I didnt realize such a ship existed in STO until I just got creamed by a team full of Klingon Carriers.
How is it fair in anyway when the enemy can spawn 3x5=15 more allies to assist them in the middle of a fight.
All of a sudden a 5vs5 game become a 5vs20. Granted the ships that spawn are not massive, the simple fact is that they do damage and they must be killed in order for them to die.
Basically all that is happening right now is 5 Klingon players are spawning into PvP, and then they set their throttle to max and begin laying out multiple ships all through out the map.
This leaves the map littered with squadrons of fighters, birds of prey, repair ships and other assortments of ships.
By the time the Klingon's roll up on the Federation its basically 5vs100 because of the amount of ships the klingon's have spawned in their Carriers.
This is a serious game-play issue and needs to be addressed immediately.
The Klingon Carrier either needs to have its ship spawning capacity severely nerfed, or the Federation must have their own Carrier's capable of spamming the same way the Klingon's do.
I'm sure anyone who has witnessed a Klingon Carrier spam can tell you that its not fun, not balanced and there is no way to win against it.
It literally becomes 5vs100. I'm not impressed, not all Klingon players resort to such tactics and choose to play fairly in real 5vs5 without Carrier's, but these teams that are spamming Carriers are ruining the PvP environment.
Hopefully we will see a Federation Carrier so we can use cheap and blatantly over-powered tactics too, or just nerf the Klingon Carriers ship spawning ability. And by nerf, i mean, mostly remove.
Look at me I'm a Klingon on a team, we all have 5 carriers, now we are all going to spawn 3 Bird of Prey's each, and then some fighters and repair ships. Tra-la-la-la , spam spam spam, 100 vs 5. OMG you suck Feds, can't beat over 20 ships at once even though 5 of them are massive tanks, and the rest are all tactical escorts.
llaaaaame.
This is my first and only complaint with the game so far. Fix this now. It's not cool, it's not fun.
Maybe it is because I play with a guild who goes into pvp matches with 4 carriers that I don't see the problem with carrier spam but I think your post is just a tad over board.
Maybe you do not like it but quite frankly we lose enough that not everyone seems to have trouble with it. Those craft they spit out is part of there DPS. With out it those Carriers quit frankly would be useless.
I think instead of complaining about your enemy you might try adapting to fight it. I don't know of anyone else other then Purge that uses this tactic so I can't imagine it is really that bad.
The only real issue with Carriers is the fact they can swap out Hangers receiving more ships / items floating around in the air then intended when out of combat.
You shouldn't be able to spawn more things then you have hangers for out of combat.
I don't think anyone who's played a lot of pvp in the game can honestly deny that carriers are overpowered. Only the very worst klingon teams lose in cracked planet.
1. The first problem is targeting for feds is nearly impossible due to the huge mass of enemy contacts swarming around the klingon ships. They need to either implement a way to turn off showing enemy fighters on the UI or put in a way to more easily coordinate attacks
2. Carriers just shouldn't have power siphons. These things are an I win button for any carrier once they get on you. If they are going to get something like this, Power siphons should be easier to target and kill.
3. Carriers should be more dependant on power settings like the rest of us. They should only be able to have their full allotment of fighters and ships out if they are at max weapons power. They really shouldn't be able to sit around at max aux occasionally hitting fbp or healing their teammates and still be doing good damage with their fighers and other ships.
an even worse situation http://forums.startrekonline.com/showthread.php?t=132397
carriers in a full team are crazy especially if the klinks are built to support themselves with heals and RSP anbd FBP its a lost game for feds, I know klinks will always resort ot the typical "feds cant play" "feds Suck" expected script they use but facts are facts they would be all over the forums saying the same thing if it was reversed.
I think it is a RP aspect of the game that if you play a Klink you must act like a narrow minded twit on the forums without the racial trait "see problem objectively"
an even worse situation http://forums.startrekonline.com/showthread.php?t=132397
carriers in a full team are crazy especially if the klinks are built to support themselves with heals and RSP anbd FBP its a lost game for feds, I know klinks will always resort ot the typical "feds cant play" "feds Suck" expected script they use but facts are facts they would be all over the forums saying the same thing if it was reversed.
I think it is a RP aspect of the game that if you play a Klink you must act like a narrow minded twit on the forums without the racial trait "see problem objectively"
now you are whining and trollin.
