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KDF Fire Power

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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    hurleybird wrote: »
    Borg shields are fail in most setups. The win setup is co variant shields + all the other Borg pieces

    Only a Cruiser or sci ship could pull the borg shields off decently with the field generator boosting the shields and the power to shields up. Escorts not so hot.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    hurleybird wrote: »
    With the exception that the Borg set + Cov[Cap]x3 (or other suitable replacement) shields is ridiculously OP and easily doubles the tankability of most players.
    That is probably true and might be an exception to the general rule, but I suspect in a One on One, what mattered was not subpar equipment but the wrong tactic regarding shield-related powers.
    Dalnar wrote:
    Even tho I think borg regenerative shields are superior (except for the one moment when fully buffed tac uncloaks on your from escort/bop), the aegis set is very easily obtainable for everyone and serves well for start.

    If you catch me while I'm playing (EU evening mostly) I can craft you the whole set I think. I have everything needed probably. And you can send me the mats later, if you find some and remember :--))
    I think Aegis Set items are also available on the Exchange for around ~1 Million per item. At least that was about the price I remember from buying one set of Aegis gear. (I can craft them, but I was out of crafting materials for them once... And buying the mats seems less effetive.)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Any ship that can maintain ~125 shield power can do well with regenerative shields. *shrug* it comes to personal preference anyway.
    I think Aegis Set items are also available on the Exchange for around ~1 Million per item. At least that was about the price I remember from buying one set of Aegis gear. (I can craft them, but I was out of crafting materials for them once... And buying the mats seems less effetive.)

    Who cares about credits ? or money in computer game anyway ? maybe some greedy *****. I can give it away for free, for a person who truly needs. And thats somewhat him, judging by his mk VIII gear.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Dalnar wrote:
    Any ship that can maintain ~125 shield power can do well with regenerative shields. *shrug* it comes to personal preference anyway.
    I know you like your regenerative shields, but I remember doing some calculations and the range where regenerative shields can potentially out-perform covariants is low, and it is still ignoring entirely that covariant shields benefit from heals just as well as regenerative shields - and those shield heals are much more powerful usually than what you can regenerate over time.

    But this is a topic for another thread..
    Who cares about credits ? or money in computer game anyway ? maybe some greedy *****. I can give it away for free, for a person who truly needs. And thats somewhat him, judging by his mk VIII gear.
    Whoever is selling them on the Exchange cares about their EC. :) (Maybe to get one of those over-expensive BOs?)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Its hard to judge covariants vs. regenerative shields, because people play differently when using either of them. Let me bet, you compared the effect of both shields at 125 shield power ? well covariants users usually do not have that.

    Hence its more or less 125 shield power for regen vs. 90-100 for covariants. Now those extra 25 shield power for regen do give a lot better results. If you compare both situations. And its very visible if both shields would be victims of tachyon beam + charged particle burst combo.

    Both shields perform better under different circumstances. Its like comparing apples to oranges.

    But since I always aim to get ~ 120 shield power with EptS even in my escorts, I prefer the regenerative shields. And I like to not need TSS to replenish my high cap shields, so its extra sci tool for me. And I have mk XI deflector dish, not that borg one, so need 3 pieces anyway.

    As I said, personal preference. Higher cap gives you more time to react.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    hurleybird wrote: »
    So you that "leet purple gear" you have is Mk VIII.... that's a riot. You have a lot of stuff to sort out before you can even think about queuing for PvP. Level is generally more important than rarity. Also, you should be on your attack preset basically all of the time.

    To be fair..

    The level of weapons isnt a HUGE issue.. MK VIII weapons wont break his loadout at all, it merely puts it at a slight disadvantage.. Additionally the difference between a MK VIII and a MK XI Covariant shield isnt major either.

    The level of consoles, youre definately correct about.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    hurleybird wrote: »
    Borg shields are fail in most setups. The win setup is co variant shields + all the other Borg pieces
    QFT
    or u roll with 2 Borg parts + 2 Aegis parts ( Aegis shield + engines ofc.)

    btt:
    u say KDF is OP

    1. roll fed
    1. fly excelsior
    3. ...
    4. profit
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    raaven616 wrote: »
    Phaser Beam MRK VIII [ACC] [DMG]x2 I use four of these on a sci ship.. Two forward Two Aft

    I'd advise getting the max weapons of your level. Purple or not, a Mk VIII phaser beam array (even with a Dmgx2 modifier) won't have the same damage of even a common Mk X phaser beam array.

