ok so im new to the klingon side some of you might have read my post about choosing between carriers .
In the end i chose the vo'quv and boy was i pleased. I dont pvp alot but i had a go today in a fed vs klink cap n hold, two of my team dropped out upon starting so we didnt stand much of a chance. In the end i had 1.8mil healing and 650k damage dealt. Wow this thing can tank.
As impressed as i am obviously everything can be improvedand i think its my damage output. I am an engineer pilot, i have enough zen to buy one special console was thinking either the bio warhead or subspace jumper. I aim to buy brothl Bops. I want to be a damage dealing carrier.
Any help or opinions would be much appreciated i did hear that the biowarhead is hard to use but i personally dont think the jumper would be any help for me as i mostly do stfs.
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
The Plasmonic Leach is the best console to buy first, IMO, because it's good for pretty much any ship. On a sustained fire ship like yours it's golden, no cooldown, no arc, no drawbacks. I have ISO on a fed because I got it in a lockbox, but I wouldn't have spent money on it.
Photonic Officer is rubbish, if you want to reduce cooldowns you need 3 Tech Doffs and Aux2Batt, but I don't think there's enough Eng slots on the Vo'quv for it. That PO2 is taking up a huge spot for HE3, TSS3, or (what I would run) ST3. ST3 saves lives.
I would say slot 2-3 Damage Control Engineers (I slot 2) and 1 Warp Core Engineer (as an Eng you might not feel the need). Then run EPTA and EPTS. The doffs will give you the uptime of 2 copies of each plus a chance to pump all power levels from the Warp Core Engineer. As an Eng you should basically be at 125 in 3 if not 4 systems all the time without investing too much.
She's got a big, fat butt on her, but she has the ability to load GW, EWP, and DPB2 or DPB1 + APO1. APO is debatable. The cd is long, but as an Eng you need a source of damage buffs; EWP is dependent on getting the old girl on roller skates to apply it in the right place and APO buffs movement, but the base movement is so stinking low that it's not as beneficial as it could be, so... This will not work in PvP, but for STFs the borg are pretty obliging if you ask them to stay in one place while you lumber by with this combo. This is not your stay at 8 km, CC, and launch pets combo.
You're missing a plain old Tractor Beam. Don't leave spacedock without it for PvP.
_______________ CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that? Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Thanks very much for both your input. I heard that unless you don't you spec into power drains the plasmonic leach is useless if this is not the case i will buy it straight away as ive done alot of reading on it and it sounds really usefull.
again thank you definitely be implementing some of those ideas.
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
Thanks very much for both your input. I heard that unless you don't you spec into power drains the plasmonic leach is useless if this is not the case i will buy it straight away as ive done alot of reading on it and it sounds really usefull.
again thank you definitely be implementing some of those ideas.
They fix and unfix the counter to the PL drain, but the buff is so good that I'd slot the console if it didn't drain the other guy at all. It's just that good. It's one of the few consoles that isn't situational, like ISO needs a clump of targets to really shine, PL is "always on" as long as you're shooting somebody; it's valuable to pretty much everything except a hit and fade build like a B'rel or some BoP.
I forgot to go into why I think Photonic Officer is bad, and I do try to support at least my negative opinions. The big problem is that it doesn't subtract seconds from timers (A2B tech doffs, however, do exactly that) it puts them into this weird accelerated cooldown timer. So let's say you have 16 seconds left on PO, you activate another ability which goes into a shortened timer let's call it 17 seconds instead of 30, which seems cool, because the shortened timer actually says 17 seconds. 16 seconds later PO wears off and so does the weird accelerated cooldown state, and 13 seconds get added back on to the second ability. So for the abilities with the really long cooldowns, meaning the ones which benefit the most from it, PO will wear off and they will revert to their original timers.
_______________ CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that? Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Well being I've been running a Vo'Quv for 2 years I can tell you the do's and don'ts of this ship.
The break down of this is it turns so slow that you do not want to use anything that has a narrow type of arc. Turrets just don't do enough damage so don't waste your time there same goes with torpedoes and any skill that has narrow arcs such as that. You mainly want beams on this thing foremost it is a science ship which engineers can adapt to use but horrible for a tactical player.
