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Captain
Join Date: Jun 2012
Posts: 1,969
# 21
08-22-2012, 05:42 AM
I hit 10 (unbuffed) on my Vo'Quv with triple Mk XI RCS accelerators of varying qualities, then hit 12-20 (I don't know the number, sorry) when I throw out an Aux2ID of unknown level. Quite handy, considering the fact that I'm using a sci-heavy torp boat on my Vo'Quv.
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Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
And I don't pretend to understand them.
Commander
Join Date: Jun 2012
Posts: 359
# 22
08-22-2012, 07:49 AM
Quote:
Originally Posted by kylesal24 View Post
Then why are you talking about the side of the game you gave up?

You left! So you don't know how it runs with the Atrox. I took mine out today. Did you? I know how it runs and what turning it gets. You have never used my ship.

Kyle
i quit fed about this big crapy ship i played it and rofled about it!!!!!

i want a great carrier play, i got answer if i will play real carrier i must go to kdf there is the karfi+ famous pets.

and i try it today out again for you and start to rofl about myself to try that.
Empire Veteran
Join Date: Jun 2012
Posts: 471
# 23
08-22-2012, 08:11 AM
Quote:
Originally Posted by possumlips View Post
Under ships status,movement, my Atrox carrier says turn rate 3.0 deg/sec. I got a RCS console for it level XI in rare that says +35% flight turn rate but the stats stay the same and i can't tell that it turns any shaper with it equiped.I was wondering what i did wrong? As you may know, its one of the worse ships for turning which is why i went with beams and turrets. Seems like i remember a warp theorist duty officer added to space duty will add a turn rate debuff but that was only if i used Tachyon beam and i might try that. thanks in advance....jesse
Dude save your money. That is a turn rate reduction for what you hit with those tetryons.

Up your engine subsystem power and you will turn quite a bit faster. Still when I use carriers, which is not often, I throw turning right out the window. Adjusting your subsystem power is an exercise in trade offs and carriers seem to need more in just about everything. At least if you fly them as a cruiser/escort or science ship that is. Get used to switching your subsystem power as you need for the role you are fulling at the time. You can even set up four different presets and save them to help you in this regard.

Your best weapon is your fighters. Get used to using the fighter commands that come with the ship, If you do not see them in your powers try then hit the P key on your keyboard and assign them where you will use them. Wanna pump out more fighters faster? Max that auxiliary power. You don't need to turn as much when you use your fighters to turn for you anyways.

The BO skills "Auxiliary to Inertial Dampers," and "Emergency Power to Engines" would help you turn faster in short boosts just like the captain skill "Evasive Maneuvers" does, (well not exactly just like but still hella faster than without any BO or captain skill used). If your ship has room for it so does "Attack Pattern Omega." Engine choice is a good place to look for a turn buff too. Try for Combat impulse engines with a [Turn] modifier and that will help you get your nose around as well, while it gives a healthy boost you the subsystems you have set to low power.

Also get used to adjusting your speed. The ship has the same turn rate in motion no matter the speed. Need to do a hard tight turn? Drop your engine speed down. Want a broad sweeper? Keep the ship's speed up.
If you are a pickle in a pickle jar you know every pickle's different, sort of, but really they're all just pickles...
They taste the same.

Last edited by piwright42; 08-22-2012 at 08:24 AM.
Career Officer
Join Date: Jun 2012
Posts: 675
# 24
08-22-2012, 08:25 AM
Quote:
Originally Posted by kylesal24 View Post
gypsyblade, 90% of the time in Fleet events. the other 10% is the last ship and I don't feel like turning so I just let my pirigtine fighters finish him off. Everyone says that, but they say that because they have not tried it yet. I will NEVER go back to beams because there is so much more DPS with cannons.

Kyle
Yes, DHC have better DPS than beams.. no argument there.. I have 7 toons at 50.. two of which are in Carriers..

However because of the lack of turnrate your overall DPS is lower than that of a Beam Atrox.

Before season 6 my Kar'fi (Which has a better turnrate than an Atrox) ran 2x DHC 1 Quad 1 Torp forward and 2x Turrets 1 Torp Aft. This was great for STFs as most things were in that 45' arc.

With the addition of Fleet Events (No Win, Fleet Defense, etc) I've found a different setup works better overall. 1 Quad, 1 DBB, 1 Beam Array, 1 Torp forward and 2x Beam Arrays 1 Torp Aft. I run with Advanced Interceptors and Advanced Frigates as my pets. This lets me put out sustained damage at 360', rather than just supreme damage at only 45'.