    I suggest grinding the "Everything Old is New" Devidian mission for blue phaser beam arrays. The mission rewards are equal to the max of your current level (RA lower half will reward mk x weapons and so on), plus they have a nice [DMG]x2 modifier. Saves on the EC and Emblems.

    I'd also suggest thinking about going near all beams.
    Quantum Torpedo MRK VIII [Acc] [DMG] x2

    Personally I consider torps to be pretty useless on anything other then an escort class ship. Shields tanking is a bit insane and chances are the torps will hardly ever hit the hull.

    In an escort though, they have DHC's which should keep a facing shield down long enough to get the torps in. Especially as part of an alpha strike.
    Transphasic Torpedo MRK X AFT section

    Get rid of this, seriously. Even with the Breen set, transphasics are pretty useless.
    Polorized Deflector Dish MRK X
    Super Cooled Combat Impulse Engine MRK X
    Dielectric Oscillation Resilient Shields MRK X

    While the Breen set is excellent when levelling (with exception of the shields), it's not really all that good in comparison to the Borg and Aegis sets available at higher levels. Plus the full set bonus is a little underwhelming.

    My first piece of advice would be to scrap the shields. Replace it with a Covariant Mk X (or XI) [Cap]x2, which can be easily obtained via doing the "Skirmish" Devidian mission.

    If you can afford it (or indeed craft it), I'd suggest getting the Aegis set or in the case of doing STF's the Borg set (you should always get the Borg console either way).

    In my opinion the best set-up is the following:-
    Borg Deflector
    Borg Engines
    Aegis Shield or Covariant Mk X [Cap]x3
    Borg Universal Console

    This gives you two Borg set bonuses (one has a chance of healing your ship somewhat, while the other has a chance of healing your shields) and a decently thick shield.
    Engineering Consoles:
    Ablative Hull Armor MRK VIII (+21 vs Phaser, Disruptor, Plasma,Tetryon Dmg resist)
    Diburnium Hull Plating MRK X (+32 vs Phaser and Disruptor DMG Resist)
    Ablative Hull Armor MRK VII (+17 vs Phaser, Disruptor, Plasma, Tetryon Dmg resist)
    Polydurainum Hull Armor MRK VII (+12 vs Kenitic and all other Beam Dmg resist)

    When you get to the level it's available at, I seriously suggest getting the Field Generator console (either off the exchange or from the emblem vendor). This basically increases you shields HP by 35%.

    You'll probably find that almost any ship over RA5 (RA Upper Half) will be using it.

    It's rather unfair really, as RA level PvP includes players from RA Lower Half and RA Upper Half, with the upper half having access to better equipment.

    If you're going to stack hull resists, I'd advise the one that offers a blanket resistance to kinetic and energy weapons. While phasers and disruptors do see a lot of use at RA and higher, a lot of ships also use antiproton.
    Science Consoles:
    Halon System MRK X (+16 Hazard Emitters)
    Multy Spectral Scanner (+16 Sensor Array)

    I'd personally advise getting rid of the Multi Spectral Scanner and replacing it with the Borg Universal Console when you get a chance. It can be easily obtained through the Assimilation mission at over RA5.
    Tac:
    (2X) Energy Distrobution MRK X (+21 Beam Weapons)
    Phaser Relay MRK VIII (+21 Phaser Weapons)

    Looks fine. Not as good as the best consoles of the level, but still fine.


    In regards to powers, have at least 1 tactical team, no matter what ship you're flying.

    I've heard some people who have no idea what this does, thinking it's still as useless as it was half a year ago and refusing to take it. This ability now auto-redistributes your shields for 10 seconds, much much MUCH faster then if you did it manually. Think of it as a mini Reverse Shield Polarity, though in some respects it's far more powerful. It also boosts weapon damage slightly.

    Oh and some big no-no's, though these are totally my opinion:-
    Boarding Party - Virtually useless. Not only is it shot down easily, the amount of tactical teams flying around means it's easily counter-able. Heck, chances are the target already has tactical team running before the BP reaches it.

