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Carrier Pets breakdown

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Here is a breakdown of all Carrier pets, both Federation and Klingon, new and existing. Hopefully there aren’t any copy/paste typos.

Don’t Panic! Cookies to those who don’t over-analyze or jump to conclusions w/o trying for themselves:)


Federation Carrier Pets:

Caitian Stalker Stealth Fighter
What do they do?
Stealth fighter. Masked Energy signature and can Disable a Targets Auxiliary subsystems and Jam a targets Sensors. Launches 3 at a time. Can launch up to 6 per hanger.
Who can use them?
Can be launched from any Federation Carrier.

Basic Stalker Stealth Fighter Fighters (Uncommon/Green Quality):
How do you get them?
2 are Standard on the Caitian Atrox Carrier. Can be claimed for free from a the Carrier Store contact at the shipyard. You must own the Caitian Atrox Carrier to claim.
Fighter gear:
• Tetryon Pulse Cannons
• Thoron Device
• Hull Signature Masked

Advanced Stalker Stealth Fighter Fighters (Rare/Blue Quality):
How do you get them?
Can be purchased for Dilithium in the D-Store or the Dilithium Carrier Store contact at the shipyard. You must own the Caitian Atrox Carrier to purchase.
Fighter Gear:
• Tetryon Pulse Cannons
• Thoron Device
• Anti-Proton Sweep
• Hull Signature Masked



Peregrine Fighters
What do they do?
Basic Fighters of Starfleet. Good general purpose DPS. Launches 3 at a time. Can launch up to 6 per hanger.
Who can use them?
Can be launched from any Federation Carrier.

Basic Peregrine Fighters (Uncommon/Green Quality):
How do you get them?
Can be purchased for Energy Credits from a the Carrier Store contact at the shipyard.
Fighter Gear:
• Phaser Pulse Cannon
• Micro Photon Torpedoes

Advanced Peregrine Fighters (Rare/Blue Quality):
How do you get them?
Can be purchased for Dilithium in the D-Store or the Dilithium Carrier Store contact at the shipyard.
Fighter Gear:
• Phaser Pulse Cannon
• Dual Phaser Cannons
• Quantum Torpedoes



Starfleet Shuttles
What do they do?
Basic Starfleet Shuttles. Less DPS than Fighters, but are tougher than Fighters. Launches 3 at a time. Can launch up to 6 per hanger.
Who can use them?
Can be launched from any Federation Carrier.

Type 8 shuttles (Uncommon/Green Quality):
How do you get them?
Can be purchased for Energy Credits from a the Carrier Store contact at the shipyard.
Shuttle Gear:
• Phaser Array

Type 10 Shuttles (Rare/Blue Quality):
How do you get them?
Can be purchased for Dilithium in the D-Store or the Dilithium Carrier Store contact at the shipyard.
Shuttle Gear:
• Phaser Pulse Cannon
• Polarize Hull



Runabouts
What do they do?
Runabouts are much tougher than shuttles or fighters, but are not as fast or maneuverable. Runabouts can Tractor and slow your enemy target. Launches 2 at a time. Can launch up to 4 per hanger.
Who can use them?
Can be launched from any Federation Carrier.

Danube Runabouts (Uncommon/Green Quality):
How do you get them?
Can be purchased for Energy Credits from a the Carrier Store contact at the shipyard.
Runabout gear:
• Phaser Array
• Micro Photon Torpedoes
• Tractor Beam I

Advanced Danube Runabouts (Rare/Blue Quality):
How do you get them?
Can be purchased for Dilithium in the D-Store or the Dilithium Carrier Store contact at the shipyard.
Runabout gear:
• Phaser Array
• Chroniton Torpedoes
• Tractor Beam II



Delta Flyers
What do they do?
Flyers are much tougher than shuttles or fighters, but are not as fast or maneuverable. Flyers can drain your targets shields. Launches 2 at a time. Can launch up to 4 per hanger.
Who can use them?
Can be launched from any Federation Carrier.

