I'll second the advice to pick an energy type and stick to it. Since you've already invested in some anti-borg plasma weapons (and Plasma is actually pretty good outside of PvP), I'd say stick with that. Similarly, switch both your tactical consoles to Plasma Infuser Mk XI. You can find Blue ones on Exchange for a very reasonable price.
As far as weapon types, since you've already invested in beam weapons, stick with those and drop the projectiles. You mostly want to be be broadsiding your target so that you can get both your for and aft weapons on target, and that will put your torpedoes out of their firing arc. Mines, honestly, are terrible. The Breen Cluster mine is the only one even worth considering, and that's because it mostly acts like a torpedo. You can also buy Mk XI Plasma Beam Arrays on Exchange for cheap. Your fighters have lots of torpedoes, so your job is to strip your targets shields so that their torpedoes hit unshielded hull, which you'll do more effectively with beams than with torpedoes and mines.
I can't recommend Advanced Fighters highly enough. They provide a huge damage boost. If you don't have the dilithium, the regular ones are fine, but consider saving up for them.
Your Boff layout would have to change to make better use of the beams. Fire At Will is great and Beam Overload (especially if you can find Beam Overload 3) can quickly take down shields for your fighters. You might also consider Attack Patter Beta 1 or 2, so that you can debuff your target and help your fighters do more damage.
Other Boff stuff: You have 3 "Team" abilities, which share a global cooldown. Maybe switch Engineering team to an Emergency Power to ability, probably Weapons or Shields? Tachyon Beam if pretty bad. In STFs, most of the targets don't have shields and the targets with shields that matter (Cubes, Tactical Cubes, and bosses) have way too much shielding for it to be effective. Transfer Shield Strength is probably a good choice as you're a bit light on shield heals.
Personally, I use the Orion Interceptors and the Orion Slavers. But those both require C-store ship purchases, so...
Actually Orion Slavers are freebies, I use em when I attempt to take a Carrier out, just not my kind of ship.
I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. If I ask you a question it is not an insult but a genuine attempt to understand why. When I insult you I won't be discreet about it, I will be precise and to the point stupid.
First off, You don't want/need a Mine Dispersal Pattern. Mines do very little most of the time in terms of direct damage. And if you need Mines, I recommend Plasma Mines for PVE, Chronoton Mines for PVP.
Second, A weapon set up like the following might be Ideal Depending on the type of Pilot you are:
Fore: Beam Array, Beam Array, Plasma Torpedo or Third Beam Array
Aft: Beam Array, Beam Array, Plasma Mine
Notice I left out the Energy type. They should all be the same type of energy damage, with the 2 Tac Consoles give to that Energy Weapon type. (So if you choose Disruptor, you should be using Disruptor Energy weapon consoles)
Next, don't bother with a Turn rate console. The Vor'quv turns so slowly, that it really isn't noticeable. Armor Consoles are your best bet.
Your Sci powers could use some work. I'd recommend:
Cmd: Tractor Beam 1 or Polarize Hull 1, Transfer Shield Strength 2, Tractor Repulsors 2 or Viral Matrix 1 or FeedBack Pulse, Gravity Well 3
Lt: Tractor Beam 1, or Science team 1, Hazard Emitters 2
Then use Consoles for Particle Generators to help increase the damage.
One of the better set ups I've run with the Vor'quv for it's LtC Engineer powers is:
Engineering Team 1, Aux to Structural 1, Emergency Power to Shields 3
This will give you a couple ways to heal yourself, and a way to keep your shields nearly always at 100 shield power. Especially if you have times where you run Aux /100 and Shields /50
Your Tactical powers will greatly depend on what you choose for your weapons of course, but I'd recommend:
Tactical Team 1, Beam Fire at will 2, (If Plasma torp selected) Torpedo Spread 3 (If all Beams) Beam Fire at Will 3 or Attack Pattern Delta/Beta 2 or Attack Pattern Omega 1
Either of the above set ups will help to increase your damage. And give you a way to attack Multiple Enemies while cycling through your Target Subsystem abilities.
And, as far as pets go, I can't ever not first suggest the Bird of Prey pets. Weither it's the normal, or the Dilithium versions, these pets are BEASTS. You can either just set them on Attack for attack runs, then setting them to Follow to give them an Alpha strike from Cloak, or you can set them to Intercept bringing them back to you cloaked with Follow when need be. They are also 100% more survivable then the To'duj fighters.
Finally, make sure you get at least 2 Shield Distribution Duty officers. Rare Quality is probobly eaiser to get at first, but work your way up to Purple quality when you can. Flight Deck Pet recharge Doffs are also useable depending on the weapons you choose. Though if you go with Bird of Prey Pets, out side of PVP, you'll find you won't need the recharge rate. So you could go with 1x Grav Well Aftershock doff (Can't remember it's name) An extra Shield Distribution doff if you don't already have 3, then if you go Viral Matrix, the Viral Matrix Duty officer. If you don't, then it will depend on which powers you feel need a buff. You might also want a Science Team, or Engineering team recharge Doff just to bring it's recharge down abit.
Good luck. And enjoy your Carrier. And remember, don't always fly at full throttle. When in combat, try flying at 50% throttle. It will make it easier to turn when you need to. And Reverse is also useful to a carrier. Just a couple extra tips.