    Transphasic Cluster Torp - Does more damage then a transphasic torp, but still doesn't make it anything more then a Bee sting. Also it's easily shot down.

    Attack Pattern Beta - Not really a big no no, just I'd advise against it in comparison to other abilities. Like BP, there's a good chance the target will be running tactical team, countering it.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Hey raaven616

    I imagine myself as an person who knows alot about Klingon PvP Gameplay, and I can say this. Listen to most ppl in here there have good points. But If you dont believe them I suggests you make a Klingon toon and put him in a carrier you will find out its not an Iwin Botton.

    Give Feds a Carrier its just wrong its kinda lol. They have some many more playable pvp ships than the klings, and dont think we need more spam in this game :)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Dalnar wrote:
    Its hard to judge covariants vs. regenerative shields, because people play differently when using either of them. Let me bet, you compared the effect of both shields at 125 shield power ? well covariants users usually do not have that.

    Hence its more or less 125 shield power for regen vs. 90-100 for covariants. Now those extra 25 shield power for regen do give a lot better results. If you compare both situations. And its very visible if both shields would be victims of tachyon beam + charged particle burst combo.
    Actually, it's very visible as a Regenerative Shield users shields are suddenly down and a Covariants shield users shields are still up. Sure the Regenerative Shield comes back faster, but part of that speed is only a consequence of the UI - you have less shield points to recover in the first place. And if nothing else would happen to your ship in the meantime, the covariant shields would _still_ be regenerating when your regenerative ones are already full. And not just because they regenerate slower - but they have more points to regenerate before the regeneration ends.

    You might be correct about relative shield power values, but even then you ignore that there is an opportunity cost involved in getting your shield power that high. And what does a Covariant shield user get out of that? Worst case would be weapon power (but that's unlikely, you'll certainly max both weapon and shields), but engine and auxillary power can't be ignored either. One improves your maneuverability and speed, the other improves various science buffs - some of which can give you additional shield healing and shield resistances (and more than you would get from better regeneration.)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Don't forget cruisers can chain two different EPtX powers, one of those is usually EPtS. Higher shield power benefits extended shields...hell my Galaxy R, extended shields III is 42% and awesome heal on the top. So there is certain synergy in it.

    Of course, some builds/career choices work poorly with it, while other works flawless. Engineer with Rotate shield frequency would always prefer high cap shields, because of the extra heal of course for example.

    Regenerative shields just require more effort at gearing ship / power settings, while covariants are no brainier for that matter.

    Beside, if regenerative shields are so bad...we should perhaps cry NERF COVARIANTS, or boost regenerative ? I'm not aware, of any "true" pvpers screaming about it as they do about everything OP...so there seems to be no problem at all. Unless they are hypocrites, and don't want to nerf, something they are using :p

    Hence why I said its personal preference. I wouldn't say either is better/worse, its much more complicated. But I don't spit on one, just because I do not use the other.....as is it the case of many people on forums :rolleyes:

    Anyway, for newbies -> covariants all the way.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Dalnar wrote:
    Don't forget cruisers can chain two different EPtX powers, one of those is usually EPtS. Higher shield power benefits extended shields...hell my Galaxy R, extended shields III is 42% and awesome heal on the top. So there is certain synergy in it.

    Of course, some builds/career choices work poorly with it, while other works flawless. Engineer with Rotate shield frequency would always prefer high cap shields, because of the extra heal of course for example.

    Regenerative shields just require more effort at gearing ship / power settings, while covariants are no brainier for that matter.

    Beside, if regenerative shields are so bad...we should perhaps cry NERF COVARIANTS, or boost regenerative ? I'm not aware, of any "true" pvpers screaming about it as they do about everything OP...so there seems to be no problem at all. Unless they are hypocrites, and don't want to nerf, something they are using :p

    Hence why I said its personal preference. I wouldn't say either is better/worse, its much more complicated. But I don't spit on one, just because I do not use the other.....as is it the case of many people on forums :rolleyes:

    NERF all shields. Its the 21st century...errr 25th century we should have peace. :D
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    I think shields could use some balance work. but lets worry about them fixing faw/pengs first eh? :p
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    wrote:
    I think shields could use some balance work. but lets worry about them fixing faw/pengs first eh? :p
    No, I want them to have fixed everything right now! *stomps with feet*
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    thamupp wrote: »
    I think shields could use some balance work. but lets worry about them fixing faw/pengs first eh? :p


    Yeah I await the 16th for the fix to pengs only see the fix is broken farther with HYT tripling the secondary explosion and nuking all enemies within 30KM but my thoughts could be a little melodramatic. :D
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Dalnar wrote:
    Don't forget cruisers can chain two different EPtX powers, one of those is usually EPtS. Higher shield power benefits extended shields...hell my Galaxy R, extended shields III is 42% and awesome heal on the top. So there is certain synergy in it.

