Its not just the same debate all over again, now we have more then just standard shields Cov vs Reg / Aegis vs Borg. I think its a pretty good discussion again especially since with the new shields that have been introduced.
Yes, back to the current Tolerance build... let me add some numbers. This is all before the weapon redesign and the change of doff stations and everything else that inevitably follows:
Power levels: 120/55/70/60
Energy transfer rate: 174% (8.7 per second)
Hull: 55459
Defense at full speed: 70% (Maximum; higher energy power won't help any more with that; half speed will drop this to 60%)
Shield capacity: 13896 per facing
Hull's resistance against anything: 40.3%
Base Accuracy: 25%
Chance on a critical hit 3,4%
Critical Severity: 59.1%
Acceleration 20
Flight speed 24
Turn rate 7.3
Base regeneration of the shield as given in the tooltip is 107, should be something like 220 with the usual power settings. Shield resistance should 20%?
Please comment. ^^
Edit: Oh, and just to add this, because I just tested it: Exchanging the TDF for a Mk XII white emitter array goves something like 4% more shield regen on the science teams and the TSS. For me, that doesn't seem like it'sworth it.
Well, let me see ... First questiom, why is your Transfer speed so low? Its lower then mine if i remove my 1 or 2 EPS consoles. But I assume you havent skilled it to 9. I would, and I would definately run at least 1 EPS console. Unless you never change your powerlevels. Also dont forget that Electroplasma whatever Tier 3 skill adds up to your Emergency power to X abilities.
Power levels: 120/55/70/60
Like you said, putting your engine level any higher will not gain you more bonus defense, any change you can lower that and put it back to shields without dropping defense bonus level?
Have you fully specced Shield Systems to 9? A necessity. Not sure if it affects base regen (I dont think so though)
Have you specced 9 Into weapon specialization? I'm not going into that one too deeply, and if you think the damage increase is negligible then by all means don't use it. As a tac player however, I'd say do it anyway.
Dont bother too much for Hull resistance speccing. The gain you receive versus the massive skillpoint investment is just miserable at best. Try to compensate your hull resistance with abilities like APD and/or Omega, and rotate them. or some other ability depends on what u can stock on that Catship.
You really will NOT notice much if anything from putting 9 points in Hull plating for instance, and definately speccing any point into the Tier 5 kinetic resistance is a total waste.
From my experience with our little 1v1 it seems you need to focus way more on your shield resistance/healing rather then your hull.
Hull dies = Ship dies. But hull resistance only delays the inevitable. It won't make ur shields go up any time soon then.
I never, ever, spec into any hull resistance point on my Escort.
[...]
Well, let me see ... First questiom, why is your Transfer speed so low?
As you guessed, it's a rather low EPS skill. I am going to respec, yes, but not before season 6. ^^
Power levels: 120/55/70/60
Like you said, putting your engine level any higher will not gain you more bonus defense, any change you can lower that and put it back to shields without dropping defense bonus level?
I've started testing a new build today, and have tried a more conventional 100/50/25/25 (which translated to 120/74/54/56 in my ship), though currently only in PvE. Defense dropped to 62.5, but with the new shields, I decided that to be acceptable.
Dont bother too much for Hull resistance speccing. The gain you receive versus the massive skillpoint investment is just miserable at best. Try to compensate your hull resistance with abilities like APD and/or Omega, and rotate them. or some other ability depends on what u can stock on that Catship.
The ship has exactly 1 Lt Tactical slot.
But it's an interesting point. Hull and armor were kind of non-open for me until now. I'll have to investigate that. although I feel quite comfortable with some extra Resistance.
You really will NOT notice much if anything from putting 9 points in Hull plating for instance, and definately speccing any point into the Tier 5 kinetic resistance is a total waste.
It seems to give me a base Resistaance of around 15%, plus consoles... Maybe those points are used elswhere better, but the increase is significant for a big ship with a good number of base HP. And the base HP for an Atrox are 42000, now look at my number... that does make a difference.
