Join Date: Jul 2012
Posts: 385
# 1 Carrier Pet Tractor Beams
08-11-2012, 07:12 PM
Whose idea was it to give each one its own tractor beam? As soon as one ends another one grabs you. At east put them all on a shared cooldown or just remove them

I know its quite late to complain about this, but im lazy

Last edited by buddha1369; 08-11-2012 at 07:16 PM.
Lt. Commander
Join Date: Jun 2012
Posts: 237
# 2
08-11-2012, 08:12 PM
Attack Pattern Omega?
Cloaking generators break down at first sign of language.
Join Date: Jul 2012
Posts: 1,273
# 3
08-11-2012, 09:26 PM
Originally Posted by praghas View Post
Attack Pattern Omega?
Only lasts so long. You can only stock so many tractor breakers, and when you've got the main ship carrying a tractor and the spawns carrying tractors. . .it's hair-pullingly frustrating.
Starfleet Veteran
Join Date: Jun 2012
Posts: 593
# 4
08-11-2012, 09:51 PM
It's ok, as long as you're a broadsiding cruiser.
Beam Array: Fire at Will.
Polarize Hull
Torpedo: Spread
Join Date: Jun 2012
Posts: 57
# 5
08-11-2012, 10:55 PM
Unfortunately all carriers have their bad pets not just the runabouts

The KDF Side has had more time with carriers so they have more pets and most of them wreak havoc on power systems.

The Adv. Orion Interceptors which spams Weapons and engine drains and if that didn?t do the trick it comes with Chroniton torpedoes to make sure your dead in the water.

Then you have the Advanced Fer?Jai Frigate which spams Tricobolt and Chroniton torpedoes plus it drops Tricobolt Mines, talk about an over powered pet

That?s just to name a couple and the list goes on.

The only thing to do is ether avoid them or invest in Skills and bridge officer abilities to help offset the power drains
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,327
# 6
08-12-2012, 04:28 PM
point defense console, torpedo spread FAW.. and it helps to be flying a cruiser

my biggest heartache is that that 10 ton runabout is going to pull a 5000ton starship to a dead stop?

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