Okay. You're loosing a lot of potential damage by not having your energy types match up. I'd suggest polaron, tetryon, or disruptor.
Dual Beam banks generally have too small of an arc for a carrier. I'd suggest another beam array.
Aft weapons, don't bother with a torp. Either beams or turrets back there. The mine launcher is... alright, I suppose.
Consoles: Dump the accelerator, it's like using a spritz bottle to put out a house fire. The tac consoles should be the damage booster that matches the enrgy type you choose.
And finally, get a set of advanced fighters. Personally, I use the Orion Interceptors and the Orion Slavers. But those both require C-store ship purchases, so...
I'll second the advice to pick an energy type and stick to it. Since you've already invested in some anti-borg plasma weapons (and Plasma is actually pretty good outside of PvP), I'd say stick with that. Similarly, switch both your tactical consoles to Plasma Infuser Mk XI. You can find Blue ones on Exchange for a very reasonable price.
As far as weapon types, since you've already invested in beam weapons, stick with those and drop the projectiles. You mostly want to be be broadsiding your target so that you can get both your for and aft weapons on target, and that will put your torpedoes out of their firing arc. Mines, honestly, are terrible. The Breen Cluster mine is the only one even worth considering, and that's because it mostly acts like a torpedo. You can also buy Mk XI Plasma Beam Arrays on Exchange for cheap. Your fighters have lots of torpedoes, so your job is to strip your targets shields so that their torpedoes hit unshielded hull, which you'll do more effectively with beams than with torpedoes and mines.
I can't recommend Advanced Fighters highly enough. They provide a huge damage boost. If you don't have the dilithium, the regular ones are fine, but consider saving up for them.
Your Boff layout would have to change to make better use of the beams. Fire At Will is great and Beam Overload (especially if you can find Beam Overload 3) can quickly take down shields for your fighters. You might also consider Attack Patter Beta 1 or 2, so that you can debuff your target and help your fighters do more damage.
Other Boff stuff: You have 3 "Team" abilities, which share a global cooldown. Maybe switch Engineering team to an Emergency Power to ability, probably Weapons or Shields? Tachyon Beam if pretty bad. In STFs, most of the targets don't have shields and the targets with shields that matter (Cubes, Tactical Cubes, and bosses) have way too much shielding for it to be effective. Transfer Shield Strength is probably a good choice as you're a bit light on shield heals.
Personally, I use the Orion Interceptors and the Orion Slavers. But those both require C-store ship purchases, so...
Actually Orion Slavers are freebies, I use em when I attempt to take a Carrier out, just not my kind of ship.
I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. If I ask you a question it is not an insult but a genuine attempt to understand why. When I insult you I won't be discreet about it, I will be precise and to the point stupid.
First off, You don't want/need a Mine Dispersal Pattern. Mines do very little most of the time in terms of direct damage. And if you need Mines, I recommend Plasma Mines for PVE, Chronoton Mines for PVP.
Second, A weapon set up like the following might be Ideal Depending on the type of Pilot you are:
Fore: Beam Array, Beam Array, Plasma Torpedo or Third Beam Array
Aft: Beam Array, Beam Array, Plasma Mine
Notice I left out the Energy type. They should all be the same type of energy damage, with the 2 Tac Consoles give to that Energy Weapon type. (So if you choose Disruptor, you should be using Disruptor Energy weapon consoles)
Next, don't bother with a Turn rate console. The Vor'quv turns so slowly, that it really isn't noticeable. Armor Consoles are your best bet.
Your Sci powers could use some work. I'd recommend:
Cmd: Tractor Beam 1 or Polarize Hull 1, Transfer Shield Strength 2, Tractor Repulsors 2 or Viral Matrix 1 or FeedBack Pulse, Gravity Well 3
Lt: Tractor Beam 1, or Science team 1, Hazard Emitters 2
Then use Consoles for Particle Generators to help increase the damage.
One of the better set ups I've run with the Vor'quv for it's LtC Engineer powers is:
Engineering Team 1, Aux to Structural 1, Emergency Power to Shields 3
This will give you a couple ways to heal yourself, and a way to keep your shields nearly always at 100 shield power. Especially if you have times where you run Aux /100 and Shields /50
Your Tactical powers will greatly depend on what you choose for your weapons of course, but I'd recommend:
Tactical Team 1, Beam Fire at will 2, (If Plasma torp selected) Torpedo Spread 3 (If all Beams) Beam Fire at Will 3 or Attack Pattern Delta/Beta 2 or Attack Pattern Omega 1
Either of the above set ups will help to increase your damage. And give you a way to attack Multiple Enemies while cycling through your Target Subsystem abilities.
And, as far as pets go, I can't ever not first suggest the Bird of Prey pets. Weither it's the normal, or the Dilithium versions, these pets are BEASTS. You can either just set them on Attack for attack runs, then setting them to Follow to give them an Alpha strike from Cloak, or you can set them to Intercept bringing them back to you cloaked with Follow when need be. They are also 100% more survivable then the To'duj fighters.
