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Caitian Atrox Carrier turning question

possumlipspossumlips Member Posts: 107 Arc User
edited August 2012 in Federation Discussion
Under ships status,movement, my Atrox carrier says turn rate 3.0 deg/sec. I got a RCS console for it level XI in rare that says +35% flight turn rate but the stats stay the same and i can't tell that it turns any shaper with it equiped.I was wondering what i did wrong? As you may know, its one of the worse ships for turning which is why i went with beams and turrets. Seems like i remember a warp theorist duty officer added to space duty will add a turn rate debuff but that was only if i used Tachyon beam and i might try that. thanks in advance....jesse
Post edited by possumlips on
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  • lostmoonylostmoony Member Posts: 0 Arc User
    edited August 2012
    3 turnrate is coz you stay, move your engine to max then look on your turnrate, if you staying most ships turn very slow or dont turn?:rolleyes:


    turn rate+ or not i prefer armor it grand you long battles no armors = dead.
  • possumlipspossumlips Member Posts: 107 Arc User
    edited August 2012
    lostmoony wrote: »
    3 turnrate is coz you stay, move your engine to max then look on your turnrate, if you staying most ships turn very slow or dont turn?:rolleyes:


    turn rate+ or not i prefer armor it grand you long battles no armors = dead.

    I have only 3 engineer slots and they have a tetraburnium hull XI in very rare,a diburnium hull plating XII in rare and a emergency force field mk XII in rare so yes, i hate to give one of them up to turn tighter.Maybe i better leave the turn rate as is.
  • kylesal24kylesal24 Member Posts: 312
    edited August 2012
    The RCS consloe is useless unless it is on an escort. What it forgets to tell you is that it is base turning. It gives a 35% boost to your base turning. So really no extra turning for this ship. You would be better off with more armor.

    Also, cannons do work for the Atrox. I use cannons and turrets on mine over beams.

    Kyle
    Delta Fleet Command
  • maxvitormaxvitor Member Posts: 2,213 Arc User
    edited August 2012
    RCS console has diminishing returns on a vessel designed to have a poor turn rate.
    You can't get an accurate read on your turn rates unless your ship is flying at at least half impulse if not higher (varies depending on the efficiency rating of your impulse engines as well as your skills and doff assigments)
    Generally the rule of thumb is the bigger the ship is the worse it turns, and the Atrox is a big damn ship.
    You can use cannons and should learn the tactic of hitting reverse impulse to bring fore weapons to bare, since you will never be able to turn fast enough to lead a target circling you while in forward impulse.
    If something is not broken, don't fix it, if it is broken, don't leave it broken.
    Oh Hell NO to ARC
  • possumlipspossumlips Member Posts: 107 Arc User
    edited August 2012
    I bought that subspace jump console yesterday which seem to help me out alot by getting behind my enemy but it has a 2 minute cool down.I have it equiped with 3 turrets-phaser X blue,plasma XI purple and antiprotonXI purple.Also a Antiroton XI purple,Phaser XI purple and a Plasma/Disruptor hybrid X blue beams.I also added a anti mag XI blue to help antiproton weapons and a direct console XI blue to boost beam weapon damage.I have tetra XI purple and diburnium hull plating XII blue.Can i use Heavy dual cannons on this ship? The Zen store doesn't say if it can.How would you configure the Atrox if the amount of energy credits didn't matter short of the expensive Vice Admiral XII very rare weapons? thanks for all the advice on my new ship.
  • kylesal24kylesal24 Member Posts: 312
    edited August 2012
    Yes. I run DHCs and turrets. Do you want my full build?

    Kyle
    Delta Fleet Command
  • gypsybladegypsyblade Member Posts: 730 Arc User
    edited August 2012
    kylesal24 wrote: »
    Yes. I run DHCs and turrets. Do you want my full build?

    Kyle

    I see no advantage other than more DPS in a 45' arc

    When you're turnrate is so low, how often does this happen during Fleet Events? If you're only dong STFs, not so as bad considering you mainly fight Borg structures. I see a DHC hurting the atrox in any other instance...