Delta Flyers (Uncommon/Green Quality):
How do you get them?
Can be purchased for Energy Credits from a the Carrier Store contact at the shipyard.
Flyer gear:
• Phaser Array
• Micro Photon Torpedoes
• Tachyon Beam I

Advanced Delta Flyers (Rare/Blue Quality):
How do you get them?
Can be purchased for Dilithium in the D-Store or the Dilithium Carrier Store contact at the shipyard.
Flyer gear:
• Phaser Array
• Transphasic Torpedoes
• Tachyon Beam II



Shield Repair Units
What do they do?
Repairs you or your allies shields. Very fragile. Launches 2 at a time. Can launch up to 4 per hanger.
Who can use them?
Can be launched from any Federation Carrier.

Basic Shield Repair Units (Uncommon/Green Quality):
How do you get them?
Can be purchased for Energy Credits from a EC Carrier Store contact at the shipyard.
Shuttle Gear:
• Shield Repair Beam

Advanced Shield Repair Units (Rare/Blue Quality):
How do you get them?
Can be purchased for Dilithium in the D-Store or the Dilithium Carrier Store contact at the shipyard.
Shuttle Gear:
• Shield Repair Beam
• Reinforced Hull
Post edited by Unknown User on
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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Klingon Carrier Pets:

    To’Doj Fighters
    What do they do?
    Basic Fighters of the KDF. Good general purpose DPS. Launches 3 at a time. Can launch up to 6 per hanger.
    Who can use them?
    Can be launched from any Klingon Carrier or Flight-deck Cruiser.

    Basic To’Doj Fighters (Uncommon/Green Quality):
    How do you get them?
    2 are Standard on the Vo’Quv Carrier. Can be purchased for Energy Credits from a the Carrier Store contact at the shipyard.
    Fighter Gear:
    • Disruptor Pulse Cannon
    • Micro Photon Torpedoes

    Advanced To’Doj Fighters (Rare/Blue Quality):
    How do you get them?
    Can be purchased for Dilithium in the D-Store or the Dilithium Carrier Store contact at the shipyard.
    Fighter Gear:
    • Disruptor Pulse Cannon
    • Dual Disruptor Cannons
    • Quantum Torpedoes



    Klingon Bird-of-Prey Raiders
    What do they do?
    Heavy hitting, cloaking, hit and run raiders. Launches 1 at a time. Can launch up to 2 per hanger.
    Who can use them?
    Can only be launched from the Klingon Vo’Qov Carrier.

    B’rel Bird-of-Prey Raider (Uncommon/Green Quality):
    How do you get them?
    Can be purchased for Energy Credits from a the Carrier Store contact at the shipyard.
    Raider Gear:
    • Dual Disruptor Cannons
    • Disruptor Turret
    • Photon Torpedoes
    • Cannon Rapid Fire I
    • Torpedo High Yield I
    • Battle Cloak

    B'Rotlh Bird-of-Prey Raider (Rare/Blue Quality):
    How do you get them?
    Can be purchased for Dilithium in the D-Store or the Dilithium Carrier Store contact at the shipyard.
    Raider Gear:
    • Dual Disruptor Cannons
    • Disruptor Turret
    • Quantum Torpedoes
    • Cannon Rapid Fire II
    • Torpedo High Yield II
    • Battle Cloak



    Power Siphon Drones
    What do they do?
    Drains All Power Subsystems from your target. Very fragile. Launches 3 at a time. Can launch up to 6 per hanger.
    Who can use them?
    Can be launched from any Klingon Carrier or Flight-deck Cruiser.

    Basic Power Siphon Drones (Uncommon/Green Quality):
    How do you get them?
    Can be purchased for Energy Credits from a the Carrier Store contact at the shipyard.
    Siphon Gear:
    • Power Siphon
    • (No Shields)

    Advanced Power Siphon Drones (Rare/Blue Quality):
    How do you get them?
    Can be purchased for Dilithium in the D-Store or the Dilithium Carrier Store contact at the shipyard.
    Siphon Gear:
    • Power Siphon
    • Deflector Shields



    Shield Repair Shuttles
    What do they do?
    Repairs you or your allies shields. Very fragile. Launches 2 at a time. Can launch up to 4 per hanger.
    Who can use them?
    Can be launched from any Klingon Carrier or Flight-deck Cruiser.

