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Career Officer
Join Date: Oct 2012
Posts: 286
Ok, so, let's talk about the Atrox carrier; it seems to me that the Atrox is potentially a good ship, the problem is that it doesn't really seem to have an effective role, I know, I know, I'm not saying that it's completely useless so before you flame me, let me explain. Let's address the main ship first, ignoring the fighters for a moment.

Combat capabilities:

It is basically a science ship, though it's turning circle is pathetic, it has a turning circle that would embarrass a planet, I understand that it's a huge ship, having three times the crew of a dreadnaught, so I can understand that. Having said that, the main strength of a science ship (especially in solo play if you're an anti-social loser like me and have a hard time making friends) is the deflector abilities, abilities which you won't be using half the time because it's nigh impossible to point it at a given target.

Weapon load out:

Three weapon slots for and three aft is pretty good, I mean it's not supposed to be a DPS ship but can still pack a punch with a decent selection, I only use two phaser beam arrays and a very rare quantum torpedo on each end and I don't really have any problems with DPS (for a science ship) in most circumstances, the subsystem targeting also helps quite a bit.

Survivability:

I usually don't have much trouble in pve with just the basic stuff, a few shield and hull heals, a MK XI paratrinic shield and mostly common gear. The hull integrity is comparable to a dreadnaught and the shield modifier makes it a pretty sturdy beast in most circumstances.

BOFF space:

Lt. tactical, LtCmndr. engineering, LtCmndr science, Cmndr science. personally I don't see any problems with this but I wouldn't mind also having an ensign tactical position but this isn't a deal breaker for me.

DOFF availability:

With the addition of flight deck officers and such like, all bases appear to be covered as far as I can see but perhaps there are some changes you'd like to see implimented.

Ok, I think that's pretty much the ship covered, let's move on to hangar pets.

There are a wide variety of combinations available but if we went into them then we'd be here all day, personally I just bought one delta flyer console and one danube runabout console from the credit store on ESD and the combination of tractor beams and tachyon beams has been paying dividends ever since. Between the carrier and the pets there's not really much (on normal difficulty anyway) that's really that much of a problem, though perhaps you've had a less palatable experience.

There is, however, one major problem with the carrier. let's make a quick comparison;

Heavy Escort Carrier:
Crew compliment: 200
Hangars: 1

Atrox Carrier:
Crew compliment: 3000
Hangars: 2

Hold on a second, three thousand officers to run two hangar bays? What, are three quarters of my crew playing volley ball or something? All I'm saying is that with four hangar bays instead of two the carrier would be a far more usable vessel and also makes it more believable. Adding two hangars to a craft isn't that hard to balance, surely? Maybe even as simple as adding two more hangars to it's counterparts and perhaps one more hangar to the escort class carriers?

Anyway, I've probably gone on for long enough now, so how do all of you think that the Atrox could be improved?
Captain
Join Date: Jun 2012
Posts: 1,408
# 2
10-27-2013, 08:55 AM
So that amount of text to ask that it be given 4 hangar bays? Not a unique request, though I see it more often on it's counter-part the Vo'Quv.

Also, a good chunk Deflector abilities had their arcs buffed to where you can almost broad-side with them, no need to point the nose at the enemy to fire off Gravity Well and Tykens Rift.
Lt. Commander
Join Date: Jun 2012
Posts: 231
# 3
10-27-2013, 11:52 AM
Quote:
Originally Posted by mushariagain View Post
There is, however, one major problem with the carrier. let's make a quick comparison;

Heavy Escort Carrier:
Crew compliment: 200
Hangars: 1

Atrox Carrier:
Crew compliment: 3000
Hangars: 2

Hold on a second, three thousand officers to run two hangar bays? What, are three quarters of my crew playing volley ball or something? All I'm saying is that with four hangar bays instead of two the carrier would be a far more usable vessel and also makes it more believable. Adding two hangars to a craft isn't that hard to balance, surely? Maybe even as simple as adding two more hangars to it's counterparts and perhaps one more hangar to the escort class carriers?
crew size has nothing to do with fighter capacity, look at modern aircraft carriers. They have a very large crews and only a small number are pilots. It's just fact the larger the ship the more crew thats needed to keep it up and running. That doesn't mean more pilots, it just means a ship as large as the Atrox can't work with a crew size like an escort.

besides in the last podcast captaingeko said himself said they toyed around with 3-4 hanger carriers idea and may or may not do it in the future. So theres hope but i don't think the atrox is the one to get it.