    Of course, some builds/career choices work poorly with it, while other works flawless. Engineer with Rotate shield frequency would always prefer high cap shields, because of the extra heal of course for example.

    Regenerative shields just require more effort at gearing ship / power settings, while covariants are no brainier for that matter.

    Beside, if regenerative shields are so bad...we should perhaps cry NERF COVARIANTS, or boost regenerative ? I'm not aware, of any "true" pvpers screaming about it as they do about everything OP...so there seems to be no problem at all. Unless they are hypocrites, and don't want to nerf, something they are using :p

    Hence why I said its personal preference. I wouldn't say either is better/worse, its much more complicated. But I don't spit on one, just because I do not use the other.....as is it the case of many people on forums :rolleyes:

    Anyway, for newbies -> covariants all the way.

    The great benefit from Regens, are that on say a healing cruiser or SV (which should be running no more that EP2S1s) the lower shieldcap are much easier filled by EP2S1. Hell I didnt even use a FieldGen on my SC when I used that for my healer, prefering instead to maximize my ETs with 4 SIF Gens. For the same reason I ran Borg Engine, Shield and Console with a specialized deflector for my TSSs
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    lol this topic is gold. Keep it up.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Beagles wrote: »
    lol this topic is gold. Keep it up.

    Yeah.. Good thread here.. Lotsa good advice that Can help newbies ;)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    There are 4 things that matter when it comes to ship combat in STO:

    1: Your Skill point build: You can live with aprox 7 points in most skills. 9 Points in the Performance Skills from the Engineering Section are useful since they improve each of your ships power settings beyond their base. With 7 in any Efficiencies you won't have at the settings 50 or 100. After that, it's about making sure you get the most out of your Weapon skills (Aprox 7 in the tier 1 and tier 2, then 9 in the tier 3). And Making sure your Bo skills are properly Pointed with at least 7 points to 9 points depending on the skills required for that Bo Power. And don't forget to make sure your Class skills are also properly stated out in space. Again 7-9 points amongst those skills will make them as effective as possible.

    2: Your Bo Abilities: Your ship lives or dies based on your Bridge officer abilities. If your a Cruiser, or D'kyr Science vessel, Emergency Power to Shields 3 is a GREAT enginering defense skill. If you put the right points in your EPtS power, it should give about 30+ points to your shields, and high shield resistances for 30 seconds. More so if your a Joined Trill. If your ship doesn't have access to a Tier 3 Enginering slot, Emergency Power to shields 2 is still a good choice for defensive purposes. in the Tier 1 and 2 Science Slots of a Cruiser, Typically I go with Hazard Emitters 1 and Transfer shield strength 2. They give good resist buffs and shield recovery buffs despite the fact that your lacking a Science team. After that, it's all up to what your trying to do with your build, and the weapons your trying to use. If it's beams, Beam Overload for spike damage, Target Subsystem <System>, and even the current OP FAW are your best friends. If your trying to use Turrets and Cannons, Rapid Fire or Scatter Volley are your powers. If your more about Torpedoes, then High Yield 1 or 2 is your best bet if your in a cruiser with out a LtC Tac slot. Finally, try to find the power set up that works for you.

