Rihannsu
Join Date: Jun 2012
Posts: 1,758
# 1 What's the best Carrier Class?
02-04-2013, 03:40 PM
What class (Tac, Eng, Sci) is best to captain a Carrier?

Does it matter which Carrier? Like are certain classes better on certain Carriers?

Off the top of my head, this is how I'd expect it to work:

Tac: Allow for more damage, but may need extra support since the Carrier is slow to turn and vulnerable to one-sided damage. Do Tac buffs like Attack Pattern Alpha and Go Down Fighting buff pet damage?

Eng: Allow for sustained survival, and with Shield Rotation and Miracle Worker, they'd be less likely to lose a shield facing and best able to recover from damage.

Sci: Could use crowd control and other Sci debuffs to setup pets, but I'm concerned that low Carrier turn rate would be bad for low firing arc-Sci powers.

When answering, consider that I'd be using the Carrier for PvE/STF use.

Last edited by lordhavelock; 02-07-2013 at 04:10 PM.
Rihannsu
Join Date: Jun 2012
Posts: 1,758
# 2
02-07-2013, 02:51 PM
Does anyone have an opinion on this?

You can find/contact me in game as @PatricianVetinari. Original Join Date: Feb 2010.
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Career Officer
Join Date: Jun 2012
Posts: 663
# 3
02-07-2013, 03:48 PM
IMO

Tacts in Escort Carriers, or ones with high turnrate like the Vesta. I had a KDF Tact in a Karfi, she did alright...

Eng do well in any carrier, their abilities are a boon to any ship honestly

Science, I honestly feel they do better in escorts and science ships, not carriers
I'll stop kicking that horse when the bugs fixed. Until then as a paying consumer, I will voice my opinion.
Captain
Join Date: Jun 2012
Posts: 1,462
# 4
02-07-2013, 04:05 PM
I would argue that science is the best for carriers. You have to look at what a carrier IS: A deployment platform for fighter craft. What is a fighter? Among other things, a means to project firepower at a great distance regardless of your weapon power levels. Now, what is science: A support captain, many of whose abilities are fueled by auxiliary power.

So,

carrier = ship that can do damage without weapon power

science = career that needs maximum auxiliary power


The poor agility of carriers really doesn't become much of a problem, I find, due to Science having plenty of mobility debuffs (grav well, tyken, tractor beams, energy siphon, engine subtargeting). You just have to alter your mindset to "Range good" instead of "Range bad". You want to keep the enemy at arm's length and keep pushing them off balance while your pets do the short range hacking and slashing.

My science character runs a Recluse carrier with a science officer in the universal slot, maximum power to aux at all times. Probably the most well-rounded of all my ships.
Rihannsu
Join Date: Jun 2012
Posts: 1,758
# 5
02-07-2013, 04:23 PM
Quote:
Originally Posted by momaw View Post
I would argue that science is the best for carriers... My science character runs a Recluse carrier with a science officer in the universal slot, maximum power to aux at all times. Probably the most well-rounded of all my ships.
Thanks for your thoughts Gypsyblade. I have to admit I like Momaw's points about supporting your fighters through Science.

Momaw, would you please share your build (including gear, BO layout, and which pets do you use) for that Sci/Tholian Carrier? Do you mostly PvP, PvE, STF? What's your playstyle?

You can find/contact me in game as @PatricianVetinari. Original Join Date: Feb 2010.
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Captain
Join Date: Jun 2012
Posts: 1,462
# 6
02-07-2013, 05:16 PM
Quote:
Originally Posted by lordhavelock View Post
Momaw, would you please share your build (including gear, BO layout, and which pets do you use) for that Sci/Tholian Carrier? Do you mostly PvP, PvE, STF? What's your playstyle?
I don't PVP at all. That is a completely different game. I grind STFs constantly for dil, and the ship does just fine there. Playstyle? For this ship, to float around the 5km range, debuff enemies, steal their power to become stronger and tougher, and make them easy prey for allies. And of course look for opportunities to heal people. HE and Aux2SIF with full auxiliary power behind them are very very effective.

Weapons
2 photon torpedo launchers
1 dual beam bank

2 turrets
1 cutting beam

Primary equipment
Honor Guard deflector, engines, and shields
Elite scorpion fighters

Consoles
2 Neutronium armor
1 Monotanium armor
Aceton assimilator

4 Flow Capacitors

Plasmonic leech
Assimilated console


Officers
Tractor beam 1, Hazard emitters 2, Energy siphon 2, Gravity well 3
Tractor beam 1, Transfer shield strength 2, Energy siphon 2
Polarize hull 1

Engineer team 1, Emergency power to shield 2, Auxiliary to structural 2
Tactical team 1

Doffs
2 projectile weapon
2 fight deck (cooldown)
tractor beam (drain shields)

So yeah. Latch onto a target with a tractor, start sucking the life out of it. Team mates love stationary targets. Keep an eye out for people that need healing. Keep the fighters topped off at all times (launch delay is only 10 seconds with max aux and 2 FDOs). Tag high value targets with your sensor scan. Use grav well to get multiple enemies to detonate on eachother and fratricide, particularly if you have team mates with cannon scatter and torpedo spread. If the team gets in serious trouble, use scattering field, masking field, and science fleet abilities to massively increase survivability for 30 seconds. On tough enemies, use subtargeting to cripple them and drop assimilators to make their short life as interesting as possible. Use the Recluse's amazing durability to get close and draw aggro on bosses; with siphon, their firepower becomes your defensive power.