    I mean its possible if you run mainly runabouts and tractor beams.. still tho..
  • kylesal24kylesal24 Member Posts: 312
    edited August 2012
    gypsyblade, 90% of the time in Fleet events. the other 10% is the last ship and I don't feel like turning so I just let my pirigtine fighters finish him off. Everyone says that, but they say that because they have not tried it yet. I will NEVER go back to beams because there is so much more DPS with cannons.

    Kyle
    Delta Fleet Command
  • crusty8maccrusty8mac Member Posts: 1,381 Arc User
    edited August 2012
    35% increase over nothing is still nothing.
    __________________________________
    STO Forum member since before February 2010.
    STO Academy's excellent skill planner here: Link
    I actually avoid success entirely. It doesn't get me what I want, and the consequences for failure are slim. -- markhawman
  • possumlipspossumlips Member Posts: 107 Arc User
    edited August 2012
    kylesal24 wrote: »
    Yes. I run DHCs and turrets. Do you want my full build?

    Kyle

    yes please. i have been only doing missions and fighting the borg as i seem to be getting in the way on the fleet ones? i don't know what to shoot at or in what order and i can't type fast enough to ask people during the mission but have noticed a few chat remarks about doing it wrong.I still haven't figured out voice chat tho i have a mic headset. I can't really tell you my fighting style so anything that will help me stay alive longer i'll take under consideration. By the way i did add a purple gravimetric scientist to add aftershock to my gravity well 3 and tykens rift 3 tho only 1 DOFF can be used at a time.flight,tech,projectile weapons officers in purple or blue added also.I'm off to extend my energy credit to 1 billion as i think these upgrades are going to be expensive....thanks for the different opinions......jesse
  • lostmoonylostmoony Member Posts: 0 Arc User
    edited August 2012
    kylesal24 wrote: »
    gypsyblade, 90% of the time in Fleet events. the other 10% is the last ship and I don't feel like turning so I just let my pirigtine fighters finish him off. Everyone says that, but they say that because they have not tried it yet. I will NEVER go back to beams because there is so much more DPS with cannons.

    Kyle

    make 1 turn in 5 min then make a shot and you talk about your great dps.:confused:

    i hope i will see this show anytime.:D

    and anyone told you you not only must have the enemy in righ position to a cannon also short range, or dmg not exist on any way?

    seriously if you have no plan from the gamemechanics join a fleet ask the players to help you, and they will do it for free. xD
  • kylesal24kylesal24 Member Posts: 312
    edited August 2012
    lostmoony, I run my own fleet, bottom of my posts, and I know how to use this ship.

    Yes on paper it can't turn, but give it end level engines and you can turn at about 8-9 without moving. With power I hit about 10-15 degrees per second.

    This may take some time possumlips so give me a little bit.

    Kyle
    Delta Fleet Command
  • lostmoonylostmoony Member Posts: 0 Arc User
    edited August 2012
    kylesal24 wrote: »

    Yes on paper it can't turn, but give it end level engines and you can turn Kyle

    so you have the new tier 25/ MXIII space marine sub engine, so gogogo kill the bad boys.:D
  • kylesal24kylesal24 Member Posts: 312
    edited August 2012
    possumlips, here you go.

    I am a Tac Fed toon who uses the Atrox Carrier and it is my favorite ship and my main.

    I use 3 Phaser DHCs up front. (I may go to Anti-proton but not sure yet.) 3 Phaser turrets in the back.
    I have 2 Phaser relays for Tac consoles. 3 Armor consoles, Nuentionion is what I use. 2 Field genterators right now, not sure if I should get 1 more or have something else, and assm. console. (Don't have the Borg console yet because one of the missions is broken.)

    BOFF, Tac: TT 1, CRF 1.
    Eng: EP2W 1, RSP 1, AUX2SIF 2.
    Sci: HE 1, TSS 1 TR 2.
    Sci: HE 1, PH 2, TSS 3, GW 3. (May get rid of some of my heals, I have too many.)

