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Overpowered!

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Is there a way to counter the fact that Carriers seem to be able to heal their shields perhaps too fast? I mean, i drop it, 5 seconds later, their back up...wth! I mean, its big and all, but there is some seriously overpowered fact, and im NOT talking about the fighters, i seem to be unable to defeat the carrier, Its like it can dps AND tank at the same time.... its very frustrating

Any suggestions?
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Learn how to play? It has a science ship layout while also having a LTC engineer, meaning it has the best shield heals in the game.

    They are not op because escorts can drop them really fast.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    are you trying to take this thing alone? because you'll need help. like most of the high end ships. you wont beat a good cruiser captain on your own either, or good science ship.

    even some escorts are a nightmare to take solo if built right and piloted well.

    so bring some friends.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    friends? what are these things you call friends?

    (kidding)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Pro-Tips for Carriers:
    • Eject Warp Plasma - since they're slow and hard to maneuver, ejecting warp plasma is like tossing a Molotov cocktail at them. Imagine the fighters as little men crawling out of a tank - now imagine the Eject Warp Plasma as a Molotov. Bring some marshmallows on this one.

    • TSSS or TESS - either taking out their shields or engines is important for stacking the heat on them.

    • Gravity Well / Tyken's Rift - Tyken's will drop their power levels while gravity well is better at immobilizing and dealing damage. Gravity well is preferable if they've launched fighters as it can take some of the weaker ones out.

    • Viral Matrix / Boarding Party: no powers; no shields. Give carriers a case of the flu this holiday season. Boarding Party is slightly less effective when the carrier is at full crew (also, don't launch boarding party while other AoE attacks are active).

    • Mines - Carriers don't have much get-up and go. If you haven't used Gravity Well or Tyken's, then mines (like chroniton) can stop them dead in their tracks. having someone with a tricobalt device can help too - especially after using viral matrix.

    • Teamwork: having someone dedicated to immobilizing them (a science ship) and then a cruiser over top for Eject Warp Plasma / Boarding Party is potent. One of you soften's the prey - the other just batters them down.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Don't forget, if you have decent power to aux scramble sensors can be a carriers worst nightmare.

    A good player can forcibly continue to target members of the other team, and target himself when using heals if sensor scramble is deployed.....

    ....but the AI controlled BoPs fighters and frigates on carriers have no such forethought and can be turned into lovely re-enforcements for you at the push of a button.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Don't forget, if you have decent power to aux scramble sensors can be a carriers worst nightmare.

    A good player can forcibly continue to target members of the other team, and target himself when using heals if sensor scramble is deployed.....

    ....but the AI controlled BoPs fighters and frigates on carriers have no such forethought and can be turned into lovely re-enforcements for you at the push of a button.

    This. This is also awesome.

    Science ships are great for debuffing Carriers and their little friends. Toss in a cruiser with Eject Warp Plasma and Boarding Party for good times after the fighters have broken their attack on mama bird.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    This may be a bit too class specific, but a well timed SNB has ruined my day on a few occasions.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Pro-Tips for Carriers:
    • Eject Warp Plasma - since they're slow and hard to maneuver, ejecting warp plasma is like tossing a Molotov cocktail at them. Imagine the fighters as little men crawling out of a tank - now imagine the Eject Warp Plasma as a Molotov. Bring some marshmallows on this one.

    • TSSS or TESS - either taking out their shields or engines is important for stacking the heat on them.

    • Gravity Well / Tyken's Rift - Tyken's will drop their power levels while gravity well is better at immobilizing and dealing damage. Gravity well is preferable if they've launched fighters as it can take some of the weaker ones out.

    • Viral Matrix / Boarding Party: no powers; no shields. Give carriers a case of the flu this holiday season. Boarding Party is slightly less effective when the carrier is at full crew (also, don't launch boarding party while other AoE attacks are active).

    • Mines - Carriers don't have much get-up and go. If you haven't used Gravity Well or Tyken's, then mines (like chroniton) can stop them dead in their tracks. having someone with a tricobalt device can help too - especially after using viral matrix.

    • Teamwork: having someone dedicated to immobilizing them (a science ship) and then a cruiser over top for Eject Warp Plasma / Boarding Party is potent. One of you soften's the prey - the other just batters them down.

    I like hanging around Carriers in PvP... the Carriers seem to be Magnets that Draw in Feds from miles around lol

    I dont know what Feds have about BIG Things, but they always seem to always go for the BIGGEST Target first and thats always the Carrier, so I like to cloak near by a Carrier and just wait for a Defiant to uncloak and try and take the Carrier out...

    The Classic Teamwork Tactic I see Feds use is the 1 Fed vs 6 Klingons... then they call us Overpowered :rolleyes: lol
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Best tactic against Carriers- Ignore them and move on.

    If they're capping a node, cap something else.

    Carriers' only purpose is to delay you while reinforcements arrive in a cloud of Fighters.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Funny thing the Fedsies never seem to learn in PvP is this: If you see a carrier and think it's easy pickings... well think again! Just above or below that carrier are cloaked Raptors or Birds just waiting for you to take the bait and let me tell you guys something... it ALWAYS works! I can only follow what Beagle said, learn to play and don't nag about OP ships since it's all in balance.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Meynolt wrote: »
    Funny thing the Fedsies never seem to learn in PvP is this: If you see a carrier and think it's easy pickings... well think again! Just above or below that carrier are cloaked Raptors or Birds just waiting for you to take the bait and let me tell you guys something... it ALWAYS works! I can only follow what Beagle said, learn to play and don't nag about OP ships since it's all in balance.

    There are great tricks for dealing with this too - like not rushing in single-file to the slaughter. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    There are great tricks for dealing with this too - like not rushing in single-file to the slaughter. :)

    LOL ya I lost count of the number of Times I have seen this...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Lol,

    Carriers are not overpowered, there just not easy targets anymore.

    I love the Carrier build I'm using now, Cruisers are no longer a problem for me :)

    What makes the Carrier seem overpowered is the fact that 98.9% of Klingon players know how to work has a team even in PUG groups :eek:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Pacifica- wrote:
    LOL ya I lost count of the number of Times I have seen this...

    You'd think feds would get better at using the nebula (and the nebula is great for anti-carrier for other reasons too).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    A Happy, Happy Fun Build Against Carriers:

    Nebula Science Vessel

    On your LtCmdr. Engineer Boff have at least:
    • Eject Warp Plasma
    • Board Party
    • Emergency Power to Aux

    On your Cmdr. Science Boff have:
    • Scramble Sensors
    • Viral Matrix
    • Gravity Well

    Inherent Abilities:
    • TSSS
    • Tachyon Detection Grid

    Spec your skills to maximize these eight abilities at least. Aux to Inertial Dampeners can also help with turning your ship to get a proper facing.
    • Make sure everyone approaches the carrier from different angles.
    • Fire the Tachyon Grid on approach (to decloak support craft)
    • Fire TSSS on the Carrier, just in case you get lucky and can take them down.
    • When shields are starting to weaken, fire gravity well and viral matrix.
    • When that fades, fire boarding party (crew levels should be at a point to interrupt powers)
    • Once aboard, fire Eject Warp Plasma

    As fighters are launched, scramble sensors is a blessing. Scrambled fighters will devour their parent craft. Having escorts hang back and wait for the decloak is preferable to some escort thinking he's the biggest cowboy this side of the Rio Grande.

    AoE abilities like Eject Warp Plasma and Gravity Well can crush fighters too - just make sure you're firing them close enough to the carrier. For added hilarity, use target engine subsystems on the carrier while other science vessels fire off their anomalies.
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