test content
What is the Arc Client?
Install Arc

Can we talk about oldschool carriers for a moment?

lianthelialianthelia Member Posts: 7,896 Arc User
It's nice that we're going to be getting a T6 Atrox and Voquv...but in light of recent changes and additions to the game since ships like the Voquv and later the Atrox were added these ships are just about inferior in every way to Flight Deck Carriers and Tactical Carriers.

Both have more weapons and in some cases are even more agile, FDCs have some cruiser commands and TCs have the Enhanced Weapon Systems ship trait

Personally I think either a 3rd hangar or perhaps have Armored Hull and Advanced Shield Systems dropped for Enhanced Particle Generators and Enhanced Weapon Systems. The latter probably a better idea for less spam
Can't have a honest conversation because of a white knight with power
Post edited by baddmoonrizin on

Comments

  • davefenestratordavefenestrator Member Posts: 10,683 Arc User
    I agree that pure carriers need some buffs. Either a third hangar or re-work the T1-T4 mastery to give the carrier and pets better boosts.
  • edited August 2020
    This content has been removed.
  • foxrockssocksfoxrockssocks Member Posts: 2,482 Arc User
    I'm not sure that FDCs are even the biggest issue. The Jem Vanguard ships largely put carriers to shame with the obvious exception of the Vanguard carrier itself. Rather than a 3rd hangar, give them some vanguard-esque mechanic with their own brand of vanguard escorts on top of the normal hangar pets.

    Another option would be to let the pure carriers auto-upgrade their hangars with unique weapons. To think about it another way, pets come in several qualities with different powers with the top tier usually bought at the fleet starbase. Pure carriers would upgrade their pets to a new level above those, and maybe they just make it a tier 6 ship mastery unlock.

    I could also see a new mechanic for the sci carriers that their pets get a significant buff to damage when attacking something debuffed or controlled by the carrier's BOFF powers, which essentially makes the pets act as the secondary deflector procs that normal sci ships get.

    And some combination of the various ideas can work too.

    However I don't think we are getting anything of that nature if they haven't already built it for the new carriers.
  • edited August 2020
    This content has been removed.
  • garaffegaraffe Member Posts: 1,353 Arc User
    I agree that the old sci carriers need a boost. I would love to see some sci themed pets that can by used on any sci carrier that use basic sci abilities: charged partile burst, tyken's rift, to name a couple.

    I also like the idea of giving sci carriers a mastery perk of increased pet damage to enemies affected by control or debuff.
  • stolokstolok Member Posts: 152 Arc User
    The old carriers do need something to bring them up to par with the improved Flight Deck Carriers/Cruisers. What might be simpler that adding more hangars and crowding our ship templates even more is to have full carriers able to add an extra wing of any given pet on their hangars compared to other carriers. +1 wing for each hanger = 2 extra wings... Same number of pets as adding a hangar, no extra crowding of the ship template. HUD on the other hand -- yes, extra crowding for the larger command boxes to handle the extra wing.

    I also like the idea of special powers. Since the 'old school' carriers tend be by sci oriented, pets flying from these carriers might be given a special buff, again, just by default. Put the same pet in a flight deck carrier and it doesn't have the buff. Something sci-oriented like a minor confuse sensors or tachyon burst.
  • angrytargangrytarg Member Posts: 11,008 Arc User
    The classic carriers are just sci ships which trade sci effectiveness for pets , but they essentially still are just partgen sci ships. They really need mechanics that work with the pets. The carrier itself shouldn't be the one doing the damage. They could get a comm-system item slot (like a 2bd deflector or exp. weapon) which affects the pets in some way or have the ability to swap weapons for comm-arrays that improve pets. That would make them unique.
    lFC4bt2.gif
    ^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
    "No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
    "A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
    "That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
  • drmilkydrmilky Member Posts: 30 Arc User
    i hope theres nothing science related to the old/new ships.
    What i hope is for specific carrier abitilies and funcionalities
    For example:
    an extra console slot that only affect pets;
    command abilities that buffs you pets;
    Command abilities that allow you to heal your pets, protect your pets, or give temporary damage boosts to them.
    a 3rd hangar slot

    Theres alot that can be done to carriers without tying them up to tactical, science or engineer roles.

  • phoenixc#0738 phoenixc Member Posts: 5,877 Arc User
    edited August 2020
    stolok wrote: »
    The old carriers do need something to bring them up to par with the improved Flight Deck Carriers/Cruisers. What might be simpler that adding more hangars and crowding our ship templates even more is to have full carriers able to add an extra wing of any given pet on their hangars compared to other carriers. +1 wing for each hanger = 2 extra wings... Same number of pets as adding a hangar, no extra crowding of the ship template. HUD on the other hand -- yes, extra crowding for the larger command boxes to handle the extra wing.

    I also like the idea of special powers. Since the 'old school' carriers tend be by sci oriented, pets flying from these carriers might be given a special buff, again, just by default. Put the same pet in a flight deck carrier and it doesn't have the buff. Something sci-oriented like a minor confuse sensors or tachyon burst.

    Something that would play on the strengths of a carrier and fit the traditional idea of space carrier operations (which would also save on hud space a little) would be a variant of that idea but instead of adding extra fighter wing rows add one frigate column to each flight. The one heavy unit mixed in is something you see a lot, from Macross Frontier's VB-6 Konig Monster to NuBSG's Advanced Raptor, as a sort equivalent to the squad support specialist idea.
  • lianthelialianthelia Member Posts: 7,896 Arc User
    angrytarg wrote: »
    The classic carriers are just sci ships which trade sci effectiveness for pets , but they essentially still are just partgen sci ships. They really need mechanics that work with the pets. The carrier itself shouldn't be the one doing the damage. They could get a comm-system item slot (like a 2bd deflector or exp. weapon) which affects the pets in some way or have the ability to swap weapons for comm-arrays that improve pets. That would make them unique.