I doubt if the situation was reversed players who have Klingon faction toons will be QQn, in fact probably welcome a fed carrier type to the battlefield. Imagine...teams of only carriers on both sides....the lag the lag...but an epic battle of npcs. (although it will probably be boring after awhile)
ive altered my eng/cruiser playstyle specific to the carrier threat, ive got a seperate set of BOs with 5 RSPs ready to get swapped in on the fly if things get silly.
also, this is PvP, theres always gonna be a winner and a loser. My pug teams lose often to klink carrier premades but i dont complain, i just bounce tricobalt torps off their shields killing all their little ships in range with that yummy 15k aoe and plan how to make it more difficult for them next time.
./bread and cheeze
goober
Edit: and ya FBP sucks if your a cruiser. easy work around though, find the closest escort, switch to a BO with extend shields 3 and 2 and cover him while he rips it apart.
I guess I missed the BO swapping memo. I didn't realize this was being done so much. This seems as bad as the swapping weapons in ground which I believe was not intended to happen either.
The Devs really need to step up and and tell us what is right and what is not right.
Look at me I'm a Klingon on a team, we all have 5 carriers, now we are all going to spawn 3 Bird of Prey's each, and then some fighters and repair ships. Tra-la-la-la , spam spam spam, 100 vs 5. OMG you suck Feds, can't beat over 20 ships at once even though 5 of them are massive tanks, and the rest are all tactical escorts.
llaaaaame.
This is my first and only complaint with the game so far. Fix this now. It's not cool, it's not fun.
This alone tells me you have no clue what your talking about. We can summon 2 BoP, 8 fighters and 4~ siphons....assuming we're NOT in combat. None of my fleet even use the shield repair drones because they're useless and they generally do more damage to ourself than they help.
You are so clueless that you keep trying to use your same old T4 style and expect to win. Adapt or die, and clearly you didnt adapt. Maybe you should get AoE skills champ, ever think of that? That ever cross your mind? Maybe one of you keep the carriers in combat while others kill their spam so they cant resummon all 3 types worth?
Newsflash, carriers do not tank better than cruisers
LOL at FedFailBears complaining about having to cycle through a mass of cr*p to get to a player.
Welcome to the BS Klingon players have dealt with since Tier 1! The Fedball and mass of mines is the stuff we've been dealing with since Day 1! Nay, since I've seen it in Open Beta! When KDF players complained about it, Feds said, "Deal with it."
... 1. The first problem is targeting for feds is nearly impossible due to the huge mass of enemy contacts swarming around the klingon ships. They need to either implement a way to turn off showing enemy fighters on the UI or put in a way to more easily coordinate attacks
2. Carriers just shouldn't have power siphons. These things are an I win button for any carrier once they get on you. If they are going to get something like this, Power siphons should be easier to target and kill.
This alone tells me you have no clue what your talking about. We can summon 2 BoP, 8 fighters and 4~ siphons....assuming we're NOT in combat.
I highlighted this last part because this is clear admission that you're exploiting a known problem with carriers. The problem being that you can summon 15 total ships, provided you're not flagged as in combat so you can swap out the modules. It's quite clear the devs only intended for you to have 2 BoP, OR 8 fighters, OR 4 siphons, not all of them together.
That right there is 14 ships for each carrier that abuses this exploit. In the 5v5 match that's a possible 45 v 5. In the 10v10, large maps, that's 90v10.
None of my fleet even use the shield repair drones because they're useless and they generally do more damage to ourself than they help.
Yet those who are abusing this known exploit have the gall to tell everyone facing this to "L2P". Case in point in this last paragraphs by this person whose already admitted to abusing this "out of combat" exploit.
You are so clueless that you keep trying to use your same old T4 style and expect to win. Adapt or die, and clearly you didnt adapt. Maybe you should get AoE skills champ, ever think of that? That ever cross your mind? Maybe one of you keep the carriers in combat while others kill their spam so they cant resummon all 3 types worth?
Newsflash, carriers do not tank better than cruisers
Come on folks, do you honestly believe this was the intended functioning of the carrier, considering you can ONLY pull this off when
.assuming we're NOT in combat.
Don't even think of coming back with some lame excuse such as "well Feds can drop a bunch of mines out of combat" when you know full well that 1) Those mines expire after a certain amount of time and 2) swapping out the equipment isn't going to let anyone summon more mines due to the shared cooldown on the launchers.