    DOFFs: Still working on this. Almost have 5 Hanger DOFFs of different types. Still trying stuff out here.

    Hangers: 2 Pringine fighter wings. Best for DPS. If you just do PVE and STFs then get these. If not try out other wings.

    3-peice Brog set and the MACO shield is what I like.

    Can't think of anything else. Any other questions?

    Kyle
    Delta Fleet Command
  • kylesal24kylesal24 Member Posts: 312
    edited August 2012
    lostmoony, you don't?

    Look, just because the Wiki says it is bad at turning does not mean it really is. If you don't believe me than try the ship out. And if you have then you didn't set it up right or you don't know how to use it.

    Kyle
    Delta Fleet Command
  • lostmoonylostmoony Member Posts: 0 Arc User
    edited August 2012
    kylesal24 wrote: »
    lostmoony, you don't?

    Look, just because the Wiki says it is bad at turning does not mean it really is. If you don't believe me than try the ship out. And if you have then you didn't set it up right or you don't know how to use it.

    Kyle

    i have finally quit my fed account about this big piece of TRIBBLE called atrox what i have used ~2 weeks befor i start play KDF only:eek:
  • kylesal24kylesal24 Member Posts: 312
    edited August 2012
    Then why are you talking about the side of the game you gave up?

    You left! So you don't know how it runs with the Atrox. I took mine out today. Did you? I know how it runs and what turning it gets. You have never used my ship.

    Kyle
    Delta Fleet Command
  • kalvorax#3775 kalvorax Member Posts: 0 Arc User
    edited August 2012
    heck i just bought this ship yesterday and am loving it....only thing that needs to be redone is the range at which the hanger pets go to attack....it SAYS on the wiki that when running solo its 15 km...but im only getting 10.5 km range....not even worth sending pets then....where as on a team that range is 100km...they really need to decide on what the range is...carrier are SUPPORT they are meant to stay out of battles..not fight in them.

    turns really well....in sector space hahaha, in normal space running at 1/4 impulse is good for turning IMO...or running in reverse.
    [SIGPIC][/SIGPIC]
    I find this line of replies sadly hilarious. We put a lot of work into the massive list of fixes/changes above, and ya'll are hung up on the ability to skip our content. =p
  • thibashthibash Member Posts: 506 Arc User
    edited August 2012
    I think the underlying point of the discussion is this: yes, it can turn, and yes, you can get some buffs that make it turn better. But if you're used to flying escorts, then it cannot turn at all.

    Hope that solves the discussion once and for all?
  • dalolorndalolorn Member Posts: 3,655 Arc User
    edited August 2012
    I hit 10 (unbuffed) on my Vo'Quv with triple Mk XI RCS accelerators of varying qualities, then hit 12-20 (I don't know the number, sorry) when I throw out an Aux2ID of unknown level. Quite handy, considering the fact that I'm using a sci-heavy torp boat on my Vo'Quv.

    Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.p3OEBPD6HU3QI.jpg
  • lostmoonylostmoony Member Posts: 0 Arc User
    edited August 2012
    kylesal24 wrote: »
    Then why are you talking about the side of the game you gave up?

    You left! So you don't know how it runs with the Atrox. I took mine out today. Did you? I know how it runs and what turning it gets. You have never used my ship.

    Kyle

    i quit fed about this big crapy ship i played it and rofled about it!!!!!

    i want a great carrier play, i got answer if i will play real carrier i must go to kdf there is the karfi+ famous pets.;)

    and i try it today out again for you and start to rofl about myself to try that.:D
  • piwright42piwright42 Member Posts: 0 Arc User
    edited August 2012
    possumlips wrote: »
    Under ships status,movement, my Atrox carrier says turn rate 3.0 deg/sec. I got a RCS console for it level XI in rare that says +35% flight turn rate but the stats stay the same and i can't tell that it turns any shaper with it equiped.I was wondering what i did wrong? As you may know, its one of the worse ships for turning which is why i went with beams and turrets. Seems like i remember a warp theorist duty officer added to space duty will add a turn rate debuff but that was only if i used Tachyon beam and i might try that. thanks in advance....jesse

    Dude save your money. That is a turn rate reduction for what you hit with those tetryons.