    Basic Shield Repair Shuttles (Uncommon/Green Quality):
    How do you get them?
    Can be purchased for Energy Credits from a EC Carrier Store contact at the shipyard.
    Shuttle Gear:
    • Shield Repair Beam

    Advanced Shield Repair Shuttles (Rare/Blue Quality):
    How do you get them?
    Can be purchased for Dilithium in the D-Store or the Dilithium Carrier Store contact at the shipyard.
    Shuttle Gear:
    • Shield Repair Beam
    • Reinforced Hull



    S'kul Fighters
    What do they do?
    Attack fighters that will ram your target for heavy damage. Launches 3 at a time. Can launch up to 6 per hanger.
    Who can use them?
    Can be launched from any Klingon Carrier or Flight-deck Cruiser, but you must own the Kar’Fi Carrier.

    Basic S'kul Fighters (Uncommon/Green Quality):
    How do you get them?
    2 are Standard on the Kar’Fi Carrier. Can be reclaimed for free from the Carrier Store contact at the shipyard. You must own the Kar’Fi Carrier to claim.
    Fighter gear:
    • Anti-Proton Pulse Cannons
    • Anti-Proton Dual Cannons
    • Ramming Speed I

    Advanced S'kul Fighters (Rare/Blue Quality):
    How do you get them?
    Can be purchased for Dilithium in the D-Store or the Dilithium Carrier Store contact at the shipyard. You must own the Kar’Fi Carrier to purchase.
    Fighter gear:
    • Anti-Proton Pulse Cannons
    • Anti-Proton Dual Cannons
    • Ramming Speed II



    Fer'Jai Frigates
    What do they do?
    Heavy hitting, mine laying frigate. Launches 1 at a time. Can launch up to 2 per hanger.
    Who can use them?
    Can only be launched from the Kar’Fi Carrier.

    Basic Fer'Jai Frigates (Uncommon/Green Quality):
    How do you get them?
    Can be purchased for Energy Credits from a EC Carrier Store contact at the shipyard. You must own the Kar’Fi Carrier to claim.
    Frigate gear:
    • Anti-Proton Dual Cannons
    • Anti-Proton Turrets
    • Fore Chroniton Torpedo
    • Aft Tri-Cobalt Mine
    • Cannon Rapid Fire I
    • Torpedo High Yield I
    • Aceton Beam I
    • Enhanced Impulse Engines

    Advanced Fer'Jai Frigates (Rare/Blue Quality):
    How do you get them?
    Can be purchased for Dilithium in the D-Store or the Dilithium Carrier Store contact at the shipyard. You must own the Kar’Fi Carrier to purchase.
    Frigate gear:
    • Anti-Proton Dual Cannons
    • Anti-Proton Turrets
    • Fore Chroniton Torpedo
    • Fore Tri-Cobalt Device
    • Aft Tri-Cobalt Mine
    • Cannon Rapid Fire II
    • Torpedo High Yield II
    • Aceton Beam I
    • Enhanced Impulse Engines



    Orion Slavers
    What do they do?
    These fighters can steal crew and items from their targets.. Launches 3 at a time. Can launch up to 6 per hanger.
    Who can use them?
    Can be launched from any Klingon Carrier or Flight-deck Cruiser.

    Basic Orion Slavers (Uncommon/Green Quality):
    How do you get them?
    Can be purchased for Energy Credits from a EC Carrier Store contact at the shipyard.
    Fighter gear:
    • Disruptor Beam Array
    • Photon Mines
    • Capture Crew
    • Steals Energy Credits or Commodities

    Advanced Orion Slavers (Rare/Blue Quality):
    How do you get them?
    Can be purchased for Dilithium in the D-Store or the Dilithium Carrier Store contact at the shipyard.
    Fighter gear:
    • Disruptor Beam Array
    • Quantum Mines
    • Capture Crew
    • Steals Energy Credits, Commodities, or uncommon Contraband Commodities



    Orion Interceptors
    What do they do?
    Fast attack fighters that can drain your targets Weapon or Engine power. Launches 3 at a time. Can launch up to 6 per hanger.
    Who can use them?
    Can be launched from any Klingon Carrier or Flight-deck Cruiser, but you must own the Orion Dacoit Flight-deck Cruiser.