So your best options are skills like tractor repulsors, feedback pulse, energy stealing to go with the targeting of the systems but instead of omega like you were told in one post I recommend for your best bang is use target shields 3. If you are to use an attack pattern use beta in pve and delta in pvp (because beta is stripped from tactical team). The ship is so big and turns extremely slow your omega and dampners aren't going to help at all and projectiles are the benefit damage of the pets for the most part since they heavily nerfed their energy damage out put back around seasons 4 and 5.
So basically pack enough heals and arc less or very wide arc weaponry and it does best with a sci because as a sci you can use your sci only powers to help give your pets damage resistance. If you hit your target shields 3 right and coordinate with your advanced bop pets it'll blow them right out of their nacelles. Especially in PvP you do not want to use those narrow arcs because people can easily navigate to your sides to avoid being hit. For your powers with plasmonic leech you basically want your powers to be around 100/50/50/80 its pretty balanced gives you enough damage resist, weapons power, defense from engines, and aux for your aux based skills and hangar control. Overall if you do it like this people will have a hard time trying to destroy you and npcs just will explode all around you. Is why I wonder why feds go and buy an atrox when the free vo'quv is a much better ship.
Couldn't agree more over the past few days of play ive bought the plasmonic leach and on deciding which sci powers to train so thanks for those ideas. I have an atrox and im so glad that i only had to put 1k zen towards my dilit grinding because this ship is twice the ship of the atrox in fact this is my best ship dps isnt great but spiking damage can take bigger targets(tac cubes, cubes, gates) down with ease for some reason im struggling against smaller targets(spheres, Raptors, Neghvars) dont know why any ideas? was thinking of maybe tetryon setup to take shields faster
EDIT** Tryed switching out one of those copys of TacTeam and it reduces my tanking ability by approximately half which is not good as the whole point of a carrier is to survive while your pets die, this was only tested on pvp.
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
Couldn't agree more over the past few days of play ive bought the plasmonic leach and on deciding which sci powers to train so thanks for those ideas. I have an atrox and im so glad that i only had to put 1k zen towards my dilit grinding because this ship is twice the ship of the atrox in fact this is my best ship dps isnt great but spiking damage can take bigger targets(tac cubes, cubes, gates) down with ease for some reason im struggling against smaller targets(spheres, Raptors, Neghvars) dont know why any ideas? was thinking of maybe tetryon setup to take shields faster
EDIT** Tryed switching out one of those copys of TacTeam and it reduces my tanking ability by approximately half which is not good as the whole point of a carrier is to survive while your pets die, this was only tested on pvp.
I seem to do well with tyken's rift/polarons. But my sci has fully specced flow capacitators and two of the consoles slotted ^^
Pop tykens, tractor beam them in place and slam them with polaron weapons, then just watch their ships disintegrate.
Also completely renders cubes helpless, target practice for my BoPs...
That's tykens rift 2, btw, as I'm also running Gravity Well 3, for giggles. In an elite cure match I can get 3 neghs and 1/2 raptors in a gravity well, pop tykens rift 15 secs later, and have them all blow up in one big warp core chain-reaction.
I use six PolDis beam arrays (with its turn rate, broadsiding is the best option). If I could get a wide-angle torpedo launcher for KDF, I'd replace a beam with it.
For consoles, two field generators, two flow caps, plasmonic leech, and the rest don't really matter.
Abilities: two copies of Tyken's Rift, two copies of APB for pet support, and everything else is a heal and/or resistance booster of some kind. Feel free to substitute grav well and particle generator consoles for Tyken's and flow caps.
And advanced BoPs. At over 60k dilithium for a pair, they're not cheap, but they're the only pet worth spending that much for. Get two doffs to reduce hangar recharge times; as soon as all of your BoPs fire their high yield volleys, cycle the hangars to get fresh ones (with reset power cooldowns) out.
I can't emphasize that last part enough- it is imeritive that you cycle the hangars frequently to keep your BoPs pointed in the right direction. If they're circling the enemy firing their aft turrets at it, you're just wasting your time.
On my VoQuv I use all disruptor beam arrays. You are not really doing yourself any favors using turrets on the back because your subsystem targeting only works with beams. Turrets do small damage and they are not buffed by Beam Overload or Fire At Will.