Finally, make sure you get at least 2 Shield Distribution Duty officers. Rare Quality is probobly eaiser to get at first, but work your way up to Purple quality when you can. Flight Deck Pet recharge Doffs are also useable depending on the weapons you choose. Though if you go with Bird of Prey Pets, out side of PVP, you'll find you won't need the recharge rate. So you could go with 1x Grav Well Aftershock doff (Can't remember it's name) An extra Shield Distribution doff if you don't already have 3, then if you go Viral Matrix, the Viral Matrix Duty officer. If you don't, then it will depend on which powers you feel need a buff. You might also want a Science Team, or Engineering team recharge Doff just to bring it's recharge down abit.
Good luck. And enjoy your Carrier. And remember, don't always fly at full throttle. When in combat, try flying at 50% throttle. It will make it easier to turn when you need to. And Reverse is also useful to a carrier. Just a couple extra tips.
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
On a slow turning ship, like the Vo'quv, I like to use power siphon. It is omnidirectional, so no problem with which way you are pointing. And it works with the inexpensive flow capacitor skill.
Power Siphon III can be made to boost all your power levels to 125, specially if you use the plasmonic leech console.
Sci slots: 18% Shieldstrenght consol form the dil store, Borg console and 2x shield emitter
Eng slots: 1x Eps Console, 2x neutronium armor
Tac slots: 2x Polaron consols
lt cmdr Tac: tac team 1, Torpedo spread 2, Attackpattern beta
lt cmdr eng: Emergency power to shields 1, Emergency power to shields 2, Aux to Structural integrity field
Cmdr Sci: Polarize hull 1, hazard emitter 2, transfer shield strenght 3, Gravwell 3
lt Sci: Sci team, transfer shield strenght
Pets: Birds of Prey if you want damage and power syphon drones if you want to weaken an enemy like Donatra
Plays really simple:
you can chain epts 1 + 2 so that their is always one up giving you a nice boost to your shield power.
The Chronium Torpedos together with torpedo spread can stop large groups of enemies for 15 seconds.
That is especially useful if you find that you need to get away or if you want large groups of enemies from getting away. When your torpedo spread is on cool down use Gravwell to pin enemies in place.
Most of your damage will come from your Pets, if you use birds of prey. It is especially nice if you bring down the shields of your target and get a ap Beta on it. Your BoPs can tear a target into tiny little pieces.
Dying should not be a problem with all the shield and hull heals you have.
So i fell for the carrier thinking that i would love it.
i was only paritaly correct
so heres the loadout
...
anything i should change?
Welcome to Cryptic's red headed child ship class.
What to change? Everything.
Try this:
Borg Engines
Borg Deflector
KDF Honor Guard Shield
6 beam arrays (antiproton or disruptor, dont bother with any other weapon type).
2X plasma resist, 1 X kinetic resist engineering consoles
borg universal console, shield emitters x2 and plasmonic leech (if you dont have this put in the diltihium store console that gives +18% shields).
2 tac consoles that match the damage type of your beams.
Bridge officer abilities:
Lt Cmdr Tactical:
Tac team 1, Fire at Will 2 , Fire at Will 3
Cmdr Science:
Polarize Hull, Tractor Beam Repulsors, Hazard 3, Gravity Well 3
Lt Science:
Tractor Beam 1, Science Team 2
NOTE: Alternatively you can switch hazard 3 for Transfer Shield Strength 3 and have the LT Science be Science Team 1 and Hazard 2. This gives you the absolute best shield tank...but Transfer shield strength 3 is very hard to find.
Lt Cmdr Engineer:
Engineering Team 1, Aux to SIF 1, Emergency power to Shields 3
Power Settings: Make sure the ship has AUX power at 40 or better regardless of wep/shield/speed saved preset. If you dont then your tank doesnt work.
What this gives you:
An insane shield and hull tank ability. You have the best of all worlds to heal that behemoth of a ship.
Very good firepower. 6 beam arrays when fired broadside can be deadly. The fire at will allows you to damage multiple ships at once.
Learn to use the repulsors. They are key to winning STF's and fleet actions not to mention absolutely essential to pushing pesky ships that fly circles around you ...push them out to where your beams easily broadside them that is.
Learn to use subsystem attacks. Particularly the weapon and engines (dont bother with shield, the tier 1 ability never really works) ones.
Remember: You are a Carrier not a cruiser. Use your ship weaponry to assist your pets not the other way around. The birds of prey and todujs will outdamage your ship by a significant margin.
Learn to use your pets. You have to learn to work around the devs ROYAL TRIBBLE up pet AI and pet commands so that the pets will actually do what you want them to do. Half the time it wont work and half the time you will wonder why the hell is that bird of prey shooting the cube 30km away rather than the probe i have targetted with 'attack' command selected that is 2km from my ship... so be warned.
Finally.. you are not a cruiser, you are not an escort, you are not a science ship. You are not there to heal people or to take aggro. As a carrier, neutered as it may be now in pet AI, your role is to send those little ships out to fight.
Special notes:
Screwed up pet AI-
Escort order does not work. Pets wont escort federation team-mates (only klingon) and once you tell them to escort a ship you literally cant target anything but that friendly ship..because the moment you target an enemy your pets beeline to attack it...leaving your friend unprotected.
