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Flight Deck Cruisers in endgame

torokokilltorokokill Member Posts: 0 Arc User
edited July 2012 in Klingon Discussion
With this ship sale(and the upcoming fleet refits), I've been rather tempted to pick up the Marauder Patrol Cruiser for my Engineer captain to mix it up a bit from my standard die-hard Vo'quv play.

I honestly don't think I've seen one used in my limited STF experience. Is there any particular reason, or is the ship just unpopular in general? How do they do in elite stfs?
Post edited by torokokill on

Comments

  • maddog0000doommaddog0000doom Member Posts: 1,017 Arc User
    edited July 2012
    if u want a carrier go for kar'fi its the best ship in game.
    [SIGPIC][/SIGPIC]
  • mandrake45mandrake45 Member Posts: 0 Arc User
    edited July 2012
    There isn't a fleet marauder.

    It's also ugly, which is why you don't see it much.
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  • lianthelialianthelia Member Posts: 7,900 Arc User
    edited July 2012
    They have three flight deck cruisers, the one I saw on Tribble I think was more science based, if I recall it had four science consoles, I'm hoping they take either of the other two models and make it a more tac based with three tac consoles!
    Can't have a honest conversation because of a white knight with power
  • bladeofkahlessbladeofkahless Member Posts: 0 Arc User
    edited July 2012
    I believe you're talking about the Orion Marauder?
    (Or as I call it, the IKS Guinea Targ. C'mon... tell me it doesn't look exactly like THIS)
    If so, it's almost exactly the same stat-wise as a Star Cruiser.
    But with an extra 1000 crew and 1 hangar.
    I DO own one, and while I haven't tried it yet in Elite STF's, it should be perfectly viable. In a tanking role, it works well with shield repair drones.
    But really, anything in that hanger would give it just that much more than a Star Cruiser.

    It's me, Chrome. [Join Date: May 2009]

    "Oh, I may be captain by rank... but I never wanted to be anything else but an engineer." ~Montgomery Scott~
  • gypsybladegypsyblade Member Posts: 730 Arc User
    edited July 2012
    I flew one before the pet upgrade at which point I switched to a Kar'fi.. the frigates..

    As its been said.. it's pretty much a Star Cruiser with a Hangar Bay

    The refit looks interesting enough... I might consider it if the the Kar'fi is really left behind with the Fleet refits
  • eradicator84eradicator84 Member Posts: 1,116 Arc User
    edited July 2012
    I fly one loud and proud!

    As others have said it's not the prettiest thing (probably why it's unpopular) but boy is it a ship!
    I like tanking and this ship with an engineer at the helm can take one hell of a beating and come out the other end all beam banks blazing.

    The fed Star Cruiser I like due to the boff layout, suits my tanking style nicely, but the Marauder adds 1k more crew and a hanger which gives slightly more survival and more versatility.

    It's a great ship and after a while the looks grow on you, plus you'll be able to tank everything in PvE with it.


    Regarding STFs specifically:
    - In CSE I can blow an upper sphere below a cube and tank both the Negvar and Raptor that spawn at the same time and destroy them both by myself whilst interfering with spawning BoPs. If kang is under attack I can heal/buff Kang whilst tanking, though it's a fine line to walk between keeping yourself alive vs Kang.

    - ISE I can tank 2-3 sphere's simultaneously, and in short bursts ALL of them that spawn. Can grab aggro then tank, slow and power down the Tac cube with power siphons.

    - KASE I can deal with cubes by myself so if someone handles probes on one side I can DPS the rest (perhaps slower than a tac oriented ship but with Toduj it can help bridge that gap a little. Or if I'm on probe duty I can take out the transformer closest to the portal with it's cube etc whilst dealing with probes. Cube can tickle me when I need to deal with probes no worries.
    Donatra, tank her too, full torp spread and all. With the help of the Shield barrier console even the thalaron burst every 2nd activation.



    The new Fleet Corsair is interesting in that it's going very sci heavy in the boff layout. So you will likely loose some tankability with it. I've been thinking of a setup for it when I get it, and whilst it might be interesting and less ugly, I doubt it can ever tank as well as the Marauder.