It seems to give me a base Resistaance of around 15%, plus consoles... Maybe those points are used elswhere better, but the increase is significant for a big ship with a good number of base HP. And the base HP for an Atrox are 42000, now look at my number... that does make a difference.
To each his own. I just think that the skillpoint investement isnt worth it myself.
For the power levels ~ bonus defense, do you have the Elusive trait? (also, do you have all proper space PVP traits like Accurate, Elusive, Efficient Captain(or Techie) and Warp theorist? ^^
If so, try to get your engine power exactly so that you have 70% bonus defense when moving at full throttle and put the remaining in shields. Otherwise you should probably fully spec into Thrusters and Engine Performance. (Even 9 into Warpcore potential and Warpcore efficiency. Thats also one of the things i find very important on any ship. (Even if its just for the lower engine setting (25) and still maintaining a full 70% bonus defense. All these things to 9 is very important (for me anyway) because it just buffs more then just 1 aspect of your ship.
Cheers
Just a hint, I've done over 40 respecs on my main so far, thus excluding my other toons
[...]
For the power levels ~ bonus defense, do you have the Elusive trait? (also, do you have all proper space PVP traits like Accurate, Elusive, Efficient Captain(or Techie) and Warp theorist? ^^
Of course. Sophokles Logimo is an "Alien" from a human colonized asteroid belt, where they gengineered their descendants slightly to be better asteroid miners in the 22nd century.
If so, try to get your engine power exactly so that you have 70% bonus defense when moving at full throttle and put the remaining in shields.
Well, that's almost what I did with the original build as described above. I'll have to do some tests on that. for the now more shield-heavy emphasis.
I just had an interesting test against a "griefing build" BoP. That ine did not get even close to doing any significant harm, but stopped me from doing much harm either by combining VTR, EWP (both with surprisingly low cooldowns, or so it felt) and lots of sensor attacks and SNB.
One thing that I really don't like is PSW3. I have now tested it, and it is just as crappy as I had remembered it. Its Kinetic Damage will most of the time just not do anything, and the range is ridculously low.
I've heard/read people swear on its damage output, but that may only be true with the correct damage buffs. PSW was pretty useful when the stun lasted a bit longer (and even more useful when there were no sun immunities - which were definitely a sensible addition.)
BTW, if you like a Tactical Carrier, you should try playing the Kar'Fi Battle Carrier. Of course, requires rerolling and probably another C-Point expenditure, since the old Vice Admiral Ship Token is gone and was "replaced" by a Veteran reward that you cannot have qualified for yet even if you're a Gold subscriber...
[...]
BTW, if you like a Tactical Carrier, you should try playing the Kar'Fi Battle Carrier. Of course, requires rerolling and probably another C-Point expenditure, since the old Vice Admiral Ship Token is gone and was "replaced" by a Veteran reward that you cannot have qualified for yet even if you're a Gold subscriber...
The Kar'fi is definitely interesting from its layout and all - but it's for the bad guys, so I won't get it. Also, it is terribly ugly for my eyes.
But I do hope that there will be a Federation carrier with a more tactical boff layout sometime in the future.
I am posting just to say that I really enjoyed this thread. I recently leveled an alt to 50 with the intent of stuffing her into the Atrox, and many of the posts in this thread provided additional insight and motivation for me to make some of the choices I've made in spec and setup. And have helped identify things to steer clear from in PvP situations with the vessel, where the boff skill choices really matter, imo (PvE in a Vo'quv or Atrox is, like, lazy and easy).
Thanks for the number-crunching and thought put into these posts.
(the same goes for the cruiser thread, as that was and continues to be a good read regardless of what I have or have not learned on my own)
It seems to give me a base Resistaance of around 15%, plus consoles... Maybe those points are used elswhere better, but the increase is significant for a big ship with a good number of base HP. And the base HP for an Atrox are 42000, now look at my number... that does make a difference.
I don't think the resistence stuff increases your HP at all. You'll get it from Structural Integrity - which you most likely maxed out and also have the Borg Deflector which adds another bonus to this skill.