Intercept order is mostly useless. pets going after mines and torpedoes? Laughable as mines hardly do damage to anyone and the pets wont target heavy torpedoes unless they are aimed at you (and if it is its nice but most of the time your fire at will and tractor repulsor can take care of them). Not to mention the fact that intercept order becomes useless when your pets are 12km away and it takes them 2 minutes to fly back to you while the heavy torpedo is speeding towards your hull. They dont get there in time.
Recall order is best left untouched. One of the biggest FUBAR's the devs did was put the recall order as a 'STOP dead in space, drop shields, cloak and CRAWL at 1/10th speed back towards your carrier' order. Oh and it no longer resets the pet's original target from their target list so the moment you remove the recall order they speed like mad back to it...and MANY times do so IGNORING your new 'attack' order.
In short.. dont bother using the pet commands. Pets will, without ordering them to, attack whatever you have targetted. That was the lame no-work-for-us solution the devs came up with after TRIBBLE the pet AI up.
In short.. dont bother using the pet commands. Pets will, without ordering them to, attack whatever you have targetted. That was the lame no-work-for-us solution the devs came up with after TRIBBLE the pet AI up.
I'm afraid i couldn't disagree with this more, while your boff set-up does make an amazing tank, and i would know, i run a similar set up and have a carrier that survives almost anything, my B'Rolth Birds-of-Prey follow commands well, the Escort order, i agree, is useless, and i never use it, i just use the attack order on the ship they're having trouble with and over 90% of the time they will attack it, usually aggro-ing it and blasting them by over 20k in damage. Recall, while i think them sitting cloaked is a major advantage, they can be insta-killed by tricobalt mines in the area, but i can respawn them in about 20 seconds due to high aux power and doffs. I rarely use intercept order as i shoot the torpedoes myself, or they do no damage anyway.
And regarding your weapons set-up, i find due to a lack of weapons power a full beam boat adds little, so i add the capability of burst damage in STF by adding the bio-neural warhead, though occasionally i do switch to 6 beams, but not often, and even when bored as hell a dual beam, 2 dual cannons, and 3 turrets, which for that ship is laughable.
i just use the attack order on the ship they're having trouble with and over 90% of the time they will attack it, usually aggro-ing it and blasting them by over 20k in damage.
Try this:
Do not issue attack order. Issue no orders. Select a target, shoot it. The BoPs will fly to it and hit it. This is one of the band-aid fixed applied when they screwed with the pet AI.
The 20k damage you will notice is spread over 2 or more shield of the target. The new flight pattern has the BoPs, for some idiotic reason, flying in different directions and approaching the target in a semi-circle approach where they cant fire their dual cannons or torpedos during the approach and its only on the very last few seconds when the BoP actually FACES the target that they fire. Due to the semi-circle approach and split-up flight pattern the BoPs end up doing those 20k damage in : 10k to one shield, 5k to another shield and 5k to another shield. Result? your target is meagerly hurt. They will only do noticeable damage if the hull is hit (since hull has no 'facings').
Also, the BoPs will cease to obey your orders except recall if they fly outside 15km range. The glitch there is that they will choose their own target and even if you recall them and they sit next to your carrier after a long,slow flight...the moment you click attack on a different target they will ignore it and go back to their original self-chosen target.
I don't understand what is so hard for the devs to STOP the pets from choosing their own targets. They should only have one target: what the carrier told them to attack.
Before the AI patch TRIBBLE up this could be counter-commanded with Recall order (it cleared their target list) but now it doesnt.
Here's a video of me testing a dual heavy torpedo setup...and using a different boff setup before the patch changes. So ignore that stuff. Concentrate instead on the Birds of Prey and how they react to the carrier commands, how they fly in formation, how they beeline to target when ordered to attack it, how they all hit the same SHIELD and obliterate it + do heavy hull damage on the targets. More importantly, look how they hit full impulse to return to your carrier's side -AND- park+face the same direction your carrier is facing.
Amazing.. why the heck did they mess this up is beyond understanding.
Recall, while i think them sitting cloaked is a major advantage, they can be insta-killed by tricobalt mines in the area, but i can respawn them in about 20 seconds due to high aux power and doffs. I rarely use intercept order as i shoot the torpedoes myself, or they do no damage anyway.
Its not about them sitting next to your carrier cloaked. Its that if the BoPs are 12km away and you recall them, they will cloak and CRAWL back to your carrier.. at what seems to be 1/4th impulse. Under those conditions you cant really control them in battle...and you lose them fast from random explosions as they fly back to you. It is, sadly, better to tell them to escort a KDF ship thats near you so they fly speedily to your proximity.
And regarding your weapons set-up, i find due to a lack of weapons power a full beam boat adds little, so i add the capability of burst damage in STF by adding the bio-neural warhead, though occasionally i do switch to 6 beams, but not often, and even when bored as hell a dual beam, 2 dual cannons, and 3 turrets, which for that ship is laughable.