I would suggest 2 beam arrays rear with a mine launcher and throwing in a good mine Boff power of choice. A line of tricobalt mines can work well controlling the field. Your Brels are good damage, just use flight officer Doff to reduce the cool down so you can keep launching fresh birds every 12 seconds or so. If you go all beam arrays FAW is a better choice over BO. I have used DBB in the past with a Boff layout with HYT and it did pretty well, but beam arrays are easier to keep shooting.
Player and forumite formerly known as FEELTHETHUNDER
Thanks for all your help and input ive taken a little bit from each really although not being specced into power draining i use that one the least.
Bought myself the plasmonic leach and it works quite well with two flow capacitors and backed up by energy siphon II, ive tried using the power siphons probes along with subsystem targetting and still cant suck the power out of a cube so havnt tried that in pvp as like i say not being specced into that setup probablys isnt going to help me.
I go for torps and DBB arrays for PvP as even with the maneuverability of a flying shed you can tell where the borg are going to line up and they dont really move much.
I switch out to 6 beams arrays for pvp.
Again thanks for your help.
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
I personally have designed my build so that i don't have to turn most of the time is just sit there laying down fire while my Bops terrorize the enemy
Pve npc's hardly move and pvp i use 6 beam arrays which don't need any pointing
Evasive and reverse works well if you have to move sharpish but you don't fly a vo'quv needing to turn allot in my opinion hehe
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
Personally I take a slightly different bent on my carrier. On the front I use single cannons, and turrets on the back, buffed with cannon spread 1 and 2, and of course tac team 1 filling in the ensign slot for shield balancing.
It has its drawbacks of course... namely being weaker on the rear quarter. but I don't miss the lack of subsystem targeting as the tier 1 version does too little to notice anyways. I still use the leech of course, though more for the personal power boost than anything.
I'm not actually at my home comp otherwise I would list the rest of my powers but I can't remember them off hand. I'll edit them in later. But they are focused on tanking primarily.
My basic stratecy is to use the slightly heavier damage of my cannons to clear out the field of fighters, mines, and light craft while sending out advanced to-duj fighters to harass and weaken enemies (or of course destroy them outright. Boosting the bays with flight deck officers of course.
We are many. We are legion. We are the proud, the bad, the infinitely expendable.
We! Are RED SHIRTS!
...Tremble in thy footwear.
Sounds good i tried the single cannon road but it just made me think if im gunna use cannons i might aswell get a raider or battle cruiser but im strange like that haha :eek: (i get bored easy)
please do edit your stuff in as im always interested to see if i can tank further by switching powers around
I primarily tank but i can deal it too i seem to tank to a point use my miracle worker, tank some more and then die so i would like to see if i can get it where i can tank constantly that would be great
even with beams me and my brothls can take down an elite cube in around 25-30 seconds and the gate on kase in around 1 minute 30 secs on my own( this isn't bragging might not even be that good just rough times obviously this vary s with different factors i.e. outside help, Bop torp crit hits, tactical fleet from others)
EDIT** I have heard allot of people saying the lower level beam target subsystems don't do allot but there worth clicking especially on probes(Engines drop straight away every time) and spheres 50% of the time you can drop a facing shield instantly not so much on the bigger stuff, target weapons works on kase gates though
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
Personally I take a slightly different bent on my carrier. On the front I use single cannons, and turrets on the back, buffed with cannon spread 1 and 2, and of course tac team 1 filling in the ensign slot for shield balancing.
It has its drawbacks of course... namely being weaker on the rear quarter. but I don't miss the lack of subsystem targeting as the tier 1 version does too little to notice anyways. I still use the leech of course, though more for the personal power boost than anything.
I'm not actually at my home comp otherwise I would list the rest of my powers but I can't remember them off hand. I'll edit them in later. But they are focused on tanking primarily.
My basic stratecy is to use the slightly heavier damage of my cannons to clear out the field of fighters, mines, and light craft while sending out advanced to-duj fighters to harass and weaken enemies (or of course destroy them outright. Boosting the bays with flight deck officers of course.
What kind of cannons and do you do sub system targeting?
[SIGPIC][/SIGPIC]Age StarTrek-Gamers Administrator
USS WARRIOR NCC 1720 Commanding Officer Star Trek Gamers
hey could you post your build including doffs and boff layout for this would be very interested to see it thanks
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
First thing first: i spend considerable time in this ship, alas as a Tac and not an Eng, so you have to take this with a grain of salt. You got to do the finetuning yourself - comes by experimentation whilst playing and paying attention to whats most effective.