On a sidenote: I also start to dislike PSW3 after all. I've seen decent PSW3 action from usual science ships before - but I just can't recreate this awesomeness on my carrier. First it is rather slow to get the limited radius lined up, second you'll need to hit while shields are down. Thinking about trying out TBR3 now, however running 2x Tractor Beams PLUS TBR3 would be more than a mess. Oh well.
If you care you can always ask me for any 1vs1, however I doubt a battle between our ships would be... entertaining.
I don't think the resistence stuff increases your HP at all. You'll get it from Structural Integrity - which you most likely maxed out and also have the Borg Deflector which adds another bonus to this skill.
Din't mean to say that- I was talking about the whole complex of ship hp- and resistance-buffing skills. (And I must correct myself, base hp are 40500.)
If you care you can always ask me for any 1vs1, however I doubt a battle between our ships would be... entertaining.
I just had an interesting test against a "griefing build" BoP. That ine did not get even close to doing any significant harm, but stopped me from doing much harm either by combining VTR, EWP (both with surprisingly low cooldowns, or so it felt) and lots of sensor attacks and SNB.
One thing that I really don't like is PSW3. I have now tested it, and it is just as crappy as I had remembered it. Its Kinetic Damage will most of the time just not do anything, and the range is ridculously low.
That was good match never seen a carrier run that fast from a SCI BoP with only 5 signal beams. It was a win for me in the sense that if my opponent runs from prearranged 1v1 he is forfeiting. To bad anytime my sci fleet was out and your hull was dropping you shoot 25k out LOL..... Yet you clam this was some kind of great tactical carrier build. From what I have seen you need to take some of this advice and improve your build that or load up on the engine batts. Hit me back up when you learn the basic concept of a 1v1. Instead of crying about not being able to use your spam Oh while I was one of the funnest thing I have ever seen in this game watching that BIG A** runnnnnnnn so fast hehehe good time.
That was good match never seen a carrier run that fast from a SCI BoP with only 5 signal beams.
Sigh. As I told you during the fight, it would have been going on forever, so I did not run from you, but from the uslessness of the encounter. The fact that once I did that and was about to explain you started insulting me didn't help either.
Besides, the number of beams that you counted is significantly too high.
It was a win for me in the sense that if my opponent runs from prearranged 1v1 he is forfeiting. To bad anytime my sci fleet was out and your hull was dropping you shoot 25k out LOL.....
Not how I remember it. We should repeat this with some witnesses if you go on that way.
Sigh. As I told you during the fight, it would have been going on forever, so I did not run from you, but from the uslessness of the encounter. The fact that once I did that and was about to explain you started insulting me didn't help either.
Besides, the number of beams that you counted is significantly too high.
Not how I remember it. We should repeat this with some witnesses if you go on that way.
OK i been in escort fights that lasted longer then that and you ran the three times i had your hull dropping we both know this.
Technical Consoles: 1 Borg Console, 1 EPS flow regulator, 1 Neutronium Armor.
Science Console: Tachyon Detection Field, 3 x Field Generator
Tactical Consoles: 2 x Tetyron Pulse Generators
Hangars: Best for PvP are, of course, Advanced Dabube Runabouts, but I can get quite sentimental (or simply fond of reducing enemy aux power with at least some DPS) and use the Advanced Stalkers instead. Most of the time, I choose the middle road, and take 1 Advanced Danube, 1 Advanced Stalker hangar.
Boff powers:
Lt Tac: Tactical Team, Beam overload 2.
Lt Cmdr Engineering: Engineering Team 1, Reverse Shield Polarity 1, Aux to Structural 2.
Cmdr Science: Polarize Hull, Transfer Shield Strength 2, Transfer Shield Strength 3, Charged Particle Burst 3
Lt Cmdr Science: Tractor Beam 1, Sci Team 2, Hazard Emitters 3.