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Survivor of Romulus
Join Date: Jul 2012
Posts: 1,540
# 4
10-27-2013, 12:10 PM
Quote:
Originally Posted by mushariagain View Post
BOFF space:

Lt. tactical, LtCmndr. engineering, LtCmndr science, Cmndr science. personally I don't see any problems with this but I wouldn't mind also having an ensign tactical position but this isn't a deal breaker for me.
If you want an Ensign your losing a Lt.Com. I'd prefer the current BOFF layout to be honest.

OK the Atrox needs it's own Frigates first of all, and not something stupid like Defiants, Aquariuses or worse yet Mirandas. But a Caitian designed Frigate it makes no sense for it to launch Federation Escorts.

It could also benefit from what ever buff science ships get.

As to 4 Hangers, well the Kar'fi, Jem'Hadar Dreadnought Carrier, Tholian Recluse and Klingon Vo'Quv would also need to get these bonus hangers for the sake of fairness.

Your choice of a Delta Flyer and Danube runabout might be better off replacing both with Elite Scorpions. Advanced Danubes are better but you really want Yellowstones. I need to upgrade my Hangers but I'm running standard Peregrines and standard Danubes. It's a good combo.
I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001.
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Career Officer
Join Date: Jun 2012
Posts: 3,655
# 5
10-27-2013, 12:13 PM
An optional frigate pet armed with a suite of trolly debuffs.
Captain
Join Date: Jul 2012
Posts: 643
# 6
10-27-2013, 03:05 PM
You want to help the Atrox.. give it frigate pets like other 3/3 weapon sci carriers. Not sure why the Atrox doesn't have Frigate pets or at least a console. Its like one of the only Z store ships with out a Console.. so I think give it one or the other. Make it worth spending the zen on.
Captain
Join Date: Jan 2013
Posts: 4,585
# 7
10-27-2013, 03:10 PM
Quote:
Originally Posted by mushariagain View Post
How could the Atrox carrier be improved?
Paint it red and give it to the Ferasans.


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Commander
Join Date: Mar 2013
Posts: 338
# 8
10-27-2013, 03:51 PM
All it needs is frigate pets.

Also, stop trying to broadside with your atrox. Put 3 dual beam banks up front and 3 turrets (or 2 and a cutting beam, preferrably) on the back. Point at what you want to kill, and turn off the engines. Learning that much greatly improved my atrox's damage output and efficiency in STFs.
Commander
Join Date: Apr 2013
Posts: 479
# 9
10-27-2013, 05:09 PM
Honestly I feel the best way to help the Atrox is to:

option 1
Give it a 5th universal Lt. Commander slot.

option 2
Give it a 3rd hangar slot filled with a Dedicated Frigate. The other two slots can be universal pets


option 3
Give it a 2nd deflector slot that has an attack ability


option 4
Give it a second engine slot

I own an Atrox and it's been collecting dust in ESD. It's a good support ship but in a game that's dominated by DPS and doesn't really respect science attacks (meaning they only last like 2 seconds or are instantly removed), it's never going to see the light of day.
Captain
Join Date: Jul 2012
Posts: 1,674
# 10
10-27-2013, 05:14 PM
Quote:
Originally Posted by ataloss View Post
Honestly I feel the best way to help the Atrox is to:

option 1
Give it a 5th universal Lt. Commander slot.

option 2
Give it a 3rd hangar slot filled with a Dedicated Frigate. The other two slots can be universal pets


option 3
Give it a 2nd deflector slot that has an attack ability


option 4
Give it a second engine slot

I own an Atrox and it's been collecting dust in ESD. It's a good support ship but in a game that's dominated by DPS and doesn't really respect science attacks (meaning they only last like 2 seconds or are instantly removed), it's never going to see the light of day.

Option 1: Way too overpowered. It would then have 15 BOFF powers and no ship in the game has more than 12.

Option 2: Workable, but then the Vo'quv and the Kar'Fir would both have to recieve a dedicated frigate slot too.

Option 3: Again workable, but then every carrier AND science ship would also need this as well to maintain balance.

Option 4: How would this help? I do not see the benifit of having two impulse engines. Two warp cores? Now that might make more sense.
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