    Up your engine subsystem power and you will turn quite a bit faster. Still when I use carriers, which is not often, I throw turning right out the window. Adjusting your subsystem power is an exercise in trade offs and carriers seem to need more in just about everything. At least if you fly them as a cruiser/escort or science ship that is. Get used to switching your subsystem power as you need for the role you are fulling at the time. You can even set up four different presets and save them to help you in this regard.

    Your best weapon is your fighters. Get used to using the fighter commands that come with the ship, If you do not see them in your powers try then hit the P key on your keyboard and assign them where you will use them. Wanna pump out more fighters faster? Max that auxiliary power. You don't need to turn as much when you use your fighters to turn for you anyways.

    The BO skills "Auxiliary to Inertial Dampers," and "Emergency Power to Engines" would help you turn faster in short boosts just like the captain skill "Evasive Maneuvers" does, (well not exactly just like but still hella faster than without any BO or captain skill used). If your ship has room for it so does "Attack Pattern Omega." Engine choice is a good place to look for a turn buff too. Try for Combat impulse engines with a [Turn] modifier and that will help you get your nose around as well, while it gives a healthy boost you the subsystems you have set to low power.

    Also get used to adjusting your speed. The ship has the same turn rate in motion no matter the speed. Need to do a hard tight turn? Drop your engine speed down. Want a broad sweeper? Keep the ship's speed up.
    If you are a pickle in a pickle jar you know every pickle's different, sort of, but really they're all just pickles...
    They taste the same.
  • gypsybladegypsyblade Member Posts: 730 Arc User
    edited August 2012
    kylesal24 wrote: »
    gypsyblade, 90% of the time in Fleet events. the other 10% is the last ship and I don't feel like turning so I just let my pirigtine fighters finish him off. Everyone says that, but they say that because they have not tried it yet. I will NEVER go back to beams because there is so much more DPS with cannons.

    Kyle

    Yes, DHC have better DPS than beams.. no argument there.. I have 7 toons at 50.. two of which are in Carriers..

    However because of the lack of turnrate your overall DPS is lower than that of a Beam Atrox.

    Before season 6 my Kar'fi (Which has a better turnrate than an Atrox) ran 2x DHC 1 Quad 1 Torp forward and 2x Turrets 1 Torp Aft. This was great for STFs as most things were in that 45' arc.

    With the addition of Fleet Events (No Win, Fleet Defense, etc) I've found a different setup works better overall. 1 Quad, 1 DBB, 1 Beam Array, 1 Torp forward and 2x Beam Arrays 1 Torp Aft. I run with Advanced Interceptors and Advanced Frigates as my pets. This lets me put out sustained damage at 360', rather than just supreme damage at only 45'.

    Just my opinion, it's your game tho... as long as you're having fun.
  • piwright42piwright42 Member Posts: 0 Arc User
    edited August 2012
    gypsyblade wrote: »
    Yes, DHC have better DPS than beams.. no argument there.. I have 7 toons at 50.. two of which are in Carriers..

    However because of the lack of turnrate your overall DPS is lower than that of a Beam Atrox.

    Before season 6 my Kar'fi (Which has a better turnrate than an Atrox) ran 2x DHC 1 Quad 1 Torp forward and 2x Turrets 1 Torp Aft. This was great for STFs as most things were in that 45' arc.

    With the addition of Fleet Events (No Win, Fleet Defense, etc) I've found a different setup works better overall. 1 Quad, 1 DBB, 1 Beam Array, 1 Torp forward and 2x Beam Arrays 1 Torp Aft. I run with Advanced Interceptors and Advanced Frigates as my pets. This lets me put out sustained damage at 360', rather than just supreme damage at only 45'.