    3: Gear: If you are max level, and your still running Mk 8 or below items, regardless if they are purple, your reducing the full potential your ship will be capable of. The Breen set by it's self isn't the BEST set, but it isn't a bad set either. I personally do not like the Engines if I'm using that Set on a ship. Mostly because they are Combat engines and those kind of engines aren't useful at the 50+ engine setting I am usually at and prefer Hyper Impulse Engines in that case. Consoles are also recommened to also get the highest bonuses you can at your max level. If you want your weapon damage to be high, try to get either Mk XII White, MK XII Green, or MK XI Blue tac consoles for that weapon energy or weapon type. If you can't find the console you want cheaply, try flying around Ker'rat and just killing borg. Or even try to complete the zone if you can. Ker'rat can be a great supply for either EC, or even getting those random drops of items you may suddenly need. Your weapons will vary based on the Energy your trying to spec into. As will your race abilities you choose when you first made your character. If you choose Accurate, you can probobly use weapons that are not [Acc] and do alright. Sure you might miss alot against a speedy Escort, but it might be doable. People sware by [CrtH] Weapons, and for good reason. Having weapons with improved Critical hit mean you'll do more damage because those weapons will crit more often. For Phaser Beam arrays, I like the ones you can buy for 7 Marks of Honor each, the Mk X [Acc] [CrtH] [CrtD] Other wise it depends on what your going for. There are some interesting Mk XI you can buy for 30 Emblems each that are also not bad. Also, if you don't have enough Marks of Honor, but you have plenty of emblems, don't forget you can trade Emblems for Marks of Honor.

    4: You: Only you can be the determining factor of your ship's performance. Knowing when to use your Class Skills, Bridge officer skills, and even ship skills where necessary are important. When coming under fire, are you constantly balancing your shields while using powers like Emergency power to shields, or Transfer shield strength? Are you also using Tactical team to help soften an Alpha strike? When subnuked, what do you do then? Do you use your skills slowly and try to make sure you have a defensive skill avaliable for that dreaded moment? If it's time to run, did you remember to have Engine batteries? Is your Evasive manuevers up, or did you use it earlyer trying to catch a fleeing enemy? Do you have "Nitros" from the Mission a sector away from Ke'rat? (Sorry my memory is failing me on what that item is actually called right now.. :P) These are all things that matter when in a fight, as well as trying to not stop. Because when your moving, you get a defense based on your ship, and the speed your moving. And that defense helps make people miss. If you stop, your defense will drop to nothing and people will be able to hit you, get better crits, and you'll improve their Crit Severity.

    Now.. as far as Carriers and the Fed Side goes..

    The Fed side can have their Carriers when the Klingon side gets more True Science ships. Right now the Klingon side has only ONE true science ship, and it's the Varanus. Where the Federation has more. It's what makes each side unique..

    The Federation has more Science vessel class ships. And more unique type ships. Where as the KDF has Carriers, BoPs, and a majority of their ships can cloak. So if your going to ask for Carriers, the KDF needs Science ships. If you ask for BoPs, then the KDF would need more unique Escort type ships that are as powerful as ships like the MVAE.

    I am not saying that either side needs ships like the other. Because personally I like that each side is unique in their own way where ships are concerned. But I do dislike when there is an imbalance in ship capabilities. And so far the Federation is in the imbalanced area with ships like the Intrepid-R, Excelesior-R, and MVAE. So before you go asking for a Carrier on the Fed side, try to remember what you do have, and what we don't.

    Finally, this post, while long, is ment to be informative, not a "Learn to play" post. If you, the OP, take it as such, this line is to make sure you understand my intent is not malicious.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Listen to Killwpilath and equip the Aegis set I send you. Get some weapons for daily emblems and pew pew pew !
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    If I recall, you can balance regenerative shields faster than convariants which is helpful if you don't run Tac team or it's on cool down.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    raaven616 wrote: »
    Ok.. so a few weeks ago I got into a tiff about OP KDF fire power vs that of Fed.. Sooo I took a few days away from the forums here and thought... and thought...

    Shortly after a pvp match I had a KDF member challenge me to a 1v1 to see if my build was Fubar.. (I'm no master at this game, but like every Capt. Good or Bad.. Fed or Klingon I accepted) So we went at it.. I was ina Nebula class vessel. He ate me up.. Went through my shields like nothing, and I struggled to even break his. I was using all purped weapons and he was in the green. I had purp shields, engine and deflector.. nothing seemed to work.. I even switched to offensive mode.. nope couldn't punch a hole in him. Sooo I switched ships. I chose the long range recon vessel. I lasted much longer and it went back and forth for a bit, but I was in def mode and couldn't do much damage to him.. I just pretty much stalled him. In offensive mode.. much the same..