Just my opinion, it's your game tho... as long as you're having fun.
I'll stop kicking that horse when the bugs fixed. Until then as a paying consumer, I will voice my opinion.
Empire Veteran
Join Date: Jun 2012
Posts: 471
# 25
08-22-2012, 08:29 AM
Quote:
Originally Posted by gypsyblade View Post
Yes, DHC have better DPS than beams.. no argument there.. I have 7 toons at 50.. two of which are in Carriers..

However because of the lack of turnrate your overall DPS is lower than that of a Beam Atrox.

Before season 6 my Kar'fi (Which has a better turnrate than an Atrox) ran 2x DHC 1 Quad 1 Torp forward and 2x Turrets 1 Torp Aft. This was great for STFs as most things were in that 45' arc.

With the addition of Fleet Events (No Win, Fleet Defense, etc) I've found a different setup works better overall. 1 Quad, 1 DBB, 1 Beam Array, 1 Torp forward and 2x Beam Arrays 1 Torp Aft. I run with Advanced Interceptors and Advanced Frigates as my pets. This lets me put out sustained damage at 360', rather than just supreme damage at only 45'.

Just my opinion, it's your game tho... as long as you're having fun.
I agree with this opinion. The carrier is tough and can take a good beating if you set up for the healing BO skills. That ability to loiter in the thick of it and beam everything allows a higher sustained DPS even at slightly lower weapons power settings than a carrier set up to try to be an escort but can't keep it's nose on target long enough to actually deal any good bust DPS.

A all beam array carrier with FAW and three special beam DOFFs would be more flexible than a four single cannon/four turret carrier.
If you are a pickle in a pickle jar you know every pickle's different, sort of, but really they're all just pickles...
They taste the same.

Last edited by piwright42; 08-22-2012 at 08:33 AM.
Community Moderator
Join Date: Jun 2012
Posts: 4,346
# 26
08-22-2012, 09:51 AM
As this thread is not about F2P, I am moving it to a more appropriate location.

Please try to remember to keep threads on-topic in the appropriate forums.
Volunteer Community Moderator for the Star Trek Online forums -- My views may not represent those of Cryptic Studios or Perfect World Entertainment. If you wish to speak to someone on the community team, file a "forums and website" support ticket here, as we are not able to respond to PMs regarding moderation inquiries.
Link: How to PM - Twitter @STOMod_Bluegeek
Community Moderator
Join Date: Jun 2012
Posts: 4,346
# 27
08-22-2012, 09:55 AM
Actually, I think I moved this to the wrong place... sorry for any confusion... one more try...
Volunteer Community Moderator for the Star Trek Online forums -- My views may not represent those of Cryptic Studios or Perfect World Entertainment. If you wish to speak to someone on the community team, file a "forums and website" support ticket here, as we are not able to respond to PMs regarding moderation inquiries.
Link: How to PM - Twitter @STOMod_Bluegeek
Commander
Join Date: Jul 2012
Posts: 312
# 28
08-22-2012, 09:57 AM
Nice new Purple name bluegeek. No problem about moving. Was thinking it was in the wrong spot too. There is another one about the Atrox in I think it is the Q&A.

Kyle
Delta Fleet Command
Career Officer
Join Date: Jun 2012
Posts: 1,200
# 29
08-22-2012, 10:05 AM
Okay, I have to say it, been holding back for weeks.... am I the only one that thinks the Atrox is a Lego carrier?
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Captain
Join Date: Jun 2012
Posts: 989
# 30
08-22-2012, 12:37 PM
RCS Console do help, but you need to layer more turn buffs to make them really effective. Add 3-6 Ranks in Starship Thrusters. One big multiplier is Engine Subsystem power. More engine power means faster turning. Invest in Starship Warp Core Potential, Starship Warp Core Efficiency and Starship Engine Performance. And if like most you using the Offense power profile with Engine Power set to 25, well you are going to have to evaluate things. You'll need to give up some DPS to turn faster. For a carrier, I've found that the Balanced profile is generally best for generate operation. You have too many competing needs to favor one over the other.

In my Carrier Captains, I generally use the Balanced power profile with heavy investment in Captain power skills (some mentioned above). I don't really focus on trying to do a lot of DPS with my ship, I focus on support of my pets and teammates any DPS I do is just supplemental. Now on my Tactical Captain in a Recluse Carrier, I do tending to focus on DPS from the ship, but I don't sacrifice movement to do so. I bounce between power settings a lot during missions. That captain have 6 ranks in Starship Electro-Plasma Systems and has an EPS Flow Regulator Engineering console to speed up power level transfers. And FYI, I do have RCS consoles in the carriers.
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