Devices: weapons battery, subspace field emitter, shield battery, aux battery
Power levels, primary configuration: 120/74/54/56
Energy transfer rate: 244% (12.2 per second)
Hull: 55459
Defense at full speed: 62.2% (half speed will drop this to 36.1%)
Shield capacity: 13701 per facing
Hull's resistance against anything:26%
Base Accuracy: 25%
Chance on a critical hit 3,4%
Critical Severity: 59.1%
Acceleration 20
Flight speed 20.88
Turn rate 6.9 degrees per second
Technical Consoles: 1 Borg Console, 1 EPS flow regulator, 1 Neutronium Armor.
Science Console: Tachyon Detection Field, 3 x Field Generator
Tactical Consoles: 2 x Tetyron Pulse Generators
Hangars: Best for PvP are, of course, Advanced Dabube Runabouts, but I can get quite sentimental (or simply fond of reducing enemy aux power with at least some DPS) and use the Advanced Stalkers instead. Most of the time, I choose the middle road, and take 1 Advanced Danube, 1 Advanced Stalker hangar.
Boff powers:
Lt Tac: Tactical Team, Beam overload 2.
Lt Cmdr Engineering: Engineering Team 1, Reverse Shield Polarity 1, Aux to Structural 2.
Cmdr Science: Polarize Hull, Transfer Shield Strength 2, Transfer Shield Strength 3, Charged Particle Burst 3
Lt Cmdr Science: Tractor Beam 1, Sci Team 2, Hazard Emitters 3.
Devices: weapons battery, subspace field emitter, shield battery, aux battery
Power levels, primary configuration: 120/74/54/56
Energy transfer rate: 244% (12.2 per second)
Hull: 55459
Defense at full speed: 62.2% (half speed will drop this to 36.1%)
Shield capacity: 13701 per facing
Hull's resistance against anything:26%
Base Accuracy: 25%
Chance on a critical hit 3,4%
Critical Severity: 59.1%
Acceleration 20
Flight speed 20.88
Turn rate 6.9 degrees per second
Useless ? You're doing it wrong. I'll go fetch my Recon, we can go into the ques, and I can make your ship look sorry on overall damage and kill counts. PSW3 is far from useless. It does 13k on average when a target has lost it's shields. Tac buff yourself, hit PSW3, spec into Particle Generators to do damage and watch people explode. Not PSW2 not 1, 3. 2 is useless and 1 is only to knock extend shields off.
And I see you -still- aren't mounting beam arrays? Ugh. Dude, seriously put 6 beams on there already. BO2? Seriously? You can't even drop a facing with it when you've hit me with it. You don't have the consoles for it. FAW is a much better choice here especially in an arena as it enables you to put decent pressure on several targets. It also increases Rate of fire which is mandatory for Tetryon users to get the most out of the rather meh proc.
EPS Flow regulator literally does nothing other than recover your energy after a full impulsing anymore. There is litterally nien, cero, zero, nada, no reason to ever mount one on any ship ever. Where are your SIF Generators?
Polarize is not really going to help you all that much unless you are trying to run like a scared lil girl (and even then, you are in a Carrier), you are better off with either a second hazards or second TB.
And still no EPTS2, still no EPTS1. Man this thing is just Vape Bait.
Also stop with the 3x Teams. You are killing your cooldown cycles, and durability as a direct result. The build is actually worse now some how than when you started. Is it really that hard to follow other people's build advice?
Technical Consoles: 1 Borg Console, 1 EPS flow regulator, 1 Neutronium Armor.
Science Console: Tachyon Detection Field, 3 x Field Generator
Tactical Consoles: 2 x Tetyron Pulse Generators
Hangars: Best for PvP are, of course, Advanced Dabube Runabouts, but I can get quite sentimental (or simply fond of reducing enemy aux power with at least some DPS) and use the Advanced Stalkers instead. Most of the time, I choose the middle road, and take 1 Advanced Danube, 1 Advanced Stalker hangar.
Boff powers:
Lt Tac: Tactical Team, Beam overload 2.
Lt Cmdr Engineering: Engineering Team 1, Reverse Shield Polarity 1, Aux to Structural 2.
Cmdr Science: Polarize Hull, Transfer Shield Strength 2, Transfer Shield Strength 3, Charged Particle Burst 3
Lt Cmdr Science: Tractor Beam 1, Sci Team 2, Hazard Emitters 3.