Oh, use an AoE power you say? All of them, except Charge Particle Burst are limited to either 3 or 5 targets max. Charge Particle Burst ONLY damages shields.
Tricobolt torpedo and mine, might work, if the swarm doesn't manage to shoot them down before the impact. Yes, I've seen these massive swarms shoot this torpedo down even when fired at less than half a km range, if you can manage to get that close before the swarm and focus fire gets ya.
The rumor mill says that Carriers being able to release the full horde out of combat is an intended design element. Carriers are meant to start strong but get weaker as a battle progresses, versus other ships that stay the same strength throughout the battle.
That doesn't seem unreasonable to me.
I've fought Klingon Carriers myself in our KvK Borg Hunt area and the key is to kill all their TRIBBLE first. It's all easy to kill (only the summoned BOPs have any durability at all) and every thing you destroy hurts the Carrier's capability. We can only pick 2 things to resummon in combat (e.g., 1 fighter wing and 1 BOP, or 1 repair wing and 1 drain group) so once the fight has started if you kill all our TRIBBLE we're mostly going just a gimpy Science Vessel.
I'd pick up at least one AE attack if I had to combat Carriers regularly. The AE torpedo attack would probably work nicely.
The biggest problem I think Feds have with Carriers is that they try to ignore the pets and just attack the owner, but Carriers have good survivability. I have RSPx2, VM, Scramble Sensors, Science Teamx2, Hazard Emitters and Engineering Team. If you're beating on me through all that while my minions are beating on you, you're probably not going to win. If you start shooting down my minions then there's not a whole lot I can do to stop you. You shouldn't be accidentally targeting a fighter and thinking, "TRIBBLE! I wanted to target the carrier!" Just take 2 seconds and kill the fighter. If you don't, it'll keep launching photon torpedoes at you and that's going to suck if I can get your shields down.
I highlighted this last part because this is clear admission that you're exploiting a known problem with carriers. The problem being that you can summon 15 total ships, provided you're not flagged as in combat so you can swap out the modules. It's quite clear the devs only intended for you to have 2 BoP, OR 8 fighters, OR 4 siphons, not all of them together.
Show me the dev post. Everything I've seen alluded to they dont even know how their own game works.
How is carrier swapping stuff out of combat any different than ground PVP kits and dropping engineer deployables?
Devs have already said that swapping ground weapons IN COMBAT was not an exploit, they didnt even know people were doing it, but planned to curb it somehow.
Multiple Vo'Quv's: There needs to be a limit on spawns.
I just came out of a PvP match, where it was nothing but Vo'Quv Spawn Spam and Science Abuse, in spamming multiple Science Abilities. It really killed the Trek Feeling of Space Battle.
I have both an admiral and a general and with a good team have beaten a 4 carrier team and have lost with a Klingon 4 carrier team. So it sounds to me like a whineing from a person that can not adapt tactics and calls for a nerf so he can win all the time.
I didnt realize such a ship existed in STO until I just got creamed by a team full of Klingon Carriers.
How is it fair in anyway when the enemy can spawn 3x5=15 more allies to assist them in the middle of a fight.
All of a sudden a 5vs5 game become a 5vs20. Granted the ships that spawn are not massive, the simple fact is that they do damage and they must be killed in order for them to die.
Basically all that is happening right now is 5 Klingon players are spawning into PvP, and then they set their throttle to max and begin laying out multiple ships all through out the map.
This leaves the map littered with squadrons of fighters, birds of prey, repair ships and other assortments of ships.
By the time the Klingon's roll up on the Federation its basically 5vs100 because of the amount of ships the klingon's have spawned in their Carriers.
This is a serious game-play issue and needs to be addressed immediately.
The Klingon Carrier either needs to have its ship spawning capacity severely nerfed, or the Federation must have their own Carrier's capable of spamming the same way the Klingon's do.
I'm sure anyone who has witnessed a Klingon Carrier spam can tell you that its not fun, not balanced and there is no way to win against it.
It literally becomes 5vs100. I'm not impressed, not all Klingon players resort to such tactics and choose to play fairly in real 5vs5 without Carrier's, but these teams that are spamming Carriers are ruining the PvP environment.
Hopefully we will see a Federation Carrier so we can use cheap and blatantly over-powered tactics too, or just nerf the Klingon Carriers ship spawning ability. And by nerf, i mean, mostly remove.