    Having said that, I've been enjoying the Karfi I recently bought. Frigates are a lot better vs fighters and carrier survivability with the right setup and mindset isn't too bad either. Definitely better than the Vo'Quv.
    AFMJGUR.jpg
  • carl103carl103 Member Posts: 1 Arc User
    edited July 2012
    Definitely better than the Vo'Quv.

    The Vo'Quv is quite survivable enough thank you, (though i'd gladly rework the slots ever so slightly). But it does have to be played as a sheild tasnk and only really excels at it with an Engeneeir to provide that extra layer of "oh TRIBBLE" buttons in case somthing goes horriblly wrong.
  • eradicator84eradicator84 Member Posts: 1,116 Arc User
    edited July 2012
    I suppose I haven't put huge amounts of time into the Vo'Quv, but the extra forward weapons slot and the superior turn rate (12 degrees for me after skills) makes the Karfi something you can do more damage in and get in or out of combat easier with too.

    Just my play style I guess.
    AFMJGUR.jpg
  • cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited July 2012
    The problem with the VoQuv is that it was supposed to be the 'heavy carrier' when it came to pets. The BoP's were once the heaviest alpha strike damage pets.

    Not anymore.


    Its why I say that the Fleet VoQuv should lose 1 fore and 1 aft weapon bay and gain 2 more hangars. Give the cow pet firepower rather than useless hull/shield HP and an extra console.
  • travelingmastertravelingmaster Member Posts: 0 Arc User
    edited July 2012
    The problem with the VoQuv is that it was supposed to be the 'heavy carrier' when it came to pets. The BoP's were once the heaviest alpha strike damage pets.

    Not anymore.


    Its why I say that the Fleet VoQuv should lose 1 fore and 1 aft weapon bay and gain 2 more hangars. Give the cow pet firepower rather than useless hull/shield HP and an extra console.

    No, no, don't do that. . .'cause then the Feddies will stomp their feet and demand their own version of it, without the nerfing.
    My PvP toon is Krov, of The House of Snoo. Beware of my Hegh'ta of doom.
  • carl104carl104 Member Posts: 87 Arc User
    edited July 2012
    I suppose I haven't put huge amounts of time into the Vo'Quv, but the extra forward weapons slot and the superior turn rate (12 degrees for me after skills) makes the Karfi something you can do more damage in and get in or out of combat easier with too.

    Just my play style I guess.

    heh, can't blame you there, it is a lumbering behmoth of a thing. Which is one of my pet peeves with the sci heavy build. Don;t get more wrong, have acess to 2 of each Ensign and LT power is great for covering sheild tanking bases and hull healing for bleedthrough. And the Siphon i stick in the Lt Cmdr slot is great, but the Cmdr ability allways feels like a waste. I eithier have to fire it off at targets of opportunity, which is pretty sub-optimal, or leave it on cooldown for when i can get that perfect shot on somthing really need it on.

    Sure there are ways of getting that bow around in a hurry, but they're allways an emergancy meashure.

    Dosen't help of course i'm built for tanking, so i can';t play ye old dual beam banks and barely moving trik to keep my bow pointing where i want it. I have to keep moving and that puts me at a near permanant side on angle. In fact i find the Vo'quv happioer to remain perfectly side on to my opponmnents than any other ship i've flown. I have to really baby the assault cruiser around to stop myself accidently overturning and masking the aft batteries.

    Thats said when combined with the plasmonic leech consle it by far and away the best tanky science ship in the game. Put all flow capacitors in those science slots and you get one hell of a ship. I'm getting 25 extra power for every system from that ATM, and might be able to puch it to 30. That lets me get everything but engine power >100. And even engine power sits nice and high. 6 beams is nearly ideal, (with the leech you could run 7 and actually see a DPS boost, but 6 isn't very far behind). And having >100 weapons and Aux makes for some very solid threat and heals. Not to mention EPtS lets me cap sheild power for good resistances.

    If only Feedback Pulse didn;t trigger the Transfer global cooldown it would actually be a perfect ship IMHO.
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