That being said i can give you a general direction.
Lets look at what type of ship we are talking here:
1) massive crew and hull
2) maneuverability is the worst you can get, period
3) you can lauch BoP pets, no other ship can do that (four)
4) no cloak
As for the armament of the carrier itself i really suggest going beam array. Turning takes way too long, even if you should slow or immobilize your opponent. RCS accelerators decreas in efficiency with size, so thats also pretty much the worst idea. Accept it. Thats not what the ship does well, even if it can mount cannons. Despite all its sluggishness its no problem broadsiding opponents, so thats pretty much only one option. Thats also applicable to torpedos. They don't work well with this ship - wich doesn't mean your opponent won't be hit by torpedos - actually more so than facing any other ship, we get to that point.
Now the question arises what kind of beam. Antiproton? Well, think about it. A considerable amount of damage will be dealt by pets and the pets will fire torps - lots of torps. That would be B'Rotlh Birds-of-Prey with "Torpedo Heavy Yield II" on quantuum torpedoes x4. That hurts - if the shield is down. If the shields are up torpedoes are not so effective. If you want to gt shiels down quickly nothing beats PHASED tetryon beam arrays (can also shut down systems, maybe the shield system if you are lucky, but everything else is also good). Target subsystems: shields is also a good idea plus it comes as a free special ability built into the carrier. Tetryon Pulse Generators as tac consoles are a nobrainer with this variant.
There is another aspect to BoPs... and thats that they ar the only pet wich can cloak. The Vo'Quv has no cloack but there is a solution, and that is... "Mask Energy Signature". The idea is to stay just at attack range with cloaked BoPs in to launch a devastating surprise attack and join after your prey starts focusing on your pets from maxrange, trying to strip its shields. Now that is no cloak... if you get too close you will be detected. Find that distance and remember it. It gets the job done. Technically you don't even need to reveal yourself whilst attacking with pets only. So i belive that settles the pet choice as well.
One thing you got to remember is that, even tho the Vo'Quv has mathematically a pretty thick hull and lots of crew to repair it fast, hull is a very weak defence in this game. It melts like snow in the morning sun, no matter what kind of armor you put on it. So thats a weak line of defence. Build on shields. Learn to harden shields. Keep a few aces up your sleeve. "Emergency Power to Shields" is a must, "Reverse Shield Polarity" is also nice to have. Then you need a really powerful shield. The Honor Guard Shield Array is perfect because, even if not part of a full set it brings the passive, always active "Subvert Targeting Array" to the table, wich means aside of being a really strong shield it also makes your enemys miss shots, wich is perfect. To further augment this i recommend to fit as much "Field Generator" consoles as possible. This will make it pretty difficult to take you down, if the power settings are done properly. You also should get 1-2 Hull repair abilities despite the massive crew - if only for fixing disabled systems (like your shield) in emergency. I'd also throw in a polarize Hull because people tent fire gravity wells on large, sluggish carriers - the ability negates any damage from that.
Then... for obvious reasons a tractor beam should be part of your setup. stops people from running and makes broadsiding agile ships way easier. Tractor beam repulsors are great, too, because they work in all directions. I dont need to mention overload and fire at will, right? Beamship. Don't forget your EPS Flow Regulator.
Duty officers... well, if your BoPs die - and they will, launch cooldown makes one hell of a difference. Get three DOs wich reduce hangar bay cooldown, flight deck officers if i remember correctly. The other two slots should be highest quality Shield Distribution Officers, wich have a chance to regen your shield big time if hit when brace for impact is up - wich it should be at any time possible if fired upon. Yes, they are that good. You might even consider going for three of them and one flight deck officer less - then again that defence is already formidable in any cast.
Oh and get a fast engine. Like... really fast. Maybe you can't outturn an opponent, but nobody said anything about outrunning and going signal reduction, kay?
In realistic terms, crew size has nothing to do with survivability. This is because there are several mechanics that reduce your crew by a percentage, but your crew only recovers at a fixed rate regardless of crew size. You can lose hundreds of people to a torpedo even if your shields are up, and they only walk it off at a rate of 1 per second (10 per second if not in red alert). Which means that a high-crew ship like the Vo'quv has to wait realtime minutes for its crew to fully recover after leaving combat.