Look at me I'm a Klingon on a team, we all have 5 carriers, now we are all going to spawn 3 Bird of Prey's each, and then some fighters and repair ships. Tra-la-la-la , spam spam spam, 100 vs 5. OMG you suck Feds, can't beat over 20 ships at once even though 5 of them are massive tanks, and the rest are all tactical escorts.
llaaaaame.
This is my first and only complaint with the game so far. Fix this now. It's not cool, it's not fun.
Haha.. I think that team you're talking about is mine. I'm often in a team with 3+ carriers.
And to fan the flames, I've recorded some footage of our carriers in PVP for your viewing pleasure. You might even be in it. http://bit.ly/9orlzM In 1080P HD no less. Enjoy!
I didnt realize such a ship existed in STO until I just got creamed by a team full of Klingon Carriers.
if this was the first time you saw a carrier fleet, you were supposed to get creamed. our chief weapon is surprise... surprise and fear... fear and surprise... our *two* weapons are fear and surprise, and ruthless efficiency...
...
umm, what was the topic? oh, yes.
anyway, now that you've seen it, I'm sure you'll spend some time thinking of counters. I don't want to go into detail here, since I'm a carrier user myself, but I will divulge that there are *many* counters. just off the top of my head, I can think of a half-dozen tactics that will shut down a carrier fleet, depending on conditions.
here are some carrier "features" to get you started thinking:
1. carrier handling is terrible. turn rate is terrible; inertia is huge
2. can only change bays out of combat. once combat begins you're stuck with whatever you have
3. can't cloak, not even out of combat. no more prepositioning or pre-picking targets while cloaked
4. deployables can't be dismissed, and you can't summon new ones as long as the old ones are still up
5. deployables can't do Full Impulse. BoP wings are the worst and can't keep up at 100% throttle
6. science ship, only 3 tactical BO abilities and 3 engineer BO abilities. choose wisely
I have read extensively and posted in other threads about this issue of Carriers spawning extra pets by swapping Bays out of combat.
I have considered both sides of the issue and have come to a definate conclusion that the people who say it is overpowered are too ignorant and lazy to deal with what is in actuality a simple puzzle to figure out how to crack. I have read posts by Carrier Pilots telling people how to take out a carrier, but people will just not listen. They simply do not want to deal with changing their dog fight tactics and PvE set ups and apply the proper BO skills to deal with it.
It takes a whole different set of tactics and skills to tackle carriers. One of the very reasons to keep your crew prepared by having the BO's you need ready and available to swap out when the situation calls for it.
I keep extra BO's skilled out for special circumstances.
ive altered my eng/cruiser playstyle specific to the carrier threat, ive got a seperate set of BOs with 5 RSPs ready to get swapped in on the fly if things get silly.
also, this is PvP, theres always gonna be a winner and a loser. My pug teams lose often to klink carrier premades but i dont complain, i just bounce tricobalt torps off their shields killing all their little ships in range with that yummy 15k aoe and plan how to make it more difficult for them next time.
./bread and cheeze
goober
Edit: and ya FBP sucks if your a cruiser. easy work around though, find the closest escort, switch to a BO with extend shields 3 and 2 and cover him while he rips it apart.
I haven't face a Carrier yet.. in pvp.. I have some ideas to face these? Weapons these buggers use? beams = feedback pulse...
Mines? Gravity Well? Spread torpedoes? Spread the work.. couple ships take the drones... other work on the carrier?
Comments
Maybe you do not like it but quite frankly we lose enough that not everyone seems to have trouble with it. Those craft they spit out is part of there DPS. With out it those Carriers quit frankly would be useless.
I think instead of complaining about your enemy you might try adapting to fight it. I don't know of anyone else other then Purge that uses this tactic so I can't imagine it is really that bad.
Vllad
You shouldn't be able to spawn more things then you have hangers for out of combat.
1. The first problem is targeting for feds is nearly impossible due to the huge mass of enemy contacts swarming around the klingon ships. They need to either implement a way to turn off showing enemy fighters on the UI or put in a way to more easily coordinate attacks
2. Carriers just shouldn't have power siphons. These things are an I win button for any carrier once they get on you. If they are going to get something like this, Power siphons should be easier to target and kill.