    Basic Orion Interceptors (Uncommon/Green Quality):
    How do you get them?
    One comes Standard on the Orion Dacoit Flight-deck Cruiser. Can be claimed for free from a EC Carrier Store contact at the shipyard. You must own the Orion Dacoit Flight-deck Cruiser to claim.
    Fighter gear:
    • Disruptor Pulse Cannons
    • Hyper Impulse Engines
    • Weapon and Engine Power Drain Beam

    Advanced Orion Interceptors (Rare/Blue Quality):
    How do you get them?
    Can be purchased for Dilithium in the D-Store or the Dilithium Carrier Store contact at the shipyard. You must own the Orion Dacoit Flight-deck Cruiser to purchase.
    Fighter gear:
    • Disruptor Pulse Cannons
    • Chroniton Torpedoes
    • Hyper Impulse Engines
    • Weapon and Engine Power Drain Beam



    Orion Tachyon Drones
    What do they do?
    Nimble droned that drain a targets Shields. Launches 2 at a time. Very Fragile. Can launch up to 4 per hanger.
    Who can use them?
    Can be launched from any Klingon Carrier or Flight-deck Cruiser, but you must own the Orion Corsair Flight-deck Cruiser.

    Basic Orion Tachyon Drones (Uncommon/Green Quality):
    How do you get them?
    One comes Standard on the Orion Corsair Flight-deck Cruiser. Can be claimed for free from a EC Carrier Store contact at the shipyard. You must own the Orion Corsair Flight-deck Cruiser to claim.
    Drone gear:
    • Cycling Tachyon

    Advanced Orion Tachyon Drones (Rare/Blue Quality):
    How do you get them?
    Can be purchased for Dilithium in the D-Store or the Dilithium Carrier Store contact at the shipyard. You must own the Orion Corsair Flight-deck Cruiser to purchase.
    Drone gear:
    • Cycling Tachyon
    • Deflector Shields



    Orion Marauding Force
    What do they do?
    These assault shuttles will launch repeated waves of Boarding Parties against your target, disabling them. Launches 2 at a time. Very Fragile. Can launch up to 4 per hanger.
    Who can use them?
    Can be launched from any Klingon Carrier or Flight-deck Cruiser, but you must own the Orion Marauder Flight-deck Cruiser.

    Basic Orion Marauding Force (Uncommon/Green Quality):
    How do you get them?
    One comes Standard on the Orion Marauder Flight-deck Cruiser. Can be claimed for free from a EC Carrier Store contact at the shipyard. You must own the Orion Marauder Flight-deck Cruiser to claim.
    Shuttle gear:
    • Disruptor Pulse Cannons
    • Marauding Force Boarding Party

    Advanced Orion Marauding Force (Rare/Blue Quality):
    How do you get them?
    Can be purchased for Dilithium in the D-Store or the Dilithium Carrier Store contact at the shipyard. You must own the Orion Marauder Flight-deck Cruiser to purchase.
    B]Shuttle gear:[/B]
    • Disruptor Pulse Cannons
    • Marauding Force Boarding Party
    • Reinforced Hull
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Found a typo on the flyers heh Runabouts....
    Delta Flyers
    What do they do?

    Flyers are much tougher than shuttles or fighters, but are not as fast or maneuverable. Runabouts can drain your targets shields. Launches 2 at a time. Can launch up to 4 per hanger.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Wow. I didn't realize the KDF had so many fighters.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Kyuui wrote: »
    Found a typo on the flyers heh Runabouts....

    fixed! thanks!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Wowee Zowee! :eek:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    and a fix is still coming for the Grean Siphon Drones?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Can be launched from any Federation Carrier.

    I have one question,and I would like a simple,yet honest answer from you.....does this mean more Federation carriers (or flightdeck cruisers) will be added?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Here is a breakdown of all Carrier pets, both Federation and Klingon, new and existing. Hopefully there aren’t any copy/paste typos.

    Don’t Panic! Cookies to those who don’t over-analyze or jump to conclusions w/o trying for themselves:)

    You're going to have a *lot* of cookies left over, Geko. Jumping to conclusions and over-analyzing without testing is what at least half the posters do (*coughBrelRetrofitcough*).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Thank you for posting this information.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Here is a breakdown of all Carrier pets, both Federation and Klingon, new and existing. Hopefully there aren’t any copy/paste typos.

