This topic is dedicated to being nothing more then informative and helpful. The information below is my opinions on the Carrier, both the Vor'quv and the Atrox and has no bias towards either carrier. There is no information towards the Kar'fi, so there will be no mistaking that if the words "The Carrier" gets mentioned it is towards only the Atrox and the Vor'quv.
In STO, the carrier signifies a very versitile ship. Despite it's low turn rate, it is capable of being anything from a threat to the damage scores of a PVP map, to a major healing role that can sometimes assist or even take the place of a Cruiser, depending on the Pilot and the skills used. If you choose to be a pilot of a Carrier, try to remember that you should do so only with the understanding that this ship is not the most powerful ship in the game by it's self. No ship is more powerful then any other single ship if you compare it to other ships in general. Sure it's hangers and supplies of fantastic pets are powerful help, but it is by no means over powered.
The ways to fly a carrier are typically three fold.
Supportive Damage.
Control.
Supportive Healer.
If you wish to be supportive damage dealer, the first thing you'll want to do is find pets for your hanger that deals good damage. For the Vor'quv, that would be the Bird of Prey. Being that the Atrox is new, most of the pets seem to be more balanced towards defense with the Stalkers seeming to be their better damage pet. Next you need to look into what captian skills you have compared to the science skills that would allow you to aid your pets in dealing more damage. For a Tactical Captian, Tractor Beam Repulsors, Photonic Shockwave, Charged Particle Burst, and even Feedback pulse can aid in the damage you are able to deal. Mostly because those skills do not rely on an arc and the carrier's low turn rate. That's not to say that you can't use powers like Gravity Well, or even Tyken's Rift. It just takes abit more practice and skill to maneuver those powers into position. Usually using an Evasive Maneuvers. After that it's a matter of choosing your Defensive powers. Most Defensive powers are universal. Transfer shield strength, Hazard Emitters, Emergency Power to Shields, Reverse Shield Polarity, Aux to Structural Integrity, Engineering Team, Tactical Team, and Science Team.
The Vor'quv has a Lt. Commander Tactical Slot. So it allows for more powerful tactical abilities like High Yield 3, Beam Overload 3, Fire At Will 3*, Rapid Fire 2, Attack Pattern Beta 2, and Attack Pattern Delta 2. It also allows for Mine patterns if your going that route of the 2 versions.
The Atrox, like many of the Federation Science and Cruiser Vessels is limited to a Lt. Tactical Slot. But that is also a powerful slot provided you choose the right skill. If your going for more of a pet damage dealing, and using your science skills to do the damage for you, Attack Pattern Beta might be more use, especially if your flying at Max Aux. This would allow your pets to deal more damage as you lower your opponents resists vs a single target. The Prevaliance of Tactical Team 1 how ever can eaisly neutralize this swiftly so it is best used between Cycles of Tactical Teams. If your worried about taking fire, you can also switch to Attack Pattern Delta 1, which can also be given to a fellow player. It gives a Damage resist buff, and anyone shooting at you gets a Damage resist debuff. And finally, you can also use Weapon or Mine Deployment Patterns depending on your build and playstyle.
Just remember, if you are a tactical captian in a carrier, you won't have many ways to keep your self alive and you won't have the firepower of an Escort or a Cruiser. And ignore the Damage score board. Because alot of your damage may be caused by striking multiple targets. It's no true tale of how much damagme your actually doing vs single targets or how effective you are in helping your team weither it's an Arena, or Capture and hold.
If you choose to be more about control, you will probobly choose powers that fit this role. Tractor Beams, Tractor Beam Repulsors, Scramble Sensors, Gravity Well, Charged Particle Burst, and Viral Matrix are all helpful in this role. Some require expert use of turning and angling to aquire targets. This is especially true of Science Captians trying to aim their Subnuc on their targets. This is performed by Quickly putting your ship into reverse while activating Evasive Maneuvers and turning towards your enemy while backing up or letting your target pass you if they are following you similar to the "Top Gun" air breaks method. It takes some practice to accomplish, and it does reduce your ability to evasive should you get into trouble. So make sure if your going to do it you don't suddenly find your self out numbered and/or out gunned.