If you have a big ship and see more than half your crew alive after thirty seconds in combat, then you are clearly a wizard.
I've tried everything I can on every ship i own and on very faction I play and as soon as battle against the Borg starts they assimilate all my crew pretty much instantly resistance is futile and all that.
Then because of such a massive crew and my limited playing time every stf I play from the first one I have like 500 Crew unless I sit in system space for half an eternity whilst it builds itself up.
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
I've tried everything I can on every ship i own and on very faction I play and as soon as battle against the Borg starts they assimilate all my crew pretty much instantly resistance is futile and all that.
Then because of such a massive crew and my limited playing time every stf I play from the first one I have like 500 Crew unless I sit in system space for half an eternity whilst it builds itself up.
This talk of assimilated crew, and dying crew, and walking things off fascinates me. I will now be forced to look into this! Sending for McCoy now!!!
Dammit Jim, I'm a doctor! Not a ...um...yah im a doctor. To work I go!
Well you can run emergency forcefields, wich i did for a while after giving up on armor - wich makes life a bit easier, but all in all i felt the slots could be put to better use by improving on shield directly.
Thing is if you rely more on shields crew is pretty much only important if faced with boarding parties and such... wich you can blow out of the sky easily running all beam arrays (fire at will).
That being said field emitters are also worth a look because they add to the power rating of the shield, making it more resilient.
In the end i decided to do that with abilities and power settings and simply go for shield points. Seemed the best option to me (field generators).
You need the repair abilities because of the hull hitpoints and the death rate to restore your ship quickly (then again, as being said i play a Tac not an Eng).
Mask energy signature helps of course too, if you want to restore your crew to full without being fired upon. You can still comandeer your BoP pets whilst doing that, but it doesn't work out of combat directly - its not an improved battle cloak.
Another nice idea is running a full borg set. The shield and engine may be lackluster in performance but the hull and shield regen are quite good. In the end i wanted a more powrful engine however, thats why i settled with honor guard shield and the fastest engine i could get my hands on plus a sensor array with a good shield synergy.
I belive Aegis set makes hull tanking viable but got never around to aquire one and test it.
OOOOOMG. OK I tried 2 force fields mk xii rare and 2 of the biofunction monitor things. Lost crew. More slowly but you could see it was gonna bottom out. Soooo I added.....
A blue medic doff let me keep it floating somewhere around half full. This was running 2 tac teams to keep the assimilated nonsense to a minimum.
Wow that's just AWFUL.
I on the other hand I never really got beat up to badly either. Passive hull repair plus rotating my thru my hazards etc kept me right up there.
Comments
LTC Tac: TacTeam, Beam Overload, Pattern Omega
LTC Engi: EPtW, EPtW, Aux2SIF
CMD Sci: TSS, Haz Emitter, Scramble Sensors, Grav Well.
LT Sci: Tractor, Repulsors
I would also suggest filling the Engineering consoles with Neutronium
And get the Isometric Charge console if you can.
Photonic Officer is rubbish, if you want to reduce cooldowns you need 3 Tech Doffs and Aux2Batt, but I don't think there's enough Eng slots on the Vo'quv for it. That PO2 is taking up a huge spot for HE3, TSS3, or (what I would run) ST3. ST3 saves lives.
I would say slot 2-3 Damage Control Engineers (I slot 2) and 1 Warp Core Engineer (as an Eng you might not feel the need). Then run EPTA and EPTS. The doffs will give you the uptime of 2 copies of each plus a chance to pump all power levels from the Warp Core Engineer. As an Eng you should basically be at 125 in 3 if not 4 systems all the time without investing too much.
She's got a big, fat butt on her, but she has the ability to load GW, EWP, and DPB2 or DPB1 + APO1. APO is debatable. The cd is long, but as an Eng you need a source of damage buffs; EWP is dependent on getting the old girl on roller skates to apply it in the right place and APO buffs movement, but the base movement is so stinking low that it's not as beneficial as it could be, so... This will not work in PvP, but for STFs the borg are pretty obliging if you ask them to stay in one place while you lumber by with this combo. This is not your stay at 8 km, CC, and launch pets combo.
You're missing a plain old Tractor Beam. Don't leave spacedock without it for PvP.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
again thank you definitely be implementing some of those ideas.