    I then switched to an an Assault Cruiser, tougher hull str, and two more weapon slots. I find myself doing better in this ship, but my shields still drop rapidly.. even when just fighting a Bop for cryn' out loud. It appears their weapon cycle is faster than mine.. notice I said appears.. I'm still seeing a struggle to get through the shields even against a bop and I can't figure it out... (Please all those with smart TRIBBLE comments like "You Suck", "Your Build Sucks", "Learn to Play Your Ship") don't respond because if I wanted a child's opinon I'd ask my GF's 9 yr old.

    Now I'm going to get back on and trump about KDF Drones.. Now look just hear me out.. is all I ask. I'm going to guess at the number of drones a KDF Carrier gets at being 5. Now lets put two KDF carriers two Cruisers and one Bop in a match with two Star Cruisers, Two Cruisers and One Sci ship.

    KDF FIre power is: Ten drones with two weapons.. each thats twenty beam weapons alone. Then there's the Carrier's weapons at being eight each that sixteen... So just two ships with drones brings to bear, Thirty Six Weapons. Now two Cruisers at I"m guess four weapon slots fore and aft..another Sixteen weapons bringing the total to 52 weapons to bear. Last the bop which has I'm guessing two forward and two aft..if I recall from my own KDF player.. so we have a total of 56 weapons to bear total.

    Fed Side, Two Star Cruisers eight weapons each thatst sixteen weapons together. Two Assault Cruisers thats eight each again total of sixteen, thats sixteen times two.. thirty two weapons to bear and finally a sci ship with three forward and three aft weapons total of six for a grand total of 42 weapons for Fed side and 56 for KDF side.

    56 weapons bearing to 42 weapons to bear. So in the words of the show "Deadliest Warrior" advantage goes to KDF!! The drones brought out gives the KDF side with the other ships, 15 ships to the Feds 5. Advantage KDF. Please I welcome correction because I understand I'm no expert at this but I hope you can all see how and why I feel that the KDF bears to much advantage. I believe that when the Federation goes into battle and fights and actually wins, it is at times by sheer luck and I'll toss in there some skill.

    Its aggirvating to see my shields eaten up and yet I don't have the power to return the same kind of fire power even when I'm fighting a lesser class ship. It makes no sense to me and so I get nerd rage as I heard some one call it. I'm not here to start a bickering fight and if thats how your going to reply spare me the demonstraition of your age. I'm here to discuss this as a level headed adult and want the same in return.

    Now as we all should know that if one society discovers another hostile society has a particular weapon type that they don't have, it stands to reason they would build a weapon to either counter it or match it. So it only stands to reason that the Federation would themselves build carriers as well.

    Thanks and I look forward to your responses.

    LOL I must admit,you fooled me for just a sec......thought you were giving feedback and asking for help to improve your build.....but this is nothing more than an "I want a Fed carrier" thread.

    Help to improve your PvP build you can get,but we have to decline your request for a Federation carrier.:D
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    I do not know what the OP speaks of my Tac/Raptor does no damage. Please do not nerf me further !!!!!!
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Tidemand82 wrote: »
    Hey raaven616

    I imagine myself as an person who knows alot about Klingon PvP Gameplay, and I can say this. Listen to most ppl in here there have good points. But If you dont believe them I suggests you make a Klingon toon and put him in a carrier you will find out its not an Iwin Botton.

    Give Feds a Carrier its just wrong its kinda lol. They have some many more playable pvp ships than the klings, and dont think we need more spam in this game :)

    I can appreciate your thoughts on this subject, as I do everyone elses. One person said were not the borg, Feds don't need Carriers... All fine and well, but the truth of it is... What one faction or society has another seeks it to counter or balance it. Examples of this.. Japan and U.S. WWII carrier wars. U.S. /Russia Atomic Bombs and energy. Startrek world... Kirk captured and delivered to StarFleet Klingon Cloacking technology. Later the Federation outlawed the use of it, but then in DS9 what do we see.. ahh yes.. A Defiant class vessel with???? Yep Cloaking technology. Then... Janeway never turned down the possability of using Borg Technology... my examples go on and on really.