On the contrary.. a full beam boat has plenty of damage precisely because it is 6 beams working on fire at will nonstop. The bioneural does add oomph but it does **** damage vs shielded targets and you cannot reliably drop and keep shields dropped to make the bioneural hit the hull. Overall on average, a beam array in that slot will do more damage than the bioneural in the time it takes the bioneural to reach its target.
Power settings you need to constantly shift to fit your needs.
Attack:
100 weapon, 25 shield, 25 engine the rest in aux. This is for when you're not aggroed and can just dish damage. Also very useful for fighting stuff you can just tank with your healing abilities..aka anything except the bosses.
Defense:
25 weapon, 80 shield, 80 engine rest in aux. This is the setting I use to fight bosses. I let my pets and team do the dps while I tank and pop nonstop disable engine/weapons/aux subsystem attacks.
The speed and 'balanced' presets I set for unique carrier needs.
The 'speed' setting i set to be my 'nonstop heal' setting. 25 weapon, 80 shield, 25 engine, 80 aux. Useful for healing others and for when you somehow gain the aggro of every NPC in the map.
The 'balance' preset is my 'launch stuff faster' seting.. 100 aux, wep shield at minimum, the rest in engine (at map starts it lets me get into position and have my fighter wings all out).
I see your point, i guess i never paid it much attention, i just worked ways around their shocking AI, like keeping them recalled until i need them then having all 4 attack, then recall them, but i only use that to kill transformers in Infected and Probes in KA, so would you recommend not using any of the commands then? besides recall when needed.
I get your point, but i have (perhaps mistakenly) put skill into threat control to keep aggro off the weaker ships around me, as my build can tank against a tac cube, or donatra, or the gate with little or no trouble.
But i do understand people use carriers differently, they can be support ships, self-appointed battleships, sci-spammers, the list goes on.
I get your point, but i have (perhaps mistakenly) put skill into threat control to keep aggro off the weaker ships around me, as my build can tank against a tac cube, or donatra, or the gate with little or no trouble.
I disagree with his entire concept of how to use a carrier.
If you can tank, with threat control, then tank and ignore a concept that sees you wasting your massive survivability and/or healing powers to support a bunch of expendable living weapons that are designed to die and be re-summoned.
How is this wasting my survivability? I'm afraid what you said makes no sense to me, the weaker ships i was referring to are the escorts, sci ships and others that do more damage than i do, but usually can't take the pounding, while this does mean my BoPs are aggroed less, they're still targetted and killed more often than not, that wasn't my intention when i skilled it like that, my intention was rather than support ships, to take the damage that others couldn't, to let them deal the damage. It has worked successfully for me in over a hundred STF's and my Hull resists are significantly higher now, so it's useful in PVP aswell. Therefore, whether you agree or disagree, shall not affect my skill set-up. Even if i could change it, which i can't as i ran out of respec tokens.
I get your point, but i have (perhaps mistakenly) put skill into threat control to keep aggro off the weaker ships around me, as my build can tank against a tac cube, or donatra, or the gate with little or no trouble.
But i do understand people use carriers differently, they can be support ships, self-appointed battleships, sci-spammers, the list goes on.
Its not really a mistake however if you want to fly other ships like a bird of prey that point in threat control can be... painful to have. Cruisers are the role tanks of the game and while your carrier can indeed take a pounding it has very little means to take aggro off much higher damage ships. In fact your pets will take the aggro not you the great majority of times.
I disagree with his entire concept of how to use a carrier.
If you can tank, with threat control, then tank and ignore a concept that sees you wasting your massive survivability and/or healing powers to support a bunch of expendable living weapons that are designed to die and be re-summoned.
thats the problem with the current pet setup. The mentality it has pushed carriers into is that they are some sort of weapon that is to be fired once and it does its thing. Before the AI screwup change you could literally -BE- a carrier. Your pets could be ordered back and forth, could be ordered to fire on a target while your carrier dealt with a different target,etc etc. Most importantly, by commanding the pets the carrier could deliver either a very heavy alpha strike hit (bop 4x torpedo hitting same shield at once) or a heavy damage-over time weapon (toduj's under attack & recall cycle would do brutal damage compared to just letting them swarm around a target).
Right now the carrier is really just a cruiser that can equip different & higher damage versions of the scorpion fighters.
You're boasting "insane shield and hull tank ability"
Yet you're convinced you are not there to hold aggro, or heal/support the team?
I was not aware he had a point in threat control. that alone lets him hold aggro. It has nothing to do with the carrier itself. The carrier that does not have it however cannot 'hold' aggro as escorts and cruisers take it away from him very quickly. Healing and supporting the team I meant is as in you should not spec your ship FOR that. Sure you can pop heals if you're not under attack to help out but you should not be putting extend shields and a bunch of insta-repair abilities just for healing others. A carrier that focuses on healing other ships ends up not managing his own damage output well enough (pets) and that hurts the team a lot more than losing one player for a few seconds...not to mention that MOST of the time the carrier is out of range of those other players (as in STFs) anyway.
Damage support and crowd control are imo is the main role of the carrier.