    Don’t Panic! Cookies to those who don’t over-analyze or jump to conclusions w/o trying for themselves:)

    ...

    Dang it! I just got my special mat out too...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Nice that it's broken down. But given the capabilities, seems Federation players would be better off buying the Delta Flyers.

    But curious Geko, if you're ever going to introduce Very Rare fighters soon?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    First, there wee Shuttle Wars...

    Now...next Season CARRIER BATTLES!!!!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Nice thread Gekko. Could you by chance give us a break down of what skills an ability's effect deployed pets and how? Please with a tribble on top?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Or as an Image for feds:
    http://img407.imageshack.us/img407/7977/fightersi.png


    someone needs to make a KDF mashup
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    so when a fed carrier is around you can count on 5 times as many phaser procs, constants turn rate and speed debuffs from chronoton torps, a tractor beam or 8 on you at all times, and your shields being drained twice as often.

    that sounds extreamly terrible to me. the last bit of pvp fun that wasn't ruled by pets, FvF pvp, has just been destroyed. there was more removed then added with the advent of fed carrier and blue quality pets.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Geko, why no power siphons for feds?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Mmm. I'm pretty sure I can taste the sweet, sweet tears of rage.

    I love it though. Played around with it for a while, very neat. Super glad to have a carrier Fed side, that was mostly why I played Klink.

    The tractor beams and chronitons...I can see how that might be a bit much. I guess we'll see.

    All the other pets seem fine, even the blues. Honestly, it isn't like carriers were O.P. before, and you could never kill anything with them, so I'm stoked about the blue pets. Hopefully they'll let you bump up the DPS somewhat.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    So... The Fer'Jai Advanced model ... what? Can drop Tricobalt Mines twice as fast?

    Also what is all the talk of enhanced engines? What does that really mean? Just that they are faster?


    Also, hate to burst some bubbles but... I know you may have wanted the standard shuttles in there for RP reasons but I cannot fathom a reason to use them. There is no point in trying to make carrier pets live longer. They are going to die at the first serious hit anyway and you can replace them fast enough to mitigate the problem. Why choose something with next to no DPS and no other winning qualities over something that can actually do something?

    Furthermore, I understand you were probably wanting to run with a stealthy theme for the Caitian Stalkers and they are a nice craft but all the stealth and inability to target or see them makes basically no difference. If they are cloaked then they are not hurting you. If you use Beam Fire At Will, Eject Warp Plasma, Tykens, Gravity Well, or Photonic Shockwave you will kill them regardless of being able to target them. Like above, saving the fighters from blowing up serves no real function in this game. That is why the Skul fighters are awesome, they KNOW they are going to die so they just get it over with and hurt your enemy while doing it.


    With the Delta Flyer why did you have to ruin its Advanced Version? Do those Transphasics deal more damage than Micro Photons because generally speaking Transphasic Torpedoes deal the least damage in the game and are wholly worthless. Also does it make sense for a ship that is designed to knock out shields to use Transphasics? I get the Voyager reference but it is not helpful in actual game mechanics.

    I have noticed in Khitomer Accord (SP?) that my Fighters seem to do whatever the heck they want. They will go fight the gate on the other side of the map no matter how many times I tell them to come back or attack something else. They get a mind of their own and ignore you completely until they are all blown up. Same thing happens with the launchable pets like Saucers, the Aquarius, and Multivector pieces.


    Any possibility of getting that cool Stalker as a playable fighter?



    Just a quick Vid I did of the new Atrox for anyone who wants to see it a bit before making up their mind as to rather to buy it: http://www.youtube.com/watch?v=NHC1iyAY9P8
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Avalon304 wrote: »
    Geko, why no power siphons for feds?