Devices: weapons battery, subspace field emitter, shield battery, aux battery
Power levels, primary configuration: 120/74/54/56
Well, I've been experimenting with 2x BA and 4x Turrets lately too. However I don't really understand what you're trying to achieve here. You have two BA and couple it with Beam Overload, that alone is questionable, however you are limited to BO2. So you have a huge spike in energy drain, a from my experience 50/50 hit-chance and mediocre damage - at best. I really do not understand why you keep this Beam Overload. I kinda could when you were using Dual Beams, but please.... with Arrays? Personally I was trying to use CRF 1 there with the 4 Turrets, then trying around SCV1, but all of these solutions are somewhat bleh.
I guess Mav is right with his suggestion about using 6x Arrays, even I usually get back to my original 6x BA layout.
More stuff to come: You are using three "Team" skills, even while you basicly can only use two in combination. With your two Dev Lab Scientist DOffs, you basicly got these two Team skills covered with your ST2. I am using this myself with ST3 and I barely touch TT1, let alone getting the idea of putting ET1 in my already limited to hell Engineering slots. Actually I am more and more thinking about just ditching the TT completely.
I don't know if Polarize Hull is really useful on a Carrier. Myself I never missed it a single time on the Atrox. You could either put another Tractor Beam instead, maybe even Scramble Sensors or choose HE1 instead. Another note on this matter: Your PH clashes with HE, so if you're going to PH yourself, you have one of your main hull heal for your team on CD. Is that really worth it? I'd also try to switch HE3 with ST3, especially with those DOffs ST3 is a real joy to use. I couldn't believe it myself, but ST3 is a real noticable improvement over ST2, especially with those mentioned DOffs.
I have to disagree with PSW3 being "useless", it is not. However it is definatly less convenient to use than lets say on your typical Sci Ship. A well timed PSW3 can cause critical damage on your enemy. However this "well timed" is hard to achieve with a skill that is limited on a 3km radius with a ship which turns like a brick. You also need to be trained into PSW to make it usefull. Of course if your Particle(?) Generators are unskilled, it loses most of its punch - just like virtually every skill out there.
After all I'd rather put TBR3 in there, haven't done so yet because it would also clash with my 2xTB1 copies.
Your console layout is a bit awkward too. While I do understand your more damaged oriented playstyle for keeping those two Energy Damage consoles down there, I do not understand the rest. Why not a single SIF console to support your ASIF and HE? Why not a single Shield Emitter to support your ST and TSS? I know Mav said the latter ones suck, however I think having one or two can really make a difference.
The more and more I think about it, the more I guess you're trying to do something with the Atrox which more or less doesn't work: Being *effectively* offensive in terms of DPS. However the Atrox lacks the BOff slots as well as the weapon and console slots to do so. It sure can be used offensively, but rather in a supportive role with CC and/or debuffs than raw DPS.
i cant believe this is still going. and he is still slotting that beam overload 2.
and sophlogimo, if AKfourtyseven said you ran, you ran. that guy has been around much longer than you, and has no need to fabricate his encounter with your loltacarrier.
dude, why do you continue to argue with all of these talented players? mav is being incredibly patient in this thread. he is awesome at ship layouts, but you just won't listen.
Comments
Its not just the same debate all over again, now we have more then just standard shields Cov vs Reg / Aegis vs Borg. I think its a pretty good discussion again especially since with the new shields that have been introduced.
Well, let me see ... First questiom, why is your Transfer speed so low? Its lower then mine if i remove my 1 or 2 EPS consoles. But I assume you havent skilled it to 9. I would, and I would definately run at least 1 EPS console. Unless you never change your powerlevels. Also dont forget that Electroplasma whatever Tier 3 skill adds up to your Emergency power to X abilities.
Power levels: 120/55/70/60
Like you said, putting your engine level any higher will not gain you more bonus defense, any change you can lower that and put it back to shields without dropping defense bonus level?
