teams bailed; leaving me in my science ship vs a kitty carrier. I could barely scratch it; and was getting eaten alive by its pets (I know it had runabouts, not sure what else).

Later I tried a 1 v 1 with a fleetmate who had a kitty carrier, but he used nothing but stalkers. That was actually a pretty good fight (I lost 1 - 3, but most of the rounds were pretty close).
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