    Why no runabouts for Klingons? (Phaser Procs, Chroniton Procs, Tractor Beams? What more debuffing do you want?)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    shapey wrote:
    Or as an Image for feds:
    http://img407.imageshack.us/img407/7977/fightersi.png


    someone needs to make a KDF mashup

    Both this pic and the actual Holodeck D-store show the Advanced Danube as having Tractor Beam I, not Tractor Beam II, as per Geko's post. Is this a mistake with the ship card, or do the Advanced Danubes not have TB2?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    im suprised no one seems to have said anything about the micro photon torpedos on the delta. >.>
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    No need to jump to conclusions: 4 chroniton procs and 6 tractor beams from Runabout pets at the same time

    Combine this with the known fact that APO doesn't work correctly against chronitons and multiple tractor beams. Oh, and also FAW still has a bug that makes it ignore accuracy modifiers on weapons, thus reducing our ability to combat spam.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    JToney3449 wrote: »
    im suprised no one seems to have said anything about the micro photon torpedos on the delta. >.>

    I mentioned it... What about it in particular do you want to comment on? It is probably better than the Advanced Versions Transphasic.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Why no runabouts for Klingons? (Phaser Procs, Chroniton Procs, Tractor Beams? What more debuffing do you want?)

    KDF can have those, I wouldn't mind. KDF can have runabout clones, Fed can get siphon drones. I want those pets on my Vo'Quv, and want drones for my Atrox.

    Missing siphon drones is kinda sad, as I was planning on going for a drain build.

    Oh well. Maybe some day.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Can we please have dev answer this. If I fit consoles that boost weapon damage say 30% Quantum Torpedoes on my ship will the Fighters gain damage from this if they use Quantum Torpedoes? Same for Phaser Pulse Cannons and the rest of the weapons.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    mancom wrote:
    No need to jump to conclusions: 4 chroniton procs and 6 tractor beams from Runabout pets at the same time

    Combine this with the known fact that APO doesn't work correctly against chronitons and multiple tractor beams. Oh, and also FAW still has a bug that makes it ignore accuracy modifiers on weapons, thus reducing our ability to combat spam.

    Um... I am not sure if you are voting in favor or against really... FAW is auto hit... It never misses last I checked. It is a bug admittedly but it is there. If APO will not save you then just maybe you should actually consider getting... Polarized Hull? Yeah... I know it is pretty worthless for any other reason buuuut you cannot help but want it for such situations. As for Chronitons, why should APO stop those? They are literally messing with your Time Frame. It is insane that APO allows you to get out of Warp Plasma but also to allow you to magically escape a Time Distortion? Pleeeease.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Regarding the move to transphasic torps on the Delta Flyers:

    I thought I read somewhere that the average DPS for AI craft go up considerably with transphasic torpedoes because the AI does not try to time torpedoes with the target's shields dropping. Heck, I would probably get a DPS increase if I went to transphasics. :)

    Edit: Clarifying what I am talking about
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Pottsey wrote:
    Can we please have dev answer this. If I fit consoles that boost weapon damage say 30% Quantum Torpedoes on my ship will the Fighters gain damage from this if they use Quantum Torpedoes? Same for Phaser Pulse Cannons and the rest of the weapons.

    No, fighters do not gain the benefits to that console because the fighters are not your ship, and do not have the console installed.

    The fighters are what they are: standalone entities with their own stats.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    celendis wrote: »
    I thought I read somewhere that the average DPS for AI craft go up considerably with transphasic torpedoes because the AI does not try to time torpedoes with the target's shields dropping. Heck, I would probably get a DPS increase if I went to transphasics. :)

    I tried that trick, it didn't work. I guess I am pretty good at hitting hull even when I dumbfire.

    But yes, my Bortasqu' pet with transphasics packs a pretty hefty punch. I certainly don't feel the need for them to be anything else. Ok I lied, I could go with tricos =P
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    celendis wrote: »
    I thought I read somewhere that the average DPS for AI craft go up considerably with transphasic torpedoes because the AI does not try to time torpedoes with the target's shields dropping. Heck, I would probably get a DPS increase if I went to transphasics. :)

    Sadly no... I have had someone with the best possible setup for Transphasics try to beat me down with them. With HY3 he managed some moderately impressive damage but his DPS was abhorrent.

    The problem with them is that they deal next to no damage to begin with, deal very little through shields, and fire so slowly as to make their DPS easily negated by a Turret. If you want Hull killing power through shields get Hargh'Pengs. No BOFF skills required and they deal WAY more Direct to Hull DPS than Transphasics do. If you actually want to kill with Torps use either Plasma (if you are really good) or Quantums with Photons as a stand by.
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