Most Tactical skills listed above can be used, but for Weapons, it is highly recommended that Chonoton Mines be used for great effect as well as Chronoton torpedoes. As far as pets go, it vairies widly on the Vor'quv, but the Energy Siphons can't be praised enough despite their tuning. On the Atrox Carrier side, the Danube Runabout's Tractor Beams and the Advanced Stalkers are also very good at controling the battle field. If your going Shield control instead, the Delta Flyers are also a good and useful pet.
If you choose to be supportive healer, you will probobly be doubling up on alot of healing skills. And you are probobly an Engineer. This is where the roles can vary between captians. An engineer already gets plenty of support to himself and can make any ship he flies very survivable. On a carrier how ever, it can make you nearly indestructable at times. Especially if you use your heals in conjction with the single best healer pet: The Shield Repair Drone. Shield repair drones are also unique in that they can be used on friends as well. And in heavy area weapon damage the Reinforced Shield Repair Drones last longer and help provide support better. When used in conjunction with your science heals you can assist your team even further. This role is very self explanatory. Despite the amount of healing you can dish out, you are there to help the main healer, not necessarely replace him. Especially if you choose for your Commander Science officer slot, a power that requires you to aim at a target. Good Commander Science powers for the Support Healer are probobly Charged Particle Burst 3, Photonic Shockwave 3, Tractor Repulsors 3, Scramble Sensors 3, Photonic Officer 3 (If you can aquire it) and Energy Siphon 3. Mainly because these powers are Fire and forgets. The Reason that Feedback Pulse 3 was not listed is because it will interfier with your Transfer Shield Strength cool downs.
Finally, the last thing I can state are the 2 Doffs that will be the most benificial to a carrier Pilot. And while they may seem obvious, they are worth mentioning regardless to the uninitated to PVP.
Shield Distribution Officer. This officer gives your brace for impact a chance to grant you a shield repair. The chance depends on the rarity of the DOFF and can be stacked up to 3 times. With a chance for each doff fireing on activation of Brace for Impact.
Flight Deck Officer. This officer has a chance to reduce the cool down of your hanger pets and boarding parties. It can be stacked up to 3 times with the chance increasing with each one and by rarity. Also it is worth mentioning that if you activate your hanger bays seperately and at different times it can speed up the activation of the other when it "procs". For Example: If you activate Pet A. And then wait to see if Pet A procs, if it does and then Activate Pet B, and that also procs it can greatly reduce the recharge on Pet A, allowing for a faster use of Pet A which could also reduce the cool down on Pet B when Pet A is done recharging.
And there you have it. Any Advice I can give for up and coming carrier pilots. But don't think that this thread is done here! Oh no, this thread is a helper thread. Where questions and answers can be found for any and all Carrier pilots, old and new! So if you have questions, or have answers to questions posted, please don't hesitate to do so! This is Teapower, signing off!
*Fire at will currently has issues with accuracy.
Comments
The reasons for those being unlisted in either the Support, Control, or Damage listings was due to the mobility of the Carrier, and the Focus on the basics of the Carrer it's self. While it can use Eject Warp Plasma 1 and Extend shields 2, it was left out due to the lack of Mobility.
Extend shields 1 and 2 are more useful if you can keep your target with in 7km of you. How ever with the Carrier that can prove to be both dificult if not impossible. And it's better left to more mobile ships.
Eject Warp Plasma, while useful in some areas more of the Control or even Damage areas, gets again hard to deposit where you want it with the Carrier's limited turn rate. And it is better left to a Cruiser.
I think that you put into words what me and my fleetmates have been thinking in regards to these behemoths
S*D
Eng/Atrox Heal/Support Carrier build:
Lt Tac: TacTeam 1, Attack Pattern: Delta 1 (Or FAW/CSV 2 if you want to help with damage/clear spam a bit)
LtC Eng: EPtS 1, Extend 1, Aux to SIF 2*
LtC Sci: Hazard Emitters 1, Transfer Shields 2, Science Team 3
Cmdr Sci: Hazard Emitters 1, Transfer Shields 2, Science Team 3, TBR 3**
*Extend 1 and Aux to SIF 2 can be swapped around (Aux to SIF 1/Extend 2) depending on your skill. If you're having trouble keeping your allies within Extend range, then Aux to SIF 2 might be a better choice since that will always land, vs a situational extra ~10% resist that will come from Extend 1 vs Extend 2.
