An escort carrier can only have FOUR(4) runabouts out a single time, max, period, end of story. Each hangar is limited to 2 launches, and each launch only launches 2 ships. Simple maths lead us to 2+2=4
Originally Posted by dassemsto
/notendofstory. He had 6 out, i had 15 minutes to count and recount, so i'm very sure about this... and there were noone else around... but they DID launch 2 at a time.
I guess he had the right doff slotted, reducing launch time to 30sec. Each shuttle stays around for 45 sec. 6 shuttles at any time. And when I tried to kill the spam, using maybe 6-7 seconds per wave, every 30 seconds, maybe as high as 10, as I have switched off tab-targeting pets.
Just to think about how this efficient this is... You can keep your enemy's attention away from you 1/3 of the match. It's like having a Jam sensors ability with 30 sec CD, that dont break if you shoot at your opponent. This is just headshakingly unbalanced...
Pets are two powerful, it's not just the Daubes but most of the others too.
The damage output isn't too bad from most but the special powers pets have now are totally OP with MULTIPLE, tractor beams, target systems, chron procs, phaser procs, tachyon beams, Power Drain etc
I have the armitage, I'm not too bad in a regular escort maybe not top ten but not far away, with the armitage and the danubes though I have a massive advantage and as you say it very easy to lock down players , you can chuck in a couple of skills to help lock them down further, target engines and aux say or a tractor beam on your ship too, then just face them and silide back and forward to keep your defence up while thiers is -15 and you just blast down a shild facing.
Big problems are the shields and hull on most pets are too strong , danube hull is 18k !, klingon frigates 35k !, this makes them way to difficult to clear with crowd control skills and the respawn time is way too quick !
Fire at Will is too weak and misses all the time because the pets move too quick this skill should clear them better.
Torp spread and mines are that effective as they are shielded
Grav well is a bit weak.
Tractor repulsors better.
CPB and Photonic only works a bit with mutiple ships using
Plasma halps a bit but is too weak to kill them quick enough.
Cannon Scatter is the best at the moment but they are still a bit strong for this and often your escort can't turn to use it.
You can eaily set up a klingon team to with power drains, shield strips and system targeting that can stop you doing anything , you can't move, can't shoot , no shileds , no power , just die.
- the pets do too much CC.
- the pets are too hard to kill. Taking them out with aft turrets alone is slower than the spawnrate.
ofc, it's possible to build a ship specially for fighting pets, but with the current requirements for such a build you will NEVER win, as you will not be able to kill players. At best, you will be able to draw the match out a little.
Hehe, the 'feds' have known the Cat Carrier and the Armitage were OP from day one, because they have played against the OP pets the Vo'Que and the Kar'fi can use for years
The Klingons have got some better Pay 2 Win (acteon assimlators, plasmotic leach etc) and can build far more dangerous SPAM pet teams.
I've got a drain build Kar'Fi which is very very powerful in a team it's far more deadly than an armitage , pugging it's a little sqishies but still horrible powerful , it can disable your systems and will drain ALL your power so you can do nothing and have no shields and it has decent DPS so finishes people off very quick.
It also is the easiest ship to PvE in, you could solo infected Elite in it no bother as it totally diables NPCs, they can't move , or fire have noshields etc.
The armitage was a silly idea but it's not the problem the problem is pretty much all Pets are OP both Fed and Klingon
Said it months ago. Carrier spam IS the new science class of Sto. Can do all the cc of sci ships in a pet. They continue to make sci ships obsolete except for very narrow applications like vm builds or tac/repulsor hybrids. Sad they've nerfed sci playability into the ground when sci was a very selfless class to play on the first place. Pve'ing in sci was already painful, and scoreboard heros rarely ever played them.
Simple solution cryptic would never dream of doing would be to disable pets during PLAYER vs PLAYER. Armitage and atrox still have a versatile layout with LtC engy slots, and the Armitage has a special console. Isn't that enough to make them balanced for pvp without pet spam? Oh, same would go for kdf. Let's make it fun again!
Oh and reduce the nerf to sci! Not all the way back, but let's try scaling it back ~50%? Isn't a 1/3 resist (33%) enough? Maybe even give some extra resistance to abilities as well like extra insulators stats to engy fleet to make engineers a little more useful on a team, but cap the resistance to a total 50% with abilities added. I don't understand how cryptic can honestly think a 75% resistance to almost all the ablities of sci ships is balanced
I salute Covenanter, one of the few honest Klingun players admitting the KDF was always OP! Now we Feds finally have the Atrox and the Armitage but we have no problem admitting that, for example, the Danube runabout with their tractor beam are OP.
This game is becoming increasingly unbalanced, but ironically is not losing all its fascination...at least for me!
After a fierce battle against the evuls a Fed Captain needs some relax!