I see your point, i guess i never paid it much attention, i just worked ways around their shocking AI, like keeping them recalled until i need them then having all 4 attack, then recall them, but i only use that to kill transformers in Infected and Probes in KA, so would you recommend not using any of the commands then? besides recall when needed.
In a nutshell here's what the pets will do under each order setting:
No orders: Pets will sit next to you as long as no one in your team is in combat. Aka only at start and end of a map. If your team-mates fire or are fired upon, the pets 'pick up' that target and head off to battle it.
Note that all the time you have no orders listed your carrier is still issuing 'attack my selected target' nonstop to your pets. This is the failed workaround the devs put in after they screwed the AI up. Therefore, when YOUR ship enters RED ALERT the pets will receive your target and go an and attack it (if pets are within 15km ..outside they'll usually do whatever the hell they want).
Attack order: Essentially does nothing other than allow you to send the pets to attack a target while you are not in red alert status since if you read above, the carrier sends 'attack my target' orders all the time even if you have no orders highlighted.
Intercept: pets target mines, torpedoes and small ships. This command is, ironically, the ONLY command the devs actually fixed 100% ...and even more ironically, nobody gave a TRIBBLE about it before or after since its really useless.
Escort: As mentioned before, only will escort same-faction ships. However it is useless since the moment you stop targeting the friendly ship and target an enemy the pets switch to 'attack this' mode.
Recall: Does not reset target list of pets. Pets will stop in space, cloak (if they can) and travel back to carrier at minimum speed.
Personally, I only use attack when i want to send the pets to fight something that is far away from me (10km+). Anything inside 10km i leave the pets under no orders...they shoot what i have targeted anyways. I use Escort as a workaround to get my far-away (10km+) pets to return to my proximity by targeting myself or a kdf friendly thats near me..that way they zoom back rather than crawl back. Recall I only use to prevent pets from firing on things.
Thanks for this, taking your advice into account i should be able to improve how i use my carrier, heck my fleetmates already either fear it or know they can't defeat it, perhaps this will improve it so they all fear it lol. And by the way, we occasionally run Carrier only STF's in my fleet, if you ever want to join us for a match or more, then we'd be glad to have another one.
Comments
Deflector: Polarized parabolic deflector MkX
Impulse: Assimilated subtranswarp engines
Sheild: Assimilated Regenerative Sheild array
Okay. You're loosing a lot of potential damage by not having your energy types match up. I'd suggest polaron, tetryon, or disruptor.
Dual Beam banks generally have too small of an arc for a carrier. I'd suggest another beam array.
Aft weapons, don't bother with a torp. Either beams or turrets back there. The mine launcher is... alright, I suppose.
Consoles: Dump the accelerator, it's like using a spritz bottle to put out a house fire. The tac consoles should be the damage booster that matches the enrgy type you choose.
And finally, get a set of advanced fighters. Personally, I use the Orion Interceptors and the Orion Slavers. But those both require C-store ship purchases, so...
As far as weapon types, since you've already invested in beam weapons, stick with those and drop the projectiles. You mostly want to be be broadsiding your target so that you can get both your for and aft weapons on target, and that will put your torpedoes out of their firing arc. Mines, honestly, are terrible. The Breen Cluster mine is the only one even worth considering, and that's because it mostly acts like a torpedo. You can also buy Mk XI Plasma Beam Arrays on Exchange for cheap. Your fighters have lots of torpedoes, so your job is to strip your targets shields so that their torpedoes hit unshielded hull, which you'll do more effectively with beams than with torpedoes and mines.
I can't recommend Advanced Fighters highly enough. They provide a huge damage boost. If you don't have the dilithium, the regular ones are fine, but consider saving up for them.
Your Boff layout would have to change to make better use of the beams. Fire At Will is great and Beam Overload (especially if you can find Beam Overload 3) can quickly take down shields for your fighters. You might also consider Attack Patter Beta 1 or 2, so that you can debuff your target and help your fighters do more damage.
Other Boff stuff: You have 3 "Team" abilities, which share a global cooldown. Maybe switch Engineering team to an Emergency Power to ability, probably Weapons or Shields? Tachyon Beam if pretty bad. In STFs, most of the targets don't have shields and the targets with shields that matter (Cubes, Tactical Cubes, and bosses) have way too much shielding for it to be effective. Transfer Shield Strength is probably a good choice as you're a bit light on shield heals.
Actually Orion Slavers are freebies, I use em when I attempt to take a Carrier out, just not my kind of ship.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
First off, You don't want/need a Mine Dispersal Pattern. Mines do very little most of the time in terms of direct damage. And if you need Mines, I recommend Plasma Mines for PVE, Chronoton Mines for PVP.
Second, A weapon set up like the following might be Ideal Depending on the type of Pilot you are:
Fore: Beam Array, Beam Array, Plasma Torpedo or Third Beam Array
Aft: Beam Array, Beam Array, Plasma Mine
Notice I left out the Energy type. They should all be the same type of energy damage, with the 2 Tac Consoles give to that Energy Weapon type. (So if you choose Disruptor, you should be using Disruptor Energy weapon consoles)
Next, don't bother with a Turn rate console. The Vor'quv turns so slowly, that it really isn't noticeable. Armor Consoles are your best bet.