I forgot to go into why I think Photonic Officer is bad, and I do try to support at least my negative opinions. The big problem is that it doesn't subtract seconds from timers (A2B tech doffs, however, do exactly that) it puts them into this weird accelerated cooldown timer. So let's say you have 16 seconds left on PO, you activate another ability which goes into a shortened timer let's call it 17 seconds instead of 30, which seems cool, because the shortened timer actually says 17 seconds. 16 seconds later PO wears off and so does the weird accelerated cooldown state, and 13 seconds get added back on to the second ability. So for the abilities with the really long cooldowns, meaning the ones which benefit the most from it, PO will wear off and they will revert to their original timers.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
The break down of this is it turns so slow that you do not want to use anything that has a narrow type of arc. Turrets just don't do enough damage so don't waste your time there same goes with torpedoes and any skill that has narrow arcs such as that. You mainly want beams on this thing foremost it is a science ship which engineers can adapt to use but horrible for a tactical player.
So your best options are skills like tractor repulsors, feedback pulse, energy stealing to go with the targeting of the systems but instead of omega like you were told in one post I recommend for your best bang is use target shields 3. If you are to use an attack pattern use beta in pve and delta in pvp (because beta is stripped from tactical team). The ship is so big and turns extremely slow your omega and dampners aren't going to help at all and projectiles are the benefit damage of the pets for the most part since they heavily nerfed their energy damage out put back around seasons 4 and 5.
So basically pack enough heals and arc less or very wide arc weaponry and it does best with a sci because as a sci you can use your sci only powers to help give your pets damage resistance. If you hit your target shields 3 right and coordinate with your advanced bop pets it'll blow them right out of their nacelles. Especially in PvP you do not want to use those narrow arcs because people can easily navigate to your sides to avoid being hit. For your powers with plasmonic leech you basically want your powers to be around 100/50/50/80 its pretty balanced gives you enough damage resist, weapons power, defense from engines, and aux for your aux based skills and hangar control. Overall if you do it like this people will have a hard time trying to destroy you and npcs just will explode all around you. Is why I wonder why feds go and buy an atrox when the free vo'quv is a much better ship.
EDIT** Tryed switching out one of those copys of TacTeam and it reduces my tanking ability by approximately half which is not good as the whole point of a carrier is to survive while your pets die, this was only tested on pvp.
I seem to do well with tyken's rift/polarons. But my sci has fully specced flow capacitators and two of the consoles slotted ^^
Pop tykens, tractor beam them in place and slam them with polaron weapons, then just watch their ships disintegrate.
Also completely renders cubes helpless, target practice for my BoPs...
That's tykens rift 2, btw, as I'm also running Gravity Well 3, for giggles. In an elite cure match I can get 3 neghs and 1/2 raptors in a gravity well, pop tykens rift 15 secs later, and have them all blow up in one big warp core chain-reaction.
For consoles, two field generators, two flow caps, plasmonic leech, and the rest don't really matter.
Abilities: two copies of Tyken's Rift, two copies of APB for pet support, and everything else is a heal and/or resistance booster of some kind. Feel free to substitute grav well and particle generator consoles for Tyken's and flow caps.
And advanced BoPs. At over 60k dilithium for a pair, they're not cheap, but they're the only pet worth spending that much for. Get two doffs to reduce hangar recharge times; as soon as all of your BoPs fire their high yield volleys, cycle the hangars to get fresh ones (with reset power cooldowns) out.
I can't emphasize that last part enough- it is imeritive that you cycle the hangars frequently to keep your BoPs pointed in the right direction. If they're circling the enemy firing their aft turrets at it, you're just wasting your time.
I would suggest 2 beam arrays rear with a mine launcher and throwing in a good mine Boff power of choice. A line of tricobalt mines can work well controlling the field. Your Brels are good damage, just use flight officer Doff to reduce the cool down so you can keep launching fresh birds every 12 seconds or so. If you go all beam arrays FAW is a better choice over BO. I have used DBB in the past with a Boff layout with HYT and it did pretty well, but beam arrays are easier to keep shooting.