**TBR 3 may seem like a weird choice here, but it's quite useful for support healing. It'll fling attacking Escorts/pets/EWP or Theta bombing people away and give you some breathing room. However, a lot of times (especially now with Adv Danubes bringing 1234870924350 Tractor Beams), Escorts will have Omega or PH. This isn't an issue since while they'll ignore the Repel effect of TBR, they'll be taking quite a lot of damage from it - so much so that they may be forced to break off and run.
Very good guide!
I am sorry I just really dislike so much spam. I think we forgot, its player vs player not pet vs pet or am I missing something?
I should I just toss my escort out and go with the flow?
More NPC's than Players in a PvP map? Nope doesn't sound right, but it does ring of truth.
Carriers are NOT the end all be all of ships. If you were to put a 5 Carrier team vs another 5 Carrier team of equal ability/skill you'd be there till either A. you pass out from sleep deprevation or B. The servers go down. Which ever comes first.
Or someone lags out
For the Vor'quv, the B'rel Bird of Prey and it's Advanced cousin the B'rotlh Bird of Prey are power houses compared to the To'duj in that they do more up front damage with their Disruptior Dual Cannons and their Photon Torps (B'rel) or Quantums (B'rotlh) Rapid Fire and High Yield. Unfortunately you can only spawn a Max of 2 Per hanger making it a total of 4 if you are using one of each in your hangers. They also battle cloak which gives them versitility in that they get a damage boost once they de-cloak.
The To'duj and Advanced versions are better for a Confusion based damage. Meaning that there are more of them and in this case quanity can some times out perform quality. How ever they are fragile and will die to short term Faw abuse or Tractor Beam Repulsors. Their Advanced Cousins how ever can withstand abit more beating.
If you unlocked the Kar'fi (Or used your VA Token to be able to use it) the S'kul fighters are nice for their suicide raming speed. They can impact almost as hard as a Torpedo. The Advanced S'kul fighters will do more damage with their Raming speed 2 how ever they may lose their Antiproton Dual Cannons (Tool Tip is wierd here) once again, like the To'duj they are squishy and will die eaisly with the Advanced Versions lasting longer and being more durable.
Power Siphon Drones are great at their job. Though now that they are resisted they should no longer shut down an enemy ship with out help from Target Subsystem attacks, Tyken's Rift, Energy Siphon, Power Leech (if you have that console) And the like. They are squishy so they won't hold up long to most energy weapon fire, or Torpedo spreads. Their Advanced cousins how ever can last abit longer vs energy weapons, and I believe have more hull then the average Siphon Drone so they can take a beating. But the addition of Deflector shields is a nice touch.
For the Atrox Carrier, being the newest addition to the C-store and the federation's line of defense their pets can almost be as staggering, where the KDF relies on brute force, the Federation is more about it's subtle abiltiies, in some cases those abilities are better then many of the KDF pets. (Unless other wise Noted, all pets have Phaser energy weaponry)
The new Stalker fighters that come with the Atrox Carrier are intersting. Something of a Mix between To'duj and Bird of Prey. They have Tetryon Pulse cannons, which have a small chance to proc shield damage. They have an MES to give them almost a stealth deployment, and they have a new addition to the Pet line, a Thoron Device. Which can drain an enemy targets Aux and even take it off line. And if it does that it can also Jam that target's Sensors. Great for fighting against other Carriers! While the Advanced version comes with an Anti-proton Sweep. Similar to the one that the Jem'hadar 3 Peice Set provides, it can damage shields in the cone infront of it and even decloak enemy ships if they get caught in it. You launch 3 of these each hanger slot.
Not to be out done by the KDF, you can also equip Peregrine Fighters, which are nearly identical to the To'duj in ability, and weapon load out, having Phasers instead of Disruptors.