    Just my opinion, it's your game tho... as long as you're having fun.

    I agree with this opinion. The carrier is tough and can take a good beating if you set up for the healing BO skills. That ability to loiter in the thick of it and beam everything allows a higher sustained DPS even at slightly lower weapons power settings than a carrier set up to try to be an escort but can't keep it's nose on target long enough to actually deal any good bust DPS.

    A all beam array carrier with FAW and three special beam DOFFs would be more flexible than a four single cannon/four turret carrier.
    If you are a pickle in a pickle jar you know every pickle's different, sort of, but really they're all just pickles...
    They taste the same.
  • bluegeekbluegeek Member Posts: 0 Arc User
    edited August 2012
    As this thread is not about F2P, I am moving it to a more appropriate location.

    Please try to remember to keep threads on-topic in the appropriate forums.
    My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here
    Link: How to PM - Twitter @STOMod_Bluegeek
  • bluegeekbluegeek Member Posts: 0 Arc User
    edited August 2012
    Actually, I think I moved this to the wrong place... sorry for any confusion... one more try...
    My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here
    Link: How to PM - Twitter @STOMod_Bluegeek
  • kylesal24kylesal24 Member Posts: 312
    edited August 2012
    Nice new Purple name bluegeek. No problem about moving. Was thinking it was in the wrong spot too. There is another one about the Atrox in I think it is the Q&A.

    Kyle
    Delta Fleet Command
  • crusty8maccrusty8mac Member Posts: 1,381 Arc User
    edited August 2012
    Okay, I have to say it, been holding back for weeks.... am I the only one that thinks the Atrox is a Lego carrier?
    __________________________________
    STO Forum member since before February 2010.
    STO Academy's excellent skill planner here: Link
    I actually avoid success entirely. It doesn't get me what I want, and the consequences for failure are slim. -- markhawman
  • lordfuzunlordfuzun Member Posts: 54 Arc User
    edited August 2012
    RCS Console do help, but you need to layer more turn buffs to make them really effective. Add 3-6 Ranks in Starship Thrusters. One big multiplier is Engine Subsystem power. More engine power means faster turning. Invest in Starship Warp Core Potential, Starship Warp Core Efficiency and Starship Engine Performance. And if like most you using the Offense power profile with Engine Power set to 25, well you are going to have to evaluate things. You'll need to give up some DPS to turn faster. For a carrier, I've found that the Balanced profile is generally best for generate operation. You have too many competing needs to favor one over the other.

    In my Carrier Captains, I generally use the Balanced power profile with heavy investment in Captain power skills (some mentioned above). I don't really focus on trying to do a lot of DPS with my ship, I focus on support of my pets and teammates any DPS I do is just supplemental. Now on my Tactical Captain in a Recluse Carrier, I do tending to focus on DPS from the ship, but I don't sacrifice movement to do so. I bounce between power settings a lot during missions. That captain have 6 ranks in Starship Electro-Plasma Systems and has an EPS Flow Regulator Engineering console to speed up power level transfers. And FYI, I do have RCS consoles in the carriers.
  • rdm1958rdm1958 Member Posts: 822 Arc User
    edited August 2012
    possumlips wrote: »
    Under ships status,movement, my Atrox carrier says turn rate 3.0 deg/sec. I got a RCS console for it level XI in rare that says +35% flight turn rate but the stats stay the same and i can't tell that it turns any shaper with it equiped.I was wondering what i did wrong? As you may know, its one of the worse ships for turning which is why i went with beams and turrets. Seems like i remember a warp theorist duty officer added to space duty will add a turn rate debuff but that was only if i used Tachyon beam and i might try that. thanks in advance....jesse

    i sell turn consoles as soon as i get them. they are a total waste of space. i have tried a variety of set ups on my atrox and currently use all beams (disruptors) with one dual beam bank. works pretty well for me. i also recommend using danube runabouts. let them do the running around and work on keeping yourself strategically placed.
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