Player and forumite formerly known as FEELTHETHUNDER
Expatriot Might Characters in EXILE
Bought myself the plasmonic leach and it works quite well with two flow capacitors and backed up by energy siphon II, ive tried using the power siphons probes along with subsystem targetting and still cant suck the power out of a cube so havnt tried that in pvp as like i say not being specced into that setup probablys isnt going to help me.
I go for torps and DBB arrays for PvP as even with the maneuverability of a flying shed you can tell where the borg are going to line up and they dont really move much.
I switch out to 6 beams arrays for pvp.
Again thanks for your help.
USS WARRIOR NCC 1720 Commanding Officer
Star Trek Gamers
Use reverse or reverse+evasive/deuterium surplus.
Pve npc's hardly move and pvp i use 6 beam arrays which don't need any pointing
Evasive and reverse works well if you have to move sharpish but you don't fly a vo'quv needing to turn allot in my opinion hehe
It has its drawbacks of course... namely being weaker on the rear quarter. but I don't miss the lack of subsystem targeting as the tier 1 version does too little to notice anyways. I still use the leech of course, though more for the personal power boost than anything.
I'm not actually at my home comp otherwise I would list the rest of my powers but I can't remember them off hand. I'll edit them in later. But they are focused on tanking primarily.
My basic stratecy is to use the slightly heavier damage of my cannons to clear out the field of fighters, mines, and light craft while sending out advanced to-duj fighters to harass and weaken enemies (or of course destroy them outright. Boosting the bays with flight deck officers of course.
We are many. We are legion. We are the proud, the bad, the infinitely expendable.
We! Are RED SHIRTS!
...Tremble in thy footwear.
please do edit your stuff in as im always interested to see if i can tank further by switching powers around
I primarily tank but i can deal it too i seem to tank to a point use my miracle worker, tank some more and then die so i would like to see if i can get it where i can tank constantly that would be great
even with beams me and my brothls can take down an elite cube in around 25-30 seconds and the gate on kase in around 1 minute 30 secs on my own( this isn't bragging might not even be that good just rough times obviously this vary s with different factors i.e. outside help, Bop torp crit hits, tactical fleet from others)
EDIT** I have heard allot of people saying the lower level beam target subsystems don't do allot but there worth clicking especially on probes(Engines drop straight away every time) and spheres 50% of the time you can drop a facing shield instantly not so much on the bigger stuff, target weapons works on kase gates though
USS WARRIOR NCC 1720 Commanding Officer
Star Trek Gamers
https://www.youtube.com/channel/UCAAgaD-zbotq2By_2-8qqIg?feature=mhee
RAWR!
My Orion is Sci Of. with this ship.
USS WARRIOR NCC 1720 Commanding Officer
Star Trek Gamers
hey could you post your build including doffs and boff layout for this would be very interested to see it thanks
First thing first: i spend considerable time in this ship, alas as a Tac and not an Eng, so you have to take this with a grain of salt. You got to do the finetuning yourself - comes by experimentation whilst playing and paying attention to whats most effective.
That being said i can give you a general direction.
Lets look at what type of ship we are talking here:
1) massive crew and hull
2) maneuverability is the worst you can get, period
3) you can lauch BoP pets, no other ship can do that (four)
4) no cloak
As for the armament of the carrier itself i really suggest going beam array. Turning takes way too long, even if you should slow or immobilize your opponent. RCS accelerators decreas in efficiency with size, so thats also pretty much the worst idea. Accept it. Thats not what the ship does well, even if it can mount cannons. Despite all its sluggishness its no problem broadsiding opponents, so thats pretty much only one option. Thats also applicable to torpedos. They don't work well with this ship - wich doesn't mean your opponent won't be hit by torpedos - actually more so than facing any other ship, we get to that point.
Now the question arises what kind of beam. Antiproton? Well, think about it. A considerable amount of damage will be dealt by pets and the pets will fire torps - lots of torps. That would be B'Rotlh Birds-of-Prey with "Torpedo Heavy Yield II" on quantuum torpedoes x4. That hurts - if the shield is down. If the shields are up torpedoes are not so effective. If you want to gt shiels down quickly nothing beats PHASED tetryon beam arrays (can also shut down systems, maybe the shield system if you are lucky, but everything else is also good). Target subsystems: shields is also a good idea plus it comes as a free special ability built into the carrier. Tetryon Pulse Generators as tac consoles are a nobrainer with this variant.