The Type 8 and Type 10 shuttles are.. An oddity. The Type 8 shuttles really don't do anything more then fire a Phaser beam. While the Type 10 come with A Polarized Hull. The only thing, in my opinion, I could see the usefullness of the Type 8's is as distraction, while the Type 10 might be useful vs opponents that use alot of Tractor Repulsors.*
The Danube and Advanced Danubes are quickly becoming the most ANNOYING of the pets thus far. Equipped with their Tractor beams and their Advanced versions coming with Chronoton Torpedoes, these things are quickly becoming VERY Popular in PVP.
Not to be out done, the Delta Flyer and Advanced Delta Flyer comes equipped with Tachyon Beams. The normal Delta Flyers have Micro Photon Torps, but their Advanced versions come with Transphasic Torpedos. Which is a nice touch with their ability to weaken shields.
All Carriers Can also equip the Hull repair drones which may be squshy, but if you can get them out even for a second on either your self, or a target friendly, can almost fully heal that person's shields in an instant. Making their Reinforced Counterpart that much more useful since they last longer and can take a beating longer.\
*Perhaps they should give the Type 8's FAW and the Type 10's FAW and Polarized Hull 1? That would make them excelent Mine eliminators!
im just as confused at the type 8 and 10 shuttles. they launch as many as the To'duj and Peregrine, but have just a beam? i kept looking at the launch per hanger tool tip expecting it to say they launch more, but it keeps saying they launch the same. now i HATE all this spam, but those shuttles really should have like an extra 2 launches or something, or a super low launch cooldown.
Their cooldown is also the same as the Peregrine and To'duj cooldowns (Not counting Flight Deck reductions of course. ) Again it's not that I'm supporting improving those pets.. but I don't know.. they just don't feel very useful even in PVE.
RP.
/10char
They dont work. Atleast for me and a few other people. They were great at their job before, now they have just given up. They follow either carrier or target just out or power drain range. They complain of union benefits.
For A rule of thumb, if it's a pet that is a squishy pet with no ways of hiding its' self. Or it's abilities are something that happens once it reaches it's target (Siphon Pods, and Shield repair Drones) some times it's best NOT to deploy them till you are close to your target, similar to Boarding Parties.
For example, if you have Advanced Danube and Stalker fighters, you can probobly deploy the Stalkers early, since they have MES. But you might want to wait on the Danubes until your around 4km from a called target, then Deploy the Danubes so they can engage their tractor beams and lock on the target and hold them fast for burst spikes.
Mean while the Bird of Prey Pets can be delpoyed as early as possible since they cloak, and have LONG cool downs compared to other pets. And they are the most durable of the Pet line.
When it comes to Shield Repair Drones, If I'm going to use them on some one else I try to get with in 2km or Closer. That way you know that their Heal beam should be able to give them some cover, provided there isn't so much AOE fire and AOE spam that it kills them first.
If your on the Fed side and your facing another enemy Carrier, try to go with Stalkers and perhaps Danubes. Danube Tractor beams can hold the Carrier in place, while the Stalkers shut down his/her Aux systems preventing both heals, and pet deployments. Targeting their Aux is also a good Idea if you have beams. Meanwhile on the KDF side BoPs/Tod'uj/S'kul Fighters, and Siphon Pods may be the way to go.
Everyone's play style is their own. And each pet has it's own style to go with the build you are using. My suggestions and Ideas may not work for everyone. Especially where team play is concerned.
No, the Siphon Drones do work. With the Tuneing of them, and the Resists, they just won't shut some one down any more. When I tested on tribble with some one I could get them down to around 20 all power settings with 12 Normal Siphon Drones. It's not as good as it was before. But it still does what they are supposed to do.
You left out Fer'Jai Frigates,
For Advanced they come w/ Dual Anti-Proton Cannons & Turrets, Forward Cron & Tric Torps, and aft Tric Mine. Abilities are Aceton Beam, CRFII, THY II. 2/Hangar limit. Kar'Fi only. Basically, these seem just like the Frigates from the KDF storyline.