Your Sci powers could use some work. I'd recommend:
Cmd: Tractor Beam 1 or Polarize Hull 1, Transfer Shield Strength 2, Tractor Repulsors 2 or Viral Matrix 1 or FeedBack Pulse, Gravity Well 3
Lt: Tractor Beam 1, or Science team 1, Hazard Emitters 2
Then use Consoles for Particle Generators to help increase the damage.
One of the better set ups I've run with the Vor'quv for it's LtC Engineer powers is:
Engineering Team 1, Aux to Structural 1, Emergency Power to Shields 3
This will give you a couple ways to heal yourself, and a way to keep your shields nearly always at 100 shield power. Especially if you have times where you run Aux /100 and Shields /50
Your Tactical powers will greatly depend on what you choose for your weapons of course, but I'd recommend:
Tactical Team 1, Beam Fire at will 2, (If Plasma torp selected) Torpedo Spread 3 (If all Beams) Beam Fire at Will 3 or Attack Pattern Delta/Beta 2 or Attack Pattern Omega 1
Either of the above set ups will help to increase your damage. And give you a way to attack Multiple Enemies while cycling through your Target Subsystem abilities.
And, as far as pets go, I can't ever not first suggest the Bird of Prey pets. Weither it's the normal, or the Dilithium versions, these pets are BEASTS. You can either just set them on Attack for attack runs, then setting them to Follow to give them an Alpha strike from Cloak, or you can set them to Intercept bringing them back to you cloaked with Follow when need be. They are also 100% more survivable then the To'duj fighters.
Finally, make sure you get at least 2 Shield Distribution Duty officers. Rare Quality is probobly eaiser to get at first, but work your way up to Purple quality when you can. Flight Deck Pet recharge Doffs are also useable depending on the weapons you choose. Though if you go with Bird of Prey Pets, out side of PVP, you'll find you won't need the recharge rate. So you could go with 1x Grav Well Aftershock doff (Can't remember it's name) An extra Shield Distribution doff if you don't already have 3, then if you go Viral Matrix, the Viral Matrix Duty officer. If you don't, then it will depend on which powers you feel need a buff. You might also want a Science Team, or Engineering team recharge Doff just to bring it's recharge down abit.
Good luck. And enjoy your Carrier. And remember, don't always fly at full throttle. When in combat, try flying at 50% throttle. It will make it easier to turn when you need to. And Reverse is also useful to a carrier. Just a couple extra tips.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Power Siphon III can be made to boost all your power levels to 125, specially if you use the plasmonic leech console.
Hi!!
weapons:
Forward 2x polaron beam arrays + 1 Chronium Torpedo
Backward 2x polaron beam arrays + 1 Chronium Torpedo
Engine & Deflector: Omega
Shield: Honorguard
Sci slots: 18% Shieldstrenght consol form the dil store, Borg console and 2x shield emitter
Eng slots: 1x Eps Console, 2x neutronium armor
Tac slots: 2x Polaron consols
lt cmdr Tac: tac team 1, Torpedo spread 2, Attackpattern beta
lt cmdr eng: Emergency power to shields 1, Emergency power to shields 2, Aux to Structural integrity field
Cmdr Sci: Polarize hull 1, hazard emitter 2, transfer shield strenght 3, Gravwell 3
lt Sci: Sci team, transfer shield strenght
Pets: Birds of Prey if you want damage and power syphon drones if you want to weaken an enemy like Donatra
Plays really simple:
you can chain epts 1 + 2 so that their is always one up giving you a nice boost to your shield power.
The Chronium Torpedos together with torpedo spread can stop large groups of enemies for 15 seconds.
That is especially useful if you find that you need to get away or if you want large groups of enemies from getting away. When your torpedo spread is on cool down use Gravwell to pin enemies in place.
Most of your damage will come from your Pets, if you use birds of prey. It is especially nice if you bring down the shields of your target and get a ap Beta on it. Your BoPs can tear a target into tiny little pieces.
Dying should not be a problem with all the shield and hull heals you have.
Welcome to Cryptic's red headed child ship class.
What to change? Everything.
Try this:
Borg Engines
Borg Deflector
KDF Honor Guard Shield
6 beam arrays (antiproton or disruptor, dont bother with any other weapon type).
2X plasma resist, 1 X kinetic resist engineering consoles
borg universal console, shield emitters x2 and plasmonic leech (if you dont have this put in the diltihium store console that gives +18% shields).
2 tac consoles that match the damage type of your beams.
Bridge officer abilities:
Lt Cmdr Tactical:
Tac team 1, Fire at Will 2 , Fire at Will 3
Cmdr Science:
Polarize Hull, Tractor Beam Repulsors, Hazard 3, Gravity Well 3
Lt Science:
Tractor Beam 1, Science Team 2
NOTE: Alternatively you can switch hazard 3 for Transfer Shield Strength 3 and have the LT Science be Science Team 1 and Hazard 2. This gives you the absolute best shield tank...but Transfer shield strength 3 is very hard to find.