    I do carry a valid pt here.. You can say the Federation has so many different ships to choose from... well yes they do, but that doesn't change the fact that the Federation would be quick to adapt to a carrier class right?? if they have so many, really whats one more. Why are so many Klingon players opposed to this? I can only conclude that its viewed as a viable risk to themselves to have to compete against a carrier.

    I know I know.. their lumbering hulks and turn slow. Yes I've killed my share,... I take that back.. I've assisted.. What they lack in speed and turning ability, they make up with in other areas.

    This is my personal opinon people.. we can be adults and agree to disagree..


    On a more personal level.. I'm going to say, I appologize to everyone here for my rants. I very much needed to step away and take a few days to figure stuff out. If you were offended again I appologize. I've since learned that having purp gear doesn't necessarily grant me the best items..., I spent millions getting it and all for not..LOL well you learn by doing and now I'm having to undo everything.. I've replaced five items and working on others.

    (My opinon) A Sci officer has no buisness in a Cruiser that takes away his advantage in the field of science and replaces it with engineers.. His/her sole puprose is to support a fleet action, allowing the cruisers and such battle it out. I was wanting to just jump right into the fray and destroy everyone... yeah not so good.

    Last night I had the pleasure of seeing myself in the Excelsior class vessel get clocked over and over and over by three bops. I was lucky enough to run into these same three bops in my Titan Class ship on the next que and well the story was much different.. (With the suggested changes in engineer officer skills and shield upgrade with phaser upgrade suggested by most of you). For that I do thank you
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    I think I will restate my reasons for disliking the Idea of giving the Federation their very own Carrier class ship..

    Because it would remove a current unique aspect of the Klingon Empire by giving the Feds such a ship. I'm not saying they couldn't have one of their own. I just don't think it's right to take something currently unique, and has been unique to the Klingons since Launch of the game, and just up and give it to the Feds.

    How ever, despite the fact that I hate adding C-store only content to the game.. If they did want to add a Carrier to the game, I guess if it was in the C-store, it might be some what alright with me, to an extent.

    That's all I have to say about that for now..
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    I think I will restate my reasons for disliking the Idea of giving the Federation their very own Carrier class ship..

    Because it would remove a current unique aspect of the Klingon Empire by giving the Feds such a ship. I'm not saying they couldn't have one of their own. I just don't think it's right to take something currently unique, and has been unique to the Klingons since Launch of the game, and just up and give it to the Feds.

    How ever, despite the fact that I hate adding C-store only content to the game.. If they did want to add a Carrier to the game, I guess if it was in the C-store, it might be some what alright with me, to an extent.

    That's all I have to say about that for now..
    I'm more or less with you there. I'd kind of like to see a Fed carrier, but it's a Klingon thing, and I'd rather not homogenize the factions more.

    It's also worth considering that while Starfleet might operate carriers, they'd be likely to use them completely differently than the KDF. Flying a fighter in STO would be suicide, and Starfleet would be reluctant to waste lives that way.

    I could see Starfleet using carriers for operations other than warfare though. Carrier with a large number of small 2-10 man "fighters" would be good for patrolling a large area of space, particularly if the only likely threats might come from criminals and smugglers. I could easily see a carrier in kind of a "coast guard" role for Starfleet.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Well I have to say that equipment doesn't really matter... it helps for sure but its all about your boff powers and how you time them imo.

    As the KDF player that had to 1v1 raaven616 I can say I was using 8 green mk x disruptor beam arrays and the borg set with ageis shields... that being said I usually top the charts in damage and i'm sure someone can confirm that for me...
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    now I'm getting hammered by everyone in pvp.. geeez I'm lik the focus of attention.. last match I was killed 12 times... highest death count on my side... LEAVE ME ALONE!!!! LOL
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Question.... A moving ship gets a Def Bonus.. and stationary ship should not get any.. Soooo why is it so hard still to get through shields?? color me stupid but.. that just don't sound right.. it should give the stationary ship a negative to shields if there's a bonus to moving.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    raaven616 wrote: »
    Question.... A moving ship gets a Def Bonus.. and stationary ship should not get any.. Soooo why is it so hard still to get through shields?? color me stupid but.. that just don't sound right.. it should give the stationary ship a negative to shields if there's a bonus to moving.

    A stationary ship gets negatives to defense after a little while. That said they could still have a large buffer and high resistances.
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