Also Orion Slavers,
For advanced, Disrupter Beam array, Quantum Mines. Crew Capture ability (don't know if it applies to other players) they also have ability to steal ECs, Commodities or Contraband from NPCs. 6/Hangar limit.
Haven't tested HP.
I tested on live yesterday, or day before. Ill test again quickly just incase I am mistaken.
Tested again. They do not work. Correction. YOu have launch them on top of target AND hope said target decides not to move.
Cant comment on the resistance nerf as I dont really mind that.
I left out Orion Slavers because I was not 100% sure they could be purchased with out having a ship unlocked.
The Fer'jai Frigates can ONLY be equiped on a Kar'fi. This thread was more about the Basics of the Vor'quv and Atrox Carriers. I didn't want to confuse anyone.
Like all Carriers, the Kar'fi can equip Dual/Dual Heavy Cannons. Unlike other Carriers how ever, it can use those quite well if you use it's 2 Engineering Consoles for some extra Turn rate. Even just 1 Will assist enough to get a good Arc on a target.
Also, the Kar'fi is described as a Battle Carrier. It's Weapon set up is akin to an Escort, but it is given Hangers as well as the Commander Science station and both an LT and LtC Tactical station. So while a Carrier can't use abilities that rely on turn rate, this ship can. How ever, it's restricted to a Lt Engineering station reduces it's survivability compared to other Carriers. As mentioned above, it can use Fer'jai Frigates. Which are something akin to a more Control based pet.
The Fer'jai Frigates start off at the base with Antiproton Turrets and Cannons, Chronoton Torpedo, Tricobalt Mine, Rapid fire and High Yields 1, and it has the ever misunderstood Aceton Field. It's upgraded version has Rapid Fire and High Yields 2, and it was given Tricobalt Torpedoes which if it high yields before launching, and makes it to their target, can create Tricobalt Rifts. Which can cause a target to be stunned for a short duration. (I Think it's about 2-4 seconds but I could be mistaken, I haven't looked into this info in a while so my information is soley guessing and not accurate)
The reasons for this ship being brought up now is due to how different it is to a normal Carrier. Which is what I would call the Atrox and the Vor'quv. Both the Atrox and the Vor'quv share low turn rates, LtC Engerring Boffs and more Engineering Consoles to help in it's survivability. Where as the Kar'fi is more designed for a Tactical play style from what I've witnessed and experienced my self.
The Kar'fi, I feel, also only fits into 2 of the 3 Carrier Roles: Support Damage, and a Support Control.
As Support Damage, you use more Damageing based Pets like the S'kul or advanced S'kul fighters or Advanced Fer'jai frigates. You'll typically use powers that will help you get your damage through shields like HIgh Yield 3, Beam Overload 3, Scatter Volley 2, Rapid Fire 2, Torpedo Spread 3, or even Beta 2 or Delta 2. When it comes to Science powers you'll want to have at least 3 Defensive skills, leaving your Commander slot for a power like Feedback Pulse 3, or Charged Particle Burst 3, Tractor Repulsors 3 or even Scramble Sensors 3 or Viral Matrix 3. Other wise Transfer Shield Strength, and Hazard Emitters are Must haves. A polarized hull or even a Science Team can be great boons here. As far as Engineering Skills, you'll be more then likely taking Emergy Power to shields 1, and either Emergency Power to shields 2, or Reverse Shield Polarity. Although in this world of Doffs, you could also take Engineering Team 1 or 2 depending on what you take in your Ensign Tactical slots. Because most typically you will have 2 Tactical team 1's in those slots. And again, it cannot be stressed enough that you mostly likely, unless you are an Engineer, will not be as survivable as the Vor'quv or the Atrox. You may also, if your Damage is sufficient to not require Carrier pets for help, use instead of the S'kul Fighters or Fer'jai frigates, the Reinforced Shield repair Drones to increase your survivability during cool down rotations.