Lt Cmdr Engineer:
Engineering Team 1, Aux to SIF 1, Emergency power to Shields 3
Power Settings: Make sure the ship has AUX power at 40 or better regardless of wep/shield/speed saved preset. If you dont then your tank doesnt work.
What this gives you:
An insane shield and hull tank ability. You have the best of all worlds to heal that behemoth of a ship.
Very good firepower. 6 beam arrays when fired broadside can be deadly. The fire at will allows you to damage multiple ships at once.
Learn to use the repulsors. They are key to winning STF's and fleet actions not to mention absolutely essential to pushing pesky ships that fly circles around you ...push them out to where your beams easily broadside them that is.
Learn to use subsystem attacks. Particularly the weapon and engines (dont bother with shield, the tier 1 ability never really works) ones.
Remember: You are a Carrier not a cruiser. Use your ship weaponry to assist your pets not the other way around. The birds of prey and todujs will outdamage your ship by a significant margin.
Learn to use your pets. You have to learn to work around the devs ROYAL TRIBBLE up pet AI and pet commands so that the pets will actually do what you want them to do. Half the time it wont work and half the time you will wonder why the hell is that bird of prey shooting the cube 30km away rather than the probe i have targetted with 'attack' command selected that is 2km from my ship... so be warned.
Finally.. you are not a cruiser, you are not an escort, you are not a science ship. You are not there to heal people or to take aggro. As a carrier, neutered as it may be now in pet AI, your role is to send those little ships out to fight.
Special notes:
Screwed up pet AI-
Escort order does not work. Pets wont escort federation team-mates (only klingon) and once you tell them to escort a ship you literally cant target anything but that friendly ship..because the moment you target an enemy your pets beeline to attack it...leaving your friend unprotected.
Intercept order is mostly useless. pets going after mines and torpedoes? Laughable as mines hardly do damage to anyone and the pets wont target heavy torpedoes unless they are aimed at you (and if it is its nice but most of the time your fire at will and tractor repulsor can take care of them). Not to mention the fact that intercept order becomes useless when your pets are 12km away and it takes them 2 minutes to fly back to you while the heavy torpedo is speeding towards your hull. They dont get there in time.
Recall order is best left untouched. One of the biggest FUBAR's the devs did was put the recall order as a 'STOP dead in space, drop shields, cloak and CRAWL at 1/10th speed back towards your carrier' order. Oh and it no longer resets the pet's original target from their target list so the moment you remove the recall order they speed like mad back to it...and MANY times do so IGNORING your new 'attack' order.
In short.. dont bother using the pet commands. Pets will, without ordering them to, attack whatever you have targetted. That was the lame no-work-for-us solution the devs came up with after TRIBBLE the pet AI up.
And regarding your weapons set-up, i find due to a lack of weapons power a full beam boat adds little, so i add the capability of burst damage in STF by adding the bio-neural warhead, though occasionally i do switch to 6 beams, but not often, and even when bored as hell a dual beam, 2 dual cannons, and 3 turrets, which for that ship is laughable.
Try this:
Do not issue attack order. Issue no orders. Select a target, shoot it. The BoPs will fly to it and hit it. This is one of the band-aid fixed applied when they screwed with the pet AI.
The 20k damage you will notice is spread over 2 or more shield of the target. The new flight pattern has the BoPs, for some idiotic reason, flying in different directions and approaching the target in a semi-circle approach where they cant fire their dual cannons or torpedos during the approach and its only on the very last few seconds when the BoP actually FACES the target that they fire. Due to the semi-circle approach and split-up flight pattern the BoPs end up doing those 20k damage in : 10k to one shield, 5k to another shield and 5k to another shield. Result? your target is meagerly hurt. They will only do noticeable damage if the hull is hit (since hull has no 'facings').
Also, the BoPs will cease to obey your orders except recall if they fly outside 15km range. The glitch there is that they will choose their own target and even if you recall them and they sit next to your carrier after a long,slow flight...the moment you click attack on a different target they will ignore it and go back to their original self-chosen target.
I don't understand what is so hard for the devs to STOP the pets from choosing their own targets. They should only have one target: what the carrier told them to attack.
Before the AI patch TRIBBLE up this could be counter-commanded with Recall order (it cleared their target list) but now it doesnt.
Here's a video of me testing a dual heavy torpedo setup...and using a different boff setup before the patch changes. So ignore that stuff. Concentrate instead on the Birds of Prey and how they react to the carrier commands, how they fly in formation, how they beeline to target when ordered to attack it, how they all hit the same SHIELD and obliterate it + do heavy hull damage on the targets. More importantly, look how they hit full impulse to return to your carrier's side -AND- park+face the same direction your carrier is facing.
Amazing.. why the heck did they mess this up is beyond understanding.
http://youtu.be/xuQpeQxF2s8
Its not about them sitting next to your carrier cloaked. Its that if the BoPs are 12km away and you recall them, they will cloak and CRAWL back to your carrier.. at what seems to be 1/4th impulse. Under those conditions you cant really control them in battle...and you lose them fast from random explosions as they fly back to you. It is, sadly, better to tell them to escort a KDF ship thats near you so they fly speedily to your proximity.