Have you fully specced Shield Systems to 9? A necessity. Not sure if it affects base regen (I dont think so though)
Have you specced 9 Into weapon specialization? I'm not going into that one too deeply, and if you think the damage increase is negligible then by all means don't use it. As a tac player however, I'd say do it anyway.
Dont bother too much for Hull resistance speccing. The gain you receive versus the massive skillpoint investment is just miserable at best. Try to compensate your hull resistance with abilities like APD and/or Omega, and rotate them. or some other ability depends on what u can stock on that Catship.
You really will NOT notice much if anything from putting 9 points in Hull plating for instance, and definately speccing any point into the Tier 5 kinetic resistance is a total waste.
From my experience with our little 1v1 it seems you need to focus way more on your shield resistance/healing rather then your hull.
Hull dies = Ship dies. But hull resistance only delays the inevitable. It won't make ur shields go up any time soon then.
I never, ever, spec into any hull resistance point on my Escort.
As you guessed, it's a rather low EPS skill. I am going to respec, yes, but not before season 6. ^^
I've started testing a new build today, and have tried a more conventional 100/50/25/25 (which translated to 120/74/54/56 in my ship), though currently only in PvE. Defense dropped to 62.5, but with the new shields, I decided that to be acceptable.
The ship has exactly 1 Lt Tactical slot.
But it's an interesting point. Hull and armor were kind of non-open for me until now. I'll have to investigate that. although I feel quite comfortable with some extra Resistance.
It seems to give me a base Resistaance of around 15%, plus consoles... Maybe those points are used elswhere better, but the increase is significant for a big ship with a good number of base HP. And the base HP for an Atrox are 42000, now look at my number... that does make a difference.
To each his own. I just think that the skillpoint investement isnt worth it myself.
For the power levels ~ bonus defense, do you have the Elusive trait? (also, do you have all proper space PVP traits like Accurate, Elusive, Efficient Captain(or Techie) and Warp theorist? ^^
If so, try to get your engine power exactly so that you have 70% bonus defense when moving at full throttle and put the remaining in shields. Otherwise you should probably fully spec into Thrusters and Engine Performance. (Even 9 into Warpcore potential and Warpcore efficiency. Thats also one of the things i find very important on any ship. (Even if its just for the lower engine setting (25) and still maintaining a full 70% bonus defense. All these things to 9 is very important (for me anyway) because it just buffs more then just 1 aspect of your ship.
Cheers
Just a hint, I've done over 40 respecs on my main so far, thus excluding my other toons
Of course. Sophokles Logimo is an "Alien" from a human colonized asteroid belt, where they gengineered their descendants slightly to be better asteroid miners in the 22nd century.
Well, that's almost what I did with the original build as described above. I'll have to do some tests on that. for the now more shield-heavy emphasis.
One thing that I really don't like is PSW3. I have now tested it, and it is just as crappy as I had remembered it. Its Kinetic Damage will most of the time just not do anything, and the range is ridculously low.
BTW, if you like a Tactical Carrier, you should try playing the Kar'Fi Battle Carrier. Of course, requires rerolling and probably another C-Point expenditure, since the old Vice Admiral Ship Token is gone and was "replaced" by a Veteran reward that you cannot have qualified for yet even if you're a Gold subscriber...
The Kar'fi is definitely interesting from its layout and all - but it's for the bad guys, so I won't get it. Also, it is terribly ugly for my eyes.
But I do hope that there will be a Federation carrier with a more tactical boff layout sometime in the future.
Thanks for the number-crunching and thought put into these posts.
(the same goes for the cruiser thread, as that was and continues to be a good read regardless of what I have or have not learned on my own)
Mustrum "Winning is honorable" Ridcully
You know, those guys who kill their own crew and run araound marauding and torrture their prisoners and stuff.
That isn't evil its efficient.
I don't think the resistence stuff increases your HP at all. You'll get it from Structural Integrity - which you most likely maxed out and also have the Borg Deflector which adds another bonus to this skill.
On a sidenote: I also start to dislike PSW3 after all. I've seen decent PSW3 action from usual science ships before - but I just can't recreate this awesomeness on my carrier. First it is rather slow to get the limited radius lined up, second you'll need to hit while shields are down. Thinking about trying out TBR3 now, however running 2x Tractor Beams PLUS TBR3 would be more than a mess. Oh well.