As a Support Control, you wiill instead take powers and pet seleections towards debuffing or controling what the enemy does. But again, you are also not a Science ship, just like you are not as durable as a Carrier. So your Control options may be more limited depending on the Tactical skills you select. Mine Patterns with Chronaton mines might be prefered to help spit out more of those annoying suckers. The Fer'jai Frigates also help here because they are very Control Orientated since their Aceton Fields can reduce damage and their Tricobolt Mines can stun targets while their Chronaton Torps slow down targets. Using powers like Gravity Well 3, Tractor Beam, Scramble Sensors or Viral Matrix. Jam Sensors might also be a useful skill here with the changes reciently done to it. Or it might be a good defensive choice for the Support Damage version as well. Also Siphon Drones will be useful in helping control the enemy. While they might seem useful in damage control, they are more situational in helping enforce controls most of the time. And again, if all else fails, Shield Repair Drones are great. Despite being Fragile, they are very good at what they do, which is Shield healing.
Now again all of my suggestions, ESPECIALLY for the Kar'fi, are just that, suggestions. They are no where near perfect or all knowing. Find a build you like, and if it works, awesome. If it doesn't try something else. And remember the Kar'fi is not what the Atrox and the Vor'quv is. It's a different type of Fish in this Sea of ships.
Shield Repair Drones and Reinforced Shield Repair Drones nolonger heal shields as fast as they used to. Before the Patch that Deployed the Atrox Carrier, these pets used to heal shields in under a second. Now they are a much slower regeneration. It almost isn't noticable with 2 applied.. 4 it increases abit more. Probobly needing at least a full 8 Deployed to even recieve aproximately a quarter of the old shield healing rate. They still do work how ever. Just not as well as before.
Pet commands are.. Touchy in PVP. Placing pets on attack will attack your target. How ever as your pets get attacked, they will defend themselves. If you leave combat, they will stay in combat and continue to fight unless you use Recall. This makes Carrier Pets even more supportive. In a pvp situation, where you, or your pets might be under constant fire, it can make some pets more Ideal then others. Such as the Danube Runabouts, since you can just Spawn them on top of a target 4km out and nearly always guarentee Tractor Beams. Or Marauding Force Pets vs enemies for their Boarding Parties.
It also makes using "Spam" waves of pets useful if you just want to use them to clutter up the screen. While Pets like the BoPs or the Frigates have a slgihtly harder time controling them or keeping them on YOUR targets with out constantly Despawning them and respawning them under FAW conditions.
This doesn't mean that it is also not useful.. Because when you run off you don't always want your pets to not stay behind to continue to harass the enemy. Helping your allies as well.
How ever, my personal opinion of the Carrier commands, would be to change Attack to always be "Attack my Target" for Pets that are offensive. And leave the behavior mentioned above only for Escort or Intercept. Because if I send a command to my waves of Pets to Attack a single target. They should be able to do it. How ever if I place them on Escorting or Intercepting, they should stay in a fight and fight differently until I tell them to Attack.
Based on this battering decided to see if the same could be done by cat carriers. Sadly, it was the case. Pandas went into ques with 3 carriers . It was aweful. I had to do nothing. My pets did it all. I apologise to LF in particular as they bore the brunt of the test in ques.
PVP has now become PVE
The "I win" button truly exists.
I figure I can set up a few macros.....go do some Game of Thrones role play, then come back at the end
NYAN NYAN NYAN NYAN NYAN...
What pets were you using if I may ask?
Was playing an Arena match yesterday, where both teams bailed; leaving me in my science ship vs a kitty carrier. I could barely scratch it; and was getting eaten alive by its pets (I know it had runabouts, not sure what else).
Later I tried a 1 v 1 with a fleetmate who had a kitty carrier, but he used nothing but stalkers. That was actually a pretty good fight (I lost 1 - 3, but most of the rounds were pretty close).
Could have told you that already
The difference between the two carrier sets is
kdf: suck you dry of all power; completly helpless.
fed: completely shut down, with tractor beams (no, omega doesn't work) and phaser procs (3 carriers worth of pets is like 50+ phasers shooting you every second from the pets alone = ridiculous ammount of procs) and when you're not tractored you're chronitoned; completley helpless.
So they both produce the same result, just by different means.
3 carriers is an absolute abortion of a team to face, I was this ---><--- close to warping out vs 3 carriers yesterday.