What else is there to know?
Career Officer
Join Date: Jun 2012
Posts: 1,309
# 7
02-07-2013, 07:57 PM
Quote:
Originally Posted by momaw View Post
I don't PVP at all. That is a completely different game. I grind STFs constantly for dil, and the ship does just fine there. Playstyle? For this ship, to float around the 5km range, debuff enemies, steal their power to become stronger and tougher, and make them easy prey for allies. And of course look for opportunities to heal people. HE and Aux2SIF with full auxiliary power behind them are very very effective.

Weapons
2 photon torpedo launchers
1 dual beam bank

2 turrets
1 cutting beam

Primary equipment
Honor Guard deflector, engines, and shields
Elite scorpion fighters

Consoles
2 Neutronium armor
1 Monotanium armor
Aceton assimilator

4 Flow Capacitors

Plasmonic leech
Assimilated console


Officers
Tractor beam 1, Hazard emitters 2, Energy siphon 2, Gravity well 3
Tractor beam 1, Transfer shield strength 2, Energy siphon 2
Polarize hull 1

Engineer team 1, Emergency power to shield 2, Auxiliary to structural 2
Tactical team 1

Doffs
2 projectile weapon
2 fight deck (cooldown)
tractor beam (drain shields)

So yeah. Latch onto a target with a tractor, start sucking the life out of it. Team mates love stationary targets. Keep an eye out for people that need healing. Keep the fighters topped off at all times (launch delay is only 10 seconds with max aux and 2 FDOs). Tag high value targets with your sensor scan. Use grav well to get multiple enemies to detonate on eachother and fratricide, particularly if you have team mates with cannon scatter and torpedo spread. If the team gets in serious trouble, use scattering field, masking field, and science fleet abilities to massively increase survivability for 30 seconds. On tough enemies, use subtargeting to cripple them and drop assimilators to make their short life as interesting as possible. Use the Recluse's amazing durability to get close and draw aggro on bosses; with siphon, their firepower becomes your defensive power.

What else is there to know?
Would now be a bad time to point out that none of the actual Science Captain skills run off of aux power? Just the boff abilites do. But then the Tactical Captains abilities don't run off of weapons power either. Just a bit to keep in mind.

Alpha is a long buff. And it plays very well with science boff abilities. Sorta sad, but true. You can get some very strong GW's out of it. FOMM will debuff targets for your fighters. If you used some Tac boffs, Tac initiative would give you some fast cycle times.

And 5k isn't a great distance. So I'm not sure where you were promoting that, and then using tractor beams from 5k. Odd.

Anyways. A Tac captain will give a large damage boost. Ok you lose a bit of protection if u don't have scattering field AND the guy that needed it was in range of it. But sure. And Sci fleet as well.

Putting in a LtCmdr Tac boff gives an even greater damage boost. And damage done right now is really king so there you go.

Of course, what carrier is the OP going to be in? Going to pick up a Recluse after all?
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Empire Veteran
Join Date: Sep 2012
Posts: 1,119
# 8
02-07-2013, 08:02 PM
Don't forget about the Jem Dreadnought
Captain
Join Date: Jun 2012
Posts: 1,462
# 9
02-07-2013, 08:12 PM
Quote:
Originally Posted by thissler View Post
Would now be a bad time to point out that none of the actual Science Captain skills run off of aux power?
It would be a terrible time, since both Scattering Field and Sensor Scan draw their magnitude from auxiliary power.

(I've also argued that the performance of Photonic Fleet should be tied to aux power, in a way that doesn't reward cheating with batteries. Nobody noticed or agreed)

Last edited by momaw; 02-07-2013 at 08:27 PM.
Career Officer
Join Date: Jun 2012
Posts: 1,309
# 10
02-07-2013, 08:59 PM
Quote:
Originally Posted by momaw View Post
It would be a terrible time, since both Scattering Field and Sensor Scan draw their magnitude from auxiliary power.

(I've also argued that the performance of Photonic Fleet should be tied to aux power, in a way that doesn't reward cheating with batteries. Nobody noticed or agreed)
Whoops and sub nuc too! Guess that just leaves Science Fleet out in the cold with Photon Fleet
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