If you care you can always ask me for any 1vs1, however I doubt a battle between our ships would be... entertaining.
Din't mean to say that- I was talking about the whole complex of ship hp- and resistance-buffing skills. (And I must correct myself, base hp are 40500.)
Depends on the rules, I guess.
That was good match never seen a carrier run that fast from a SCI BoP with only 5 signal beams. It was a win for me in the sense that if my opponent runs from prearranged 1v1 he is forfeiting. To bad anytime my sci fleet was out and your hull was dropping you shoot 25k out LOL..... Yet you clam this was some kind of great tactical carrier build. From what I have seen you need to take some of this advice and improve your build that or load up on the engine batts. Hit me back up when you learn the basic concept of a 1v1. Instead of crying about not being able to use your spam Oh while I was one of the funnest thing I have ever seen in this game watching that BIG A** runnnnnnnn so fast hehehe good time.
Sigh. As I told you during the fight, it would have been going on forever, so I did not run from you, but from the uslessness of the encounter. The fact that once I did that and was about to explain you started insulting me didn't help either.
Besides, the number of beams that you counted is significantly too high.
Not how I remember it. We should repeat this with some witnesses if you go on that way.
OK i been in escort fights that lasted longer then that and you ran the three times i had your hull dropping we both know this.
If you have paid attention, then you know the Tolerance has a few hull heals.
Any volunteers for witnesses to repeat that nonsense?
Fore weapons: 1 tetryon beam array, 2 tetryon beam turrets
Deflector: Borg
Engine: Borg
Shields: MACO Mk XII Resilient Shield Array
Aft weapons: 1 tetryon beam array, 2 tetryon beam turrets
Technical Consoles: 1 Borg Console, 1 EPS flow regulator, 1 Neutronium Armor.
Science Console: Tachyon Detection Field, 3 x Field Generator
Tactical Consoles: 2 x Tetyron Pulse Generators
Hangars: Best for PvP are, of course, Advanced Dabube Runabouts, but I can get quite sentimental (or simply fond of reducing enemy aux power with at least some DPS) and use the Advanced Stalkers instead. Most of the time, I choose the middle road, and take 1 Advanced Danube, 1 Advanced Stalker hangar.
Boff powers:
Lt Tac: Tactical Team, Beam overload 2.
Lt Cmdr Engineering: Engineering Team 1, Reverse Shield Polarity 1, Aux to Structural 2.
Cmdr Science: Polarize Hull, Transfer Shield Strength 2, Transfer Shield Strength 3, Charged Particle Burst 3
Lt Cmdr Science: Tractor Beam 1, Sci Team 2, Hazard Emitters 3.
Doffs: Conn Officer, 2 Lab Scientists, 1 Tractor Beam officer, 1 Exocomp maintenance engineer (special battery buffs)
Devices: weapons battery, subspace field emitter, shield battery, aux battery
Power levels, primary configuration: 120/74/54/56
Energy transfer rate: 244% (12.2 per second)
Hull: 55459
Defense at full speed: 62.2% (half speed will drop this to 36.1%)
Shield capacity: 13701 per facing
Hull's resistance against anything:26%
Base Accuracy: 25%
Chance on a critical hit 3,4%
Critical Severity: 59.1%
Acceleration 20
Flight speed 20.88
Turn rate 6.9 degrees per second
I'd love to see this ..."build" ... of yours at work.
Useless ? You're doing it wrong. I'll go fetch my Recon, we can go into the ques, and I can make your ship look sorry on overall damage and kill counts. PSW3 is far from useless. It does 13k on average when a target has lost it's shields. Tac buff yourself, hit PSW3, spec into Particle Generators to do damage and watch people explode. Not PSW2 not 1, 3. 2 is useless and 1 is only to knock extend shields off.