    There are almost no mechanics at all that boost hangar pets other than a few ship traits which lets be honest in a lot of cases you'd be better off with something else. There are also very few Sci Carriers in game...my suggestions were more of a easy fix as opposed to putting in a new system.

    A new system would be nice but unless they plan more Sci carriers I don't know if it's worth it...

    Another problem is the pets themselves...BoPs for the Voquv and Callistos for the Jupiter are pretty bad performers despite being exclusive. In most cases pets with cannons suck because of the ai and most of the good cannon pets have other powers or are agile fighters where their main guns are in arc a bit more often.
    Can't have a honest conversation because of a white knight with power
  • annemarie30annemarie30 Member Posts: 2,698 Arc User
    westmetals wrote: »
    Since many of them (perhaps all) are science themed (Jupiter, JHV Carrier, etc.), adding a secondary deflector slot would also be a nice upgrade.

    and maybe additional weapon hardpoints and tac consoles for tactical carries like the Jem Hadar Dread and Karfi?
    We Want Vic Fontaine
  • This content has been removed.
  • foxrockssocksfoxrockssocks Member Posts: 2,482 Arc User
    westmetals wrote: »
    I'm not sure that FDCs are even the biggest issue. The Jem Vanguard ships largely put carriers to shame with the obvious exception of the Vanguard carrier itself. Rather than a 3rd hangar, give them some vanguard-esque mechanic with their own brand of vanguard escorts on top of the normal hangar pets.

    Another option would be to let the pure carriers auto-upgrade their hangars with unique weapons. To think about it another way, pets come in several qualities with different powers with the top tier usually bought at the fleet starbase. Pure carriers would upgrade their pets to a new level above those, and maybe they just make it a tier 6 ship mastery unlock.

    I could also see a new mechanic for the sci carriers that their pets get a significant buff to damage when attacking something debuffed or controlled by the carrier's BOFF powers, which essentially makes the pets act as the secondary deflector procs that normal sci ships get.

    And some combination of the various ideas can work too.

    However I don't think we are getting anything of that nature if they haven't already built it for the new carriers.

    Adding the second hangar to the engineering carriers was what directly caused the science carriers to be "behind the curve". Their previously-unique advantage got handed to a ship that had more weapons slots... and meanwhile the sci carriers got nothing to compensate for the loss of advantage.

    Yes and no. While it make it plainly obvious that the Sci carriers were now totally outclassed by the FDCs, I think the issue is that the hangar pets, especially the frigates, aren't worth enough to make up for the other tradeoffs as it is, and sci carriers offer nothing unique for their pets. Remember, they don't get secondary deflectors. Do we think a Vesta is not clearly better than a Vo'quv, despite the Vo'quv having a hangar slot over it? No, the one standout in the sci carriers is the Vanguard carrier which has the vanguard pets.
  • ltminnsltminns Member Posts: 12,572 Arc User
    Three Hangers, built in Point Defense, revisions to existing full carriers like they did with the Flight Deck Crusiers.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • This content has been removed.
  • nixie50nixie50 Member Posts: 1,347 Arc User
    westmetals wrote: »
    westmetals wrote: »
    Since many of them (perhaps all) are science themed (Jupiter, JHV Carrier, etc.), adding a secondary deflector slot would also be a nice upgrade.

    and maybe additional weapon hardpoints and tac consoles for tactical carries like the Jem Hadar Dread and Karfi?

    Those are, however, already equal (in weapons, etc) to non-carrier versions of the same ship type. The science ones, are not, due to the lack of a secdef slot.

    t6 dread carrier has 4 tac slots and 7 weapon hardpoints the Disco FDC has one less console for one extra hardpoint, plus cruiser commands which the dread does not have you consider that equal? I have no tested, I'm willing to bet the disco tactical fliers also do much higher DPS than the dreadnought pets. I do not count frigate pest for the dread because they remain behind the insane have to have a bug escort to have the hangars.
    u7acy6aymfw7.gif
    We Need BERETS in the tailor
  • This content has been removed.
  • annemarie30annemarie30 Member Posts: 2,698 Arc User
    you cannot make carriers be on par with anything, after thinking about it. Give carriers a 3rd hangar or sec def, and you may have just outclassed all but a few cruisers and sci ships. so whats the answer? make everything exactly the same? yes, because that worked so well for the BSG mmo
    We Want Vic Fontaine
  • lianthelialianthelia Member Posts: 7,896 Arc User
    lowestlvl wrote: »
    the biggest problems actual carriers have ingame is... they're not carriers. they're fat, slow, cruisers with two barf bays. and ai that cant dock on recall and will pinwheel around a target forever firing its turret.

    Some pets can do nice damage...problem is most of the carrier exclusive pets sucks because of what you said...they have cannons and mostly only fire their turrets

    Majority of the better hangar pets have beams
    Can't have a honest conversation because of a white knight with power
  • szerontzurszerontzur Member Posts: 2,724 Arc User
    Deja'vu. Could swear I saw this very topic around/less than a month ago..

    Give them a suped up Wingman(with special commands) akin to the Jem Hadar Vanguard ships to make them a proper 'summoner' playstyle and they should be good.

    Alternatively, give them a targeting ability similar to Science Vessels/Intel Ships that instead forces fighters to swarm the target and enhance other/all allies who attack the target.
  • edited August 2020
    This content has been removed.
This discussion has been closed.