3. Carriers should be more dependant on power settings like the rest of us. They should only be able to have their full allotment of fighters and ships out if they are at max weapons power. They really shouldn't be able to sit around at max aux occasionally hitting fbp or healing their teammates and still be doing good damage with their fighers and other ships.
http://forums.startrekonline.com/showthread.php?t=132397
carriers in a full team are crazy especially if the klinks are built to support themselves with heals and RSP anbd FBP its a lost game for feds, I know klinks will always resort ot the typical "feds cant play" "feds Suck" expected script they use but facts are facts they would be all over the forums saying the same thing if it was reversed.
I think it is a RP aspect of the game that if you play a Klink you must act like a narrow minded twit on the forums without the racial trait "see problem objectively"
now you are whining and trollin.
I doubt if the situation was reversed players who have Klingon faction toons will be QQn, in fact probably welcome a fed carrier type to the battlefield. Imagine...teams of only carriers on both sides....the lag the lag...but an epic battle of npcs. (although it will probably be boring after awhile)
Moderators could we just start a new section called Nerf the Klingons. It is really getting old.
ive altered my eng/cruiser playstyle specific to the carrier threat, ive got a seperate set of BOs with 5 RSPs ready to get swapped in on the fly if things get silly.
also, this is PvP, theres always gonna be a winner and a loser. My pug teams lose often to klink carrier premades but i dont complain, i just bounce tricobalt torps off their shields killing all their little ships in range with that yummy 15k aoe
./bread and cheeze
goober
Edit: and ya FBP sucks if your a cruiser. easy work around though, find the closest escort, switch to a BO with extend shields 3 and 2 and cover him while he rips it apart.
The Devs really need to step up and and tell us what is right and what is not right.
This alone tells me you have no clue what your talking about. We can summon 2 BoP, 8 fighters and 4~ siphons....assuming we're NOT in combat. None of my fleet even use the shield repair drones because they're useless and they generally do more damage to ourself than they help.
You are so clueless that you keep trying to use your same old T4 style and expect to win. Adapt or die, and clearly you didnt adapt. Maybe you should get AoE skills champ, ever think of that? That ever cross your mind? Maybe one of you keep the carriers in combat while others kill their spam so they cant resummon all 3 types worth?
Newsflash, carriers do not tank better than cruisers
yop, didnt you recognize the names?
Welcome to the BS Klingon players have dealt with since Tier 1! The Fedball and mass of mines is the stuff we've been dealing with since Day 1! Nay, since I've seen it in Open Beta! When KDF players complained about it, Feds said, "Deal with it."
Well Fedbears... "Deal with it"
I lol'd a lot reading this, and my main is a fed.
I highlighted this last part because this is clear admission that you're exploiting a known problem with carriers. The problem being that you can summon 15 total ships, provided you're not flagged as in combat so you can swap out the modules. It's quite clear the devs only intended for you to have 2 BoP, OR 8 fighters, OR 4 siphons, not all of them together.
That right there is 14 ships for each carrier that abuses this exploit. In the 5v5 match that's a possible 45 v 5. In the 10v10, large maps, that's 90v10.
Yet those who are abusing this known exploit have the gall to tell everyone facing this to "L2P". Case in point in this last paragraphs by this person whose already admitted to abusing this "out of combat" exploit.
Come on folks, do you honestly believe this was the intended functioning of the carrier, considering you can ONLY pull this off when
Don't even think of coming back with some lame excuse such as "well Feds can drop a bunch of mines out of combat" when you know full well that 1) Those mines expire after a certain amount of time and 2) swapping out the equipment isn't going to let anyone summon more mines due to the shared cooldown on the launchers.
Oh, use an AoE power you say? All of them, except Charge Particle Burst are limited to either 3 or 5 targets max. Charge Particle Burst ONLY damages shields.
Tricobolt torpedo and mine, might work, if the swarm doesn't manage to shoot them down before the impact. Yes, I've seen these massive swarms shoot this torpedo down even when fired at less than half a km range, if you can manage to get that close before the swarm and focus fire gets ya.
That doesn't seem unreasonable to me.
I've fought Klingon Carriers myself in our KvK Borg Hunt area and the key is to kill all their TRIBBLE first. It's all easy to kill (only the summoned BOPs have any durability at all) and every thing you destroy hurts the Carrier's capability. We can only pick 2 things to resummon in combat (e.g., 1 fighter wing and 1 BOP, or 1 repair wing and 1 drain group) so once the fight has started if you kill all our TRIBBLE we're mostly going just a gimpy Science Vessel.