And I see you -still- aren't mounting beam arrays? Ugh. Dude, seriously put 6 beams on there already. BO2? Seriously? You can't even drop a facing with it when you've hit me with it. You don't have the consoles for it. FAW is a much better choice here especially in an arena as it enables you to put decent pressure on several targets. It also increases Rate of fire which is mandatory for Tetryon users to get the most out of the rather meh proc.
EPS Flow regulator literally does nothing other than recover your energy after a full impulsing anymore. There is litterally nien, cero, zero, nada, no reason to ever mount one on any ship ever. Where are your SIF Generators?
Polarize is not really going to help you all that much unless you are trying to run like a scared lil girl (and even then, you are in a Carrier), you are better off with either a second hazards or second TB.
And still no EPTS2, still no EPTS1. Man this thing is just Vape Bait.
Also stop with the 3x Teams. You are killing your cooldown cycles, and durability as a direct result. The build is actually worse now some how than when you started. Is it really that hard to follow other people's build advice?
Well, I've been experimenting with 2x BA and 4x Turrets lately too. However I don't really understand what you're trying to achieve here. You have two BA and couple it with Beam Overload, that alone is questionable, however you are limited to BO2. So you have a huge spike in energy drain, a from my experience 50/50 hit-chance and mediocre damage - at best. I really do not understand why you keep this Beam Overload. I kinda could when you were using Dual Beams, but please.... with Arrays? Personally I was trying to use CRF 1 there with the 4 Turrets, then trying around SCV1, but all of these solutions are somewhat bleh.
I guess Mav is right with his suggestion about using 6x Arrays, even I usually get back to my original 6x BA layout.
More stuff to come: You are using three "Team" skills, even while you basicly can only use two in combination. With your two Dev Lab Scientist DOffs, you basicly got these two Team skills covered with your ST2. I am using this myself with ST3 and I barely touch TT1, let alone getting the idea of putting ET1 in my already limited to hell Engineering slots. Actually I am more and more thinking about just ditching the TT completely.
I don't know if Polarize Hull is really useful on a Carrier. Myself I never missed it a single time on the Atrox. You could either put another Tractor Beam instead, maybe even Scramble Sensors or choose HE1 instead. Another note on this matter: Your PH clashes with HE, so if you're going to PH yourself, you have one of your main hull heal for your team on CD. Is that really worth it? I'd also try to switch HE3 with ST3, especially with those DOffs ST3 is a real joy to use. I couldn't believe it myself, but ST3 is a real noticable improvement over ST2, especially with those mentioned DOffs.
I have to disagree with PSW3 being "useless", it is not. However it is definatly less convenient to use than lets say on your typical Sci Ship. A well timed PSW3 can cause critical damage on your enemy. However this "well timed" is hard to achieve with a skill that is limited on a 3km radius with a ship which turns like a brick. You also need to be trained into PSW to make it usefull. Of course if your Particle(?) Generators are unskilled, it loses most of its punch - just like virtually every skill out there.
After all I'd rather put TBR3 in there, haven't done so yet because it would also clash with my 2xTB1 copies.
Your console layout is a bit awkward too. While I do understand your more damaged oriented playstyle for keeping those two Energy Damage consoles down there, I do not understand the rest. Why not a single SIF console to support your ASIF and HE? Why not a single Shield Emitter to support your ST and TSS? I know Mav said the latter ones suck, however I think having one or two can really make a difference.
The more and more I think about it, the more I guess you're trying to do something with the Atrox which more or less doesn't work: Being *effectively* offensive in terms of DPS. However the Atrox lacks the BOff slots as well as the weapon and console slots to do so. It sure can be used offensively, but rather in a supportive role with CC and/or debuffs than raw DPS.
Is sophy really a troll account from some panda?
I'm expecting to see Boarding Party any minute now.
and sophlogimo, if AKfourtyseven said you ran, you ran. that guy has been around much longer than you, and has no need to fabricate his encounter with your loltacarrier.
dude, why do you continue to argue with all of these talented players? mav is being incredibly patient in this thread. he is awesome at ship layouts, but you just won't listen.
and no mav, this guy is definitely no panda.
I wish. I actually saw him in action this morning.