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
On a slow turning ship, like the Vo'quv, I like to use power siphon. It is omnidirectional, so no problem with which way you are pointing. And it works with the inexpensive flow capacitor skill.
Power Siphon III can be made to boost all your power levels to 125, specially if you use the plasmonic leech console.
Sci slots: 18% Shieldstrenght consol form the dil store, Borg console and 2x shield emitter
Eng slots: 1x Eps Console, 2x neutronium armor
Tac slots: 2x Polaron consols
lt cmdr Tac: tac team 1, Torpedo spread 2, Attackpattern beta
lt cmdr eng: Emergency power to shields 1, Emergency power to shields 2, Aux to Structural integrity field
Cmdr Sci: Polarize hull 1, hazard emitter 2, transfer shield strenght 3, Gravwell 3
lt Sci: Sci team, transfer shield strenght
Pets: Birds of Prey if you want damage and power syphon drones if you want to weaken an enemy like Donatra
Plays really simple:
you can chain epts 1 + 2 so that their is always one up giving you a nice boost to your shield power.
The Chronium Torpedos together with torpedo spread can stop large groups of enemies for 15 seconds.
That is especially useful if you find that you need to get away or if you want large groups of enemies from getting away. When your torpedo spread is on cool down use Gravwell to pin enemies in place.
Most of your damage will come from your Pets, if you use birds of prey. It is especially nice if you bring down the shields of your target and get a ap Beta on it. Your BoPs can tear a target into tiny little pieces.
Dying should not be a problem with all the shield and hull heals you have.
So i fell for the carrier thinking that i would love it.
i was only paritaly correct
so heres the loadout
anything i should change?
Welcome to Cryptic's red headed child ship class.
What to change? Everything.
KDF Honor Guard Shield
6 beam arrays (antiproton or disruptor, dont bother with any other weapon type).
2X plasma resist, 1 X kinetic resist engineering consoles
borg universal console, shield emitters x2 and plasmonic leech (if you dont have this put in the diltihium store console that gives +18% shields).
2 tac consoles that match the damage type of your beams.
Bridge officer abilities:
Lt Cmdr Tactical:
Tac team 1, Fire at Will 2 , Fire at Will 3
Polarize Hull, Tractor Beam Repulsors, Hazard 3, Gravity Well 3
Tractor Beam 1, Science Team 2
NOTE: Alternatively you can switch hazard 3 for Transfer Shield Strength 3 and have the LT Science be Science Team 1 and Hazard 2. This gives you the absolute best shield tank...but Transfer shield strength 3 is very hard to find.
Lt Cmdr Engineer:
Engineering Team 1, Aux to SIF 1, Emergency power to Shields 3
Power Settings: Make sure the ship has AUX power at 40 or better regardless of wep/shield/speed saved preset. If you dont then your tank doesnt work.
What this gives you:
An insane shield and hull tank ability. You have the best of all worlds to heal that behemoth of a ship.
Very good firepower. 6 beam arrays when fired broadside can be deadly. The fire at will allows you to damage multiple ships at once.
Learn to use the repulsors. They are key to winning STF's and fleet actions not to mention absolutely essential to pushing pesky ships that fly circles around you ...push them out to where your beams easily broadside them that is.
Learn to use subsystem attacks. Particularly the weapon and engines (dont bother with shield, the tier 1 ability never really works) ones.
Remember: You are a Carrier not a cruiser. Use your ship weaponry to assist your pets not the other way around. The birds of prey and todujs will outdamage your ship by a significant margin.
Learn to use your pets. You have to learn to work around the devs ROYAL screw up pet AI and pet commands so that the pets will actually do what you want them to do. Half the time it wont work and half the time you will wonder why the hell is that bird of prey shooting the cube 30km away rather than the probe i have targetted with 'attack' command selected that is 2km from my ship... so be warned.
Finally.. you are not a cruiser, you are not an escort, you are not a science ship. You are not there to heal people or to take aggro. As a carrier, neutered as it may be now in pet AI, your role is to send those little ships out to fight.
Screwed up pet AI-
Escort order does not work. Pets wont escort federation team-mates (only klingon) and once you tell them to escort a ship you literally cant target anything but that friendly ship..because the moment you target an enemy your pets beeline to attack it...leaving your friend unprotected.
Intercept order is mostly useless. pets going after mines and torpedoes? Laughable as mines hardly do damage to anyone and the pets wont target heavy torpedoes unless they are aimed at you (and if it is its nice but most of the time your fire at will and tractor repulsor can take care of them). Not to mention the fact that intercept order becomes useless when your pets are 12km away and it takes them 2 minutes to fly back to you while the heavy torpedo is speeding towards your hull. They dont get there in time.
Recall order is best left untouched. One of the biggest FUBAR's the devs did was put the recall order as a 'STOP dead in space, drop shields, cloak and CRAWL at 1/10th speed back towards your carrier' order. Oh and it no longer resets the pet's original target from their target list so the moment you remove the recall order they speed like mad back to it...and MANY times do so IGNORING your new 'attack' order.
In short.. dont bother using the pet commands. Pets will, without ordering them to, attack whatever you have targetted. That was the lame no-work-for-us solution the devs came up with after screwing the pet AI up.