I'd pick up at least one AE attack if I had to combat Carriers regularly. The AE torpedo attack would probably work nicely.
The biggest problem I think Feds have with Carriers is that they try to ignore the pets and just attack the owner, but Carriers have good survivability. I have RSPx2, VM, Scramble Sensors, Science Teamx2, Hazard Emitters and Engineering Team. If you're beating on me through all that while my minions are beating on you, you're probably not going to win. If you start shooting down my minions then there's not a whole lot I can do to stop you. You shouldn't be accidentally targeting a fighter and thinking, "TRIBBLE! I wanted to target the carrier!" Just take 2 seconds and kill the fighter. If you don't, it'll keep launching photon torpedoes at you and that's going to suck if I can get your shields down.
Show me the dev post. Everything I've seen alluded to they dont even know how their own game works.
How is carrier swapping stuff out of combat any different than ground PVP kits and dropping engineer deployables?
Devs have already said that swapping ground weapons IN COMBAT was not an exploit, they didnt even know people were doing it, but planned to curb it somehow.
Alone: The Vo'Quv needs the Spawn Spam.
Multiple Vo'Quv's: There needs to be a limit on spawns.
I just came out of a PvP match, where it was nothing but Vo'Quv Spawn Spam and Science Abuse, in spamming multiple Science Abilities. It really killed the Trek Feeling of Space Battle.
Use their own weapons against them
Damn. You want to eat the cake too?
The Whine is more powerful than the forethought required to plan for the contingencies...
I'm forwarding the info on carriers to the PVP testers to get their feedback on this and we will definitely look into this.
qq wins the day whoohoo
now the feds can clear the sky and get ready to qq about the fighters since thats really the only usefull craft on the entire carrier.
Haha.. I think that team you're talking about is mine. I'm often in a team with 3+ carriers.
And to fan the flames, I've recorded some footage of our carriers in PVP for your viewing pleasure.
http://bit.ly/9orlzM In 1080P HD no less. Enjoy!
I lol'd
if this was the first time you saw a carrier fleet, you were supposed to get creamed. our chief weapon is surprise... surprise and fear... fear and surprise... our *two* weapons are fear and surprise, and ruthless efficiency...
...
umm, what was the topic? oh, yes.
anyway, now that you've seen it, I'm sure you'll spend some time thinking of counters. I don't want to go into detail here, since I'm a carrier user myself, but I will divulge that there are *many* counters. just off the top of my head, I can think of a half-dozen tactics that will shut down a carrier fleet, depending on conditions.
here are some carrier "features" to get you started thinking:
1. carrier handling is terrible. turn rate is terrible; inertia is huge
2. can only change bays out of combat. once combat begins you're stuck with whatever you have
3. can't cloak, not even out of combat. no more prepositioning or pre-picking targets while cloaked
4. deployables can't be dismissed, and you can't summon new ones as long as the old ones are still up
5. deployables can't do Full Impulse. BoP wings are the worst and can't keep up at 100% throttle
6. science ship, only 3 tactical BO abilities and 3 engineer BO abilities. choose wisely
-ken
I have considered both sides of the issue and have come to a definate conclusion that the people who say it is overpowered are too ignorant and lazy to deal with what is in actuality a simple puzzle to figure out how to crack. I have read posts by Carrier Pilots telling people how to take out a carrier, but people will just not listen. They simply do not want to deal with changing their dog fight tactics and PvE set ups and apply the proper BO skills to deal with it.
It takes a whole different set of tactics and skills to tackle carriers. One of the very reasons to keep your crew prepared by having the BO's you need ready and available to swap out when the situation calls for it.
I keep extra BO's skilled out for special circumstances.
LOOK AT THIS...
http://i42.photobucket.com/albums/e3...ke/Carrier.jpg
Maybe they should nerf 5 Cruisers all healing each other because you can't take them down.
If you don't like the fight then leave the instance and take another.
On the other hand if your up to a challenge then give it a go.
I haven't face a Carrier yet.. in pvp.. I have some ideas to face these? Weapons these buggers use? beams = feedback pulse...
Mines? Gravity Well? Spread torpedoes? Spread the work.. couple ships take the drones... other work on the carrier?
So does this mean that we'll all be switching to BoPs, then, so that the feds can go back to QQing about cloaking?