There is another aspect to BoPs... and thats that they ar the only pet wich can cloak. The Vo'Quv has no cloack but there is a solution, and that is... "Mask Energy Signature". The idea is to stay just at attack range with cloaked BoPs in to launch a devastating surprise attack and join after your prey starts focusing on your pets from maxrange, trying to strip its shields. Now that is no cloak... if you get too close you will be detected. Find that distance and remember it. It gets the job done. Technically you don't even need to reveal yourself whilst attacking with pets only. So i belive that settles the pet choice as well.
One thing you got to remember is that, even tho the Vo'Quv has mathematically a pretty thick hull and lots of crew to repair it fast, hull is a very weak defence in this game. It melts like snow in the morning sun, no matter what kind of armor you put on it. So thats a weak line of defence. Build on shields. Learn to harden shields. Keep a few aces up your sleeve. "Emergency Power to Shields" is a must, "Reverse Shield Polarity" is also nice to have. Then you need a really powerful shield. The Honor Guard Shield Array is perfect because, even if not part of a full set it brings the passive, always active "Subvert Targeting Array" to the table, wich means aside of being a really strong shield it also makes your enemys miss shots, wich is perfect. To further augment this i recommend to fit as much "Field Generator" consoles as possible. This will make it pretty difficult to take you down, if the power settings are done properly. You also should get 1-2 Hull repair abilities despite the massive crew - if only for fixing disabled systems (like your shield) in emergency. I'd also throw in a polarize Hull because people tent fire gravity wells on large, sluggish carriers - the ability negates any damage from that.
Then... for obvious reasons a tractor beam should be part of your setup. stops people from running and makes broadsiding agile ships way easier. Tractor beam repulsors are great, too, because they work in all directions. I dont need to mention overload and fire at will, right? Beamship. Don't forget your EPS Flow Regulator.
Duty officers... well, if your BoPs die - and they will, launch cooldown makes one hell of a difference. Get three DOs wich reduce hangar bay cooldown, flight deck officers if i remember correctly. The other two slots should be highest quality Shield Distribution Officers, wich have a chance to regen your shield big time if hit when brace for impact is up - wich it should be at any time possible if fired upon. Yes, they are that good. You might even consider going for three of them and one flight deck officer less - then again that defence is already formidable in any cast.
Oh and get a fast engine. Like... really fast. Maybe you can't outturn an opponent, but nobody said anything about outrunning and going signal reduction, kay?
And the rest is finetuning i'd say.
USS WARRIOR NCC 1720 Commanding Officer
Star Trek Gamers
If you have a big ship and see more than half your crew alive after thirty seconds in combat, then you are clearly a wizard.
Then because of such a massive crew and my limited playing time every stf I play from the first one I have like 500 Crew unless I sit in system space for half an eternity whilst it builds itself up.
This talk of assimilated crew, and dying crew, and walking things off fascinates me. I will now be forced to look into this! Sending for McCoy now!!!
Dammit Jim, I'm a doctor! Not a ...um...yah im a doctor. To work I go!
Thing is if you rely more on shields crew is pretty much only important if faced with boarding parties and such... wich you can blow out of the sky easily running all beam arrays (fire at will).
That being said field emitters are also worth a look because they add to the power rating of the shield, making it more resilient.
In the end i decided to do that with abilities and power settings and simply go for shield points. Seemed the best option to me (field generators).
You need the repair abilities because of the hull hitpoints and the death rate to restore your ship quickly (then again, as being said i play a Tac not an Eng).
Mask energy signature helps of course too, if you want to restore your crew to full without being fired upon. You can still comandeer your BoP pets whilst doing that, but it doesn't work out of combat directly - its not an improved battle cloak.
Another nice idea is running a full borg set. The shield and engine may be lackluster in performance but the hull and shield regen are quite good. In the end i wanted a more powrful engine however, thats why i settled with honor guard shield and the fastest engine i could get my hands on plus a sensor array with a good shield synergy.
I belive Aegis set makes hull tanking viable but got never around to aquire one and test it.
A blue medic doff let me keep it floating somewhere around half full. This was running 2 tac teams to keep the assimilated nonsense to a minimum.
Wow that's just AWFUL.
I on the other hand I never really got beat up to badly either. Passive hull repair plus rotating my thru my hazards etc kept me right up there.
Cheers happy flying!