On the contrary.. a full beam boat has plenty of damage precisely because it is 6 beams working on fire at will nonstop. The bioneural does add oomph but it does **** damage vs shielded targets and you cannot reliably drop and keep shields dropped to make the bioneural hit the hull. Overall on average, a beam array in that slot will do more damage than the bioneural in the time it takes the bioneural to reach its target.
Power settings you need to constantly shift to fit your needs.
Attack:
100 weapon, 25 shield, 25 engine the rest in aux. This is for when you're not aggroed and can just dish damage. Also very useful for fighting stuff you can just tank with your healing abilities..aka anything except the bosses.
Defense:
25 weapon, 80 shield, 80 engine rest in aux. This is the setting I use to fight bosses. I let my pets and team do the dps while I tank and pop nonstop disable engine/weapons/aux subsystem attacks.
The speed and 'balanced' presets I set for unique carrier needs.
The 'speed' setting i set to be my 'nonstop heal' setting. 25 weapon, 80 shield, 25 engine, 80 aux. Useful for healing others and for when you somehow gain the aggro of every NPC in the map.
The 'balance' preset is my 'launch stuff faster' seting.. 100 aux, wep shield at minimum, the rest in engine (at map starts it lets me get into position and have my fighter wings all out).
You have all of that hull and shielding.
You have all of those heals available.
You're boasting "insane shield and hull tank ability"
Yet you're convinced you are not there to hold aggro, or heal/support the team?
But i do understand people use carriers differently, they can be support ships, self-appointed battleships, sci-spammers, the list goes on.
I disagree with his entire concept of how to use a carrier.
If you can tank, with threat control, then tank and ignore a concept that sees you wasting your massive survivability and/or healing powers to support a bunch of expendable living weapons that are designed to die and be re-summoned.
Its not really a mistake however if you want to fly other ships like a bird of prey that point in threat control can be... painful to have. Cruisers are the role tanks of the game and while your carrier can indeed take a pounding it has very little means to take aggro off much higher damage ships. In fact your pets will take the aggro not you the great majority of times.
thats the problem with the current pet setup. The mentality it has pushed carriers into is that they are some sort of weapon that is to be fired once and it does its thing. Before the AI screwup change you could literally -BE- a carrier. Your pets could be ordered back and forth, could be ordered to fire on a target while your carrier dealt with a different target,etc etc. Most importantly, by commanding the pets the carrier could deliver either a very heavy alpha strike hit (bop 4x torpedo hitting same shield at once) or a heavy damage-over time weapon (toduj's under attack & recall cycle would do brutal damage compared to just letting them swarm around a target).
Right now the carrier is really just a cruiser that can equip different & higher damage versions of the scorpion fighters.
I was not aware he had a point in threat control. that alone lets him hold aggro. It has nothing to do with the carrier itself. The carrier that does not have it however cannot 'hold' aggro as escorts and cruisers take it away from him very quickly. Healing and supporting the team I meant is as in you should not spec your ship FOR that. Sure you can pop heals if you're not under attack to help out but you should not be putting extend shields and a bunch of insta-repair abilities just for healing others. A carrier that focuses on healing other ships ends up not managing his own damage output well enough (pets) and that hurts the team a lot more than losing one player for a few seconds...not to mention that MOST of the time the carrier is out of range of those other players (as in STFs) anyway.
Damage support and crowd control are imo is the main role of the carrier.
In a nutshell here's what the pets will do under each order setting:
No orders: Pets will sit next to you as long as no one in your team is in combat. Aka only at start and end of a map. If your team-mates fire or are fired upon, the pets 'pick up' that target and head off to battle it.
Note that all the time you have no orders listed your carrier is still issuing 'attack my selected target' nonstop to your pets. This is the failed workaround the devs put in after they screwed the AI up. Therefore, when YOUR ship enters RED ALERT the pets will receive your target and go an and attack it (if pets are within 15km ..outside they'll usually do whatever the hell they want).
Attack order: Essentially does nothing other than allow you to send the pets to attack a target while you are not in red alert status since if you read above, the carrier sends 'attack my target' orders all the time even if you have no orders highlighted.
Intercept: pets target mines, torpedoes and small ships. This command is, ironically, the ONLY command the devs actually fixed 100% ...and even more ironically, nobody gave a TRIBBLE about it before or after since its really useless.
Escort: As mentioned before, only will escort same-faction ships. However it is useless since the moment you stop targeting the friendly ship and target an enemy the pets switch to 'attack this' mode.
Recall: Does not reset target list of pets. Pets will stop in space, cloak (if they can) and travel back to carrier at minimum speed.
Personally, I only use attack when i want to send the pets to fight something that is far away from me (10km+). Anything inside 10km i leave the pets under no orders...they shoot what i have targeted anyways. I use Escort as a workaround to get my far-away (10km+) pets to return to my proximity by targeting myself or a kdf friendly thats near me..that way they zoom back rather than crawl back. Recall